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Sights and Sounds add-on
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Topic: Sights and Sounds add-on (Read 6140 times)
|iR|Focalor
Irrepressibly Profuse Member
Posts: 15770
Help Destroy America: VOTE DEMOCRAT
Rated:
Re: Sights and Sounds add-on
«
Reply #15 on:
August 29, 2009, 08:58:00 AM »
Well I figured if I was going to do Quake1 sounds and HUD in a pak, I might as well make the main menu and sub-menus look similar to the ones in Quake1 as well. If I had to, I could just use the Quake font and make them myself.
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Yendor
Full Member
Posts: 119
Rated:
Re: Sights and Sounds add-on
«
Reply #16 on:
August 29, 2009, 01:20:35 PM »
Well, I think the coolest thing in Quake 1 that does not appear in Quake 2, is a moving teleporter destination (this was how you defeated the end-boss, Shub-Nigurath). I soo wish Q2 could do that!
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I am the Master Blastermator!
[BTF] Reflex
Loquaciously Multiloquent Member
Posts: 5324
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Rated:
Re: Sights and Sounds add-on
«
Reply #17 on:
August 30, 2009, 07:31:29 AM »
Never beat Shub myself.. loved the single player game though.
Got thru a ton of it, just one day realized it was multiplayer and that was the end of it.
33k modem and still loved the action, phone jacking half the time too
Dad loved it, and saw fit to upgrade to cable internet, in 98 that was pretty new i guess.
Can't wait to see/hear the pak.
Some of the mods used certain monster sounds for different things.
and ctf had a bunch of upgraded sounds.
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Sometimes I think it’s a sin when I feel like I’m winnin’ when I’m losin’ again
|iR|Focalor
Irrepressibly Profuse Member
Posts: 15770
Help Destroy America: VOTE DEMOCRAT
Rated:
Re: Sights and Sounds add-on
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Reply #18 on:
August 30, 2009, 02:35:45 PM »
Quote from: [BTF] Reflex on August 30, 2009, 07:31:29 AM
Can't wait to see/hear the pak.
Well don't expect to be too impressed by the sounds in it. As I mentioned, the sounds from Quake1 are pretty low quality, almost like the game sounds from Doom1.
I started working on it a little bit last night. So far, I only have the health/ammo numbers done. They don't look bad I guess. I had to shrink the numbers horizontally to 65% of the original width, so they won't look
exactly
the same, but close enough. Also, the colors of the numbers aren't very bright, semi-dark brown numbers for NUM's and semi-dark red numbers for ANUM's. I stuck them in my pak and tested them out last night. Since they aren't very bright, I couldn't see them too well. I guess it depends on the screen resolution or HUD size you use. I usually use 1024x768 and don't make the HUD larger, so the numbers usually appear a little bit smaller on my screen.
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|iR|Focalor
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Posts: 15770
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Rated:
Re: Sights and Sounds add-on
«
Reply #19 on:
September 01, 2009, 12:57:25 PM »
Alright, attached below is a preview of what the current weapon icons will look like. I'm not too happy with them. You can't really see the gun very well. Obviously, I can't convert the in-hand weapon models from Quake1 to Quake2, I'm just not a model tweaker guy. Anyway, let me know if this is okay. I would rather do something else for the weapon icons, because like they are here, you can't tell what the hell they are other than by squinting to read the number.
You might notice that the colors of these icons look kinda funny. I had to enlarge the icons slightly from their original size used in Quake1 so that they'd fill the space Quake2 HUD properly.
The alternative (and it isn't really guaranteed to turn out any better):
Perhaps I could do what I did for the weapon icons that I've used in my last 2 or 3 personal paks... I used a model viewing program to load up the weapon models. Then I took desktop screenshots of them from the side. Then I took those pictures of the weapons from a side view and shrunk them down small enough to fit in the space allowed by the old icons (24 pixels high). I think it would probably look better than the original icons, but still wouldn't look "great".
«
Last Edit: September 01, 2009, 01:01:43 PM by |iR|Focalor
»
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|iR|Focalor
Irrepressibly Profuse Member
Posts: 15770
Help Destroy America: VOTE DEMOCRAT
Rated:
Re: Sights and Sounds add-on
«
Reply #20 on:
September 03, 2009, 12:29:02 AM »
Here is a 2nd alternate set of weapon icons that I made. I couldn't find the shotgun model, so I borrowed the shotgun icon from my previous Nazi themed pak. Anyway, which ones look better? Personally, I like these a little more.
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|iR|Focalor
Irrepressibly Profuse Member
Posts: 15770
Help Destroy America: VOTE DEMOCRAT
Rated:
Re: Sights and Sounds add-on
«
Reply #21 on:
September 03, 2009, 11:26:49 AM »
I'm basically done with this pak, now it's just a matter of making a download and preview page for it on my site. Not quite ready for that at this point though, I'm still trying to work out a few kinks with the sounds.
It's really odd. As far as I can tell, all the other sounds I renamed for use in this pak seem to be working fine. But the ones in the "sound/players/male" folder are not being used. At first I thought it had something to do with the sampling rate, so I converted them all to 22.050kHz 16bit mono, the same thing all the sounds in pak0.pak are. That didn't help. I finally figured out that if I removed the sounds from the "c:/quake2/baseq2/players/male" folder, THEN they'd all be used properly. This is a little odd though. In my last pak (Focalor's Pak v6.66), I replaced the "pain25_1.wav" and the "pain25_2.wav" with a horn honking sound and never touched the same sounds in the "c:/quake2/baseq2/players/male" folder, but the sounds in the pak still overrided the ones found in that folder. Anybody got a clue in hell as to why these particular sounds may not be overriding the ones in the visible folder?
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