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Messages - Daedalus

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1
Released Mods / Re: [SOUND] High Quality Sounds
« on: July 02, 2015, 12:32:43 pm »
Are you going to update the sound pack version that does not require FMP? It was last updated 6/17 and the FMP version was updated 6/19...

I do not play FMP at this time but would like the latest pack  ;D

The 6/17 is the latest version for "clean" OpenXCom. Although, due to that problem with the download you mentioned earlier, I think I will upload another pack - containing both versions, OpenXCom 1.0 and FMP, so that there will be less confusion.

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Released Mods / Re: [SOUND] High Quality Sounds
« on: June 21, 2015, 08:46:37 pm »
This mod already does that... well, at least to some degree. Each alien has his own death scream and attack sound (for races like zombie, reaper, chryssalid, celatid...). Walking sounds are shared by all of those aliens which have legs and this could be changed, I agree, so that bigger aliens would have different move sound. Although I don't know when will I have time to work on that...

As for the aggro sound - I don't think it's a good idea to add it to aliens. Chryssalids are ones that already have it and they tend to spam it a lot. I believe sound is played each time alien spots one of X-Com soldiers and in longer terms this could be quite annoying to players.

3
Released Mods / Re: [SOUND] High Quality Sounds
« on: June 19, 2015, 10:58:12 pm »
Final Mod Pack version is up on OpenXCom.com

Changelog:
- [Final Mod Pack] added Gauss Cannon Geoscape sound
- [Final Mod Pack] added new sounds for most of the new weapons (Sniper, Heavy Sniper, Laser/Plasma Sniper, Shotguns, Magnum, Hunting Rifle, Dartgun, Taser, Grenade Launcher, Gauss Weapons)
- [Final Mod Pack] added new sounds for tanks, hovertanks, sectopods...
- [Final Mod Pack] added few new death screams for some of new aliens
- [Final Mod Pack] added new sounds for Attack Dog

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Released Mods / Re: [SOUND] High Quality Sounds
« on: June 17, 2015, 02:51:44 pm »
Quote
Please replace the gauss weapons sounds first ;-) They are horrible...

Actually I have all of the sounds ready. I just need to clear the pack a little and do some more tests. It should be available before the weekend.


Quote
+1 on that. And the flamer too, since now it sounds like a rifle with this mod on.

Flamethrower sound did not change. I just tested that and it still has the sound from FMP. What changed is the explosion sound, and flamethrower's ammo does explode. Unfortunately I don't think there's a way to have different explosion sounds for different items (I would love have that), so there isn't much I can do about it.

There's an alternate small explosion sound in the mod files and you can try if it sounds better for you. You just have to edit the HQSounds.rul, by finding this line:
Code: [Select]
      2: Resources/HQSounds/Battle/small_explosion.ogg #small explosionAnd changing it to this:
Code: [Select]
      2: Resources/HQSounds/Battle/soft_explosion.ogg #small explosion

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Released Mods / Re: [SOUND] High Quality Sounds
« on: June 17, 2015, 01:35:31 pm »
Version 1.0 of the mod have been released and can be downloaded from OpenXCom.com


Changelog:
- added all missing sounds + some more
- changed general approach, trying to make the sounds more scary and better fitting for intense X-Com atmosphere
- changed volume of most of the new sounds, so they better match original sounds now
- [Geoscape] added different launch sounds for Avalanche and Stingray missiles
- [Geoscape] changed loud UFO attack sound from laser (default in OpenXCom) to more subtle one
- [Geoscape] swapped UFO hit and X-Com craft hit sounds (since they're swapped in OpenXCom comparing to UFO:EU sound documentation)
- [Geoscape] added X-Com craft destroy sound
- [Geoscape] tweaked Cannon sound
- [Battlescape] added all missing sounds
- [Battlescape] changed many sounds to make them fit the game better
- [Battlescape] added new fire sounds for each basic gun (pistol, rifle, heavy cannon, auto cannon)
- [Battlescape] added new fire sounds for each laser and plasma variant (pistol, rifle, heavy)
- [Battlescape] added new hit effects for plasma and autocannon
- [Battlescape] added a lot of new alien death/scream/attack sound effects so that each alien would have his own set of sounds



Mod works with OpenXCom 1.0 and latest OpenXCom nightly builds (see installation instructions).

Additional version for Final Mod Pack with lots of new sounds coming soon...

6
I'm back to playing OpenXcom after almost a year, but I encountered some problems running nightly builds. The game crashes on me randomly when intercept screen pops up, giving "std::bad_alloc" error. Sometimes it also freezes on battle debrief screen, forcing me to kill the aplication process manually.

I tried running the game with different settings, with different screen resolutions, fullscreen and windowed, with and without filters, with and without mods - crashes always occur. I checked logs and there's nothing. I tried on clean 1.0 version, and no crashes there.

My specs - Phenom II X4 955, 4GB RAM, GF GTS 250, Windows 7 and OpenXcom on SDD disc.




edit:
Oh, nevermind. I fixed it shortly after posting. It seems there's a big problem with MP3 playback, since the crashes were gone once I removed the new OST by Sycraft. I switched to OGG version, did few quick tests and it works much better. Hopefully there will be no more crashes...  :)

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Work In Progress / Re: Remastered Sounds Project (demo available!)
« on: July 31, 2014, 01:19:18 pm »
In other words, unless your hearing is perfect AND you have good external soundcard AND you have great headphones you won't be able to hear the difference between .wav and good .ogg. ;)

Of course the original sound samples would also have to be uncompressed and very high quality, otherwise it would be just pointless to save them as wav.


8
So much better than the original...

9
Open Feedback / Re: Chryssalid 'aggroSound'?
« on: July 23, 2014, 12:45:15 am »
It's a sound played when Chryssalid spots his next victim. Currently OpenXCom seems to be using only one sound for Chryssalid aggro and death.

10
Aye, something like this would be fantastic.

11
Open Feedback / Music pack recorded with SB Audigy card
« on: July 21, 2014, 10:52:48 am »
I didn't know where to post this, so I'm posting it here. It wouldn't fit very well in modding section, I believe, since it's not really a mod...


Anyway, I had some problems with MIDI playback in OpenXCom, but I really like how my SB Audigy handles those files and I just couldn't find a good enough replacement, even though there are many music packs available. Pack converted using "MS_GS_WVTB.sf2" seemed to be the closest one to what I was used to hear, but well... it sounds awful to be honest.

Therefore, I recorded my own pack from original MIDI files using my SB Audigy card. It sounds much better than the stuff created with sound fonts, at least IMO. I made it mainly for myself, but maybe some other people will like it and find it useful.

Tracks were cut in Audacity, so they should loop nicely, although I didn't test it in-game yet. Also, I didn't adjust the volume - just recorded it as it is - so if some tracks should be played louder/quieter please let me know.


Link to the pack - https://goo.gl/dgMwPC


edit: Added small video for quick preview - https://youtu.be/nsKe57LyGPg

12
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 20, 2014, 12:44:37 am »
Quote
Laser sniper rifle sounds reasonable, laser shotgun - I'm not sure really. But I guess seeing your sprites would be nice, thanks for the offer! There's always demand for weapon sprites, if not for the FMP then for other projects/people.

I need to think about it, but I think at least the sniper laser is a good idea.

Well, those are nothing special, like I said. Sprite for scatter laser was actually made by Chiko - I only cut some pixels here and there to make it smaller. Laser sniper is just a modified laser rifle with a small scope (edit: seems like I only took it from UFO:TTS and rescaled it long time ago, so I'll have to make a new one...). I only have bigobs for them, since they're very similar to laser rifle.



I also have a heavy, .50 caliber sniper rifle if you want one. While searching for new sniper rifle sounds I found a really cool one, but it was too powerful for current sniper rifle, so I made new rifle from scratch for my own satisfaction. ;) It's big, it's heavy, it's less accurate, it has low ammo, aimed shot takes 90% TUs, but it deals almost as much damage as heavy cannon. Again, only bigobs for this one...



I added a quite significant close range accuracy penalty to it, so it's only good for long range sniping.

Oh, and while we at that... Today while I checked Pirates ruleset I've noticed that many weapons have "aimRange" parameter set. I checked how it works in-game and I must say that it's just brilliant! Adding this parameter with proper values to all of the weapons would greatly enhance overall gameplay. Finally choosing between different weapon types for close-mid-far encounters would have more sense and sniper rifles with proper "minRange" value would be good only for sniping distant targets. I know it would be a lot of work to balance it, but are you even considering to implement such things?

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 19, 2014, 01:06:01 pm »
Solarius, would you be interested in adding laser sniper rifle and laser equivalent of shotgun (like the scatter laser from XCOM 2012)? I can provide the ready-to-use code and sprites, since I already implemented it for myself as an addition to your mod. The sprites are not super fancy, but they'll do.

14
Work In Progress / Re: [ENEMY] alien hybrid race project
« on: July 19, 2014, 12:47:57 pm »
Nice. Would love to see them in some special missions and maybe as a backup unit in Sectoid terror missions.

15
Work In Progress / Re: Remastered Sounds Project
« on: July 19, 2014, 12:42:21 pm »
I had the UI select sound already - it was public domain, but I just can't remember where did I found it and what was it called.

As for the SuperSampler library, great find! I believe it has many more X-Com sounds, that you pointed! Found some weapon sounds and monster samples, which were most probably used to create alien death sounds (Snakeman and Ethereal).

Really big thanks, mate.

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