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Pureon

WFG Retired
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Everything posted by Pureon

  1. Has anyone else noticed Blender 2.64's 3D viewer window incorrectly maps our dds textures? After I'd spent an hour pulling my hair out trying to work out why I could no longer UV map our models, I finally worked out what the cause was. Here's a bug report about it: http://projects.blender.org/tracker/index.php?func=detail&aid=32837 The Blender devs did it to make dds textures load faster - but unfortunately it makes Blender 2.64 unusable since we use compressed dds files on a lot of our models.
  2. I've never been totally convinced about terrain flattening in 0 A.D. because of the cons specified for option 1. Flattening cannot restrict pathfinding or it'll become the weapon of choice for turtlers (not that there's anything wrong with turtling ). Loosing the war? - Why not build an indestructible terrain wall and prevent your opponent from taking out the remainder of your army. I agree there should be a way of building walls (wall towers specifically) partly inside steep terrain to prevent walkable gaps around the edges. Also some allowance for building into coastal water. Flattening has been discussed many times before, but i wanted to share my opinion even if it contradicts what other folks may think
  3. Elephant sounds are being created by Evan.
  4. Almost correct. Each animal should have these sounds: Idle - animal is standing around doing nothing. Ambient. Selection - animal is selected. Attack - animal is attacking or defending itself. Death - animal dies. Ideally we could have 2-3 variations of each of the above states. The Idle and Selection states can however use the same sound files.
  5. The file should be recorded lossless and saved as a WAV. MP4 is normally quite heavily compressed, so we would rather receive WAVs. Could someone start an alphabetical list of animals currently in 0 A.D. and then on it mark whether or not the animals have Select, Attack, and Death sounds. We have a number of applicants working on animal sounds so it's important we don't duplicate the work.
  6. Hi Brandon, Firstly welcome to the forums! I'm part of the Art Department but am also looking after the Sound Department temporarily. I'm very interested in your application and I think it would be best for us to discuss further offline. Expect an email from me to appear in your gmail inbox in the next few hours.
  7. I haven't opened 0 A.D. for about 2 months, but all siege units should have basic sound effects. Can you list any that don't? I'll check them when I return home in around a week. Regarding catapult sounds - We first need a new actor time value implemented that's separate from the 'event' trigger when the projectile is released. Our attack sound effects currently start on the 'event', but for catapults and some other units the sound effects should start much earlier - for example when the Roman Ballista is being cranked ready to fire, that's when the cranking sound should start. What we have now is: <animation event="0.75" load="0.7" file="mechanical/rome_ballista_atttack.dae" name="Melee" speed="150"/> Which fires the sound and projectile at event="0.75" and the projectile appears on the Ballista at load="0.7" What we should have is something like this: <animation event="0.75" load="0.7" sound="0.1" file="mechanical/rome_ballista_atttack.dae" name="Melee" speed="150"/> Here the sound would start to play at sound="0.1" and would allow us to add the high-quality sound files that were created for catapults. Also I've been eagerly awaiting looping movement sounds. We have a number of professional sounding looping siege movement sounds but we need a way for these to activate when the unit is moving. Currently only a short movement sound is played when a siege unit is tasked to move, but this isn't very realistic, you'd expect the movement sound to continue until the siege unit stops moving. Ships would also benefit from this. We are working on implementing packing and unpacking for immobile siege units, so if your 'Mute Catapults' comment refers to the current catapult 'moonwalk' movement this will be replaced by packed horse/ox drawn carts. Although ox drawn carts rely on finding an animator to model and animate an Ox for us, but that could take years so we'll probably stick with horses for now
  8. If we want different voices/languages for each faction that involves recording all the male and female sounds and setting up all the individual unit actor files to point to different sound groups. That's a lot of work, but can technically be done with what we have. Keep voice language related discussions in the other voice topic.
  9. Hope you got your electricity back without it causing too much trouble. Thinking a bit about this, I'm not really sure what sounds we'd use a camera height parameter for. Most sounds do need to be heard even when zoomed out at the 1 position.
  10. I think you've been using the old phrases from 2003 rather than the ones we are working with now that are listed here: http://trac.wildfiregames.com/wiki/Audio_Voice_List I've added a note to the the first post in this old topic to clarify things.
  11. Nice one. I'll check it out when I'm back in a few weeks time.
  12. Awesome ones I probably won't be around for another few weeks due to some RL happenings, so here's an early 'Welcome to the team' from me!
  13. I'm in favor of adding a new parameter to the xml files if that'll help with the distance logic. Good to see more progress!
  14. I'm very impressed. The graphics look professional and the storyline is well thought-out and executed. Nice one Brynn
  15. Howitzer114 can you provide us with some samples of your audio work? If you don't want to share them publicly, please email me some links to the email address in my signature.
  16. Brilliant work FeXoR. I like what you've done with it.
  17. 0 A.D. crashes whenever I load the reservoir scenario or place the reservoir actor onto a map - is this because it needs a autobuild? It's not recording anything in the logs before crashing, so not sure what's causing it.
  18. @Alex24: Could you confirm you have placed the exported wrld_crate_test.dae model file into binaries\data\mods\public\art\meshes\props Also could you paste your actor file here for us to check?
  19. Thanks for the report. I'll take a look and see if I can replicate. One question I do have for you, how developed was Aegis bot's base? Unfortunately there are occasions where the AIs get stuck, and very little happens after that point.
  20. Yes, it should be very quiet, but will add to the realism of the game. Katie is working on some new gate sounds for us, she's just been very busy at work the past month. I think you should be able to hear enemy siege and ships if they are on screen.
  21. Thanks for the update It would be nice to have unit movement sounds looping constantly until the unit stops moving. All we hear currently is the movement sound playing once at the start of any movement (see ships and siege weapons), and it stops even if the unit is still moving. Another request would be for a way to play a unit sound independently from the 'event' time. See this post (staff forums) and the preceding discussion for more info.
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