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More CUT sounds
Posted: Tue Mar 15, 2005 8:58 am
by lord_kungai
Ive always wanted to hear other players scream as they fall to their death after ive kicked them. Im not sure what other sounds would be nice, but a lot seem to have been removed since UT99.
WHAT SAY YOU, OH MINIONS OF CHAOS?
Posted: Tue Mar 15, 2005 9:24 am
by TKATK
the problem is that with aliens and robots the sounds wouldnt always match the model/voicepack
Posted: Tue Mar 15, 2005 1:32 pm
by jb
TKATK wrote:the problem is that with aliens and robots the sounds wouldnt always match the model/voicepack
yea but we have a check for the arrow effects for example that make sure to use an alien/bot head if the speices is of that type, so we could do male human, female human, alien and robot screems on a kick...not shure how to implement it...not a bad idea...
Posted: Tue Mar 15, 2005 1:41 pm
by R.Flagg
I'm not sure what sounds you are referring to, when you talk about sounds removed since Chaos for UT. The kick sound for example, hasn't changed. But certainly there can be things I'm not thinking of right now as well.
And to be honest, I'd like to think that my in-game character is tough enough Tournament player, not to be screaming everytime somebody kicks me.

Posted: Tue Mar 15, 2005 2:59 pm
by Kaboodles
I think it would be great if the turrets, needlebombs, and fire mines were "alive", too, like the proxies. Firemines would try to aim themselves at you if you got too close, and needlebombs would roll around on the floor. I don't know what kind of voices they would have though. I imagine an evil metallic robot voice for the turrets, R2-D2 style beeps and boops for the needlebombs, and God knows what for the fire mines.
And could you make it so proxies avoid fire mines? I hate it when they trigger them.
Posted: Tue Mar 15, 2005 4:33 pm
by TKATK
not necesarelly a voices but needler balls rolling around and firemines slowly aiming their beam(very slowly) would be quite intresting
Posted: Tue Mar 15, 2005 5:56 pm
by Zachariah
it would certainly be interesting and ,but not at all necessary. I think it would be a nuisance in some instances. Also it would detract from the uniqueness that proxies have if suddenly everything was autonomous.
Posted: Tue Mar 15, 2005 6:13 pm
by lord_kungai
R.Flagg wrote:And to be honest, I'd like to think that my in-game character is tough enough Tournament player, not to be screaming everytime somebody kicks me.

LOL!!!
but this should not be for kicks. This should be done for falls. Some game (I think U2) has a feature where when the player is moving very fast - usually falling - he/she/it begins to yell "AAAAAAAAHHHHHHHH". I always found that hilarious.
R.Flagg wrote:I'm not sure what sounds you are referring to, when you talk about sounds removed since Chaos for UT. The kick sound for example, hasn't changed. But certainly there can be things I'm not thinking of right now as well.
Hmmmm... if i remember right, there were coughs, sneezes, spitting sounds and what not in CUT99

Posted: Tue Mar 15, 2005 6:14 pm
by Shadowstar
I think its cool that the Proxies are the only weapon in existence with actual character. If we start trying to do cheap knockoffs of it with other weapons, it will only dilute the effect.
Posted: Tue Mar 15, 2005 6:17 pm
by lord_kungai
BTW, about the autonomous mines/needlers thingy, nice idea, but Pepito is right, having too many autonomous trap-weps will be a pain. Already i find it hard to navigate my way through friendly proxy fields without stepping on one...
Posted: Wed Mar 16, 2005 1:07 am
by chaoskirina
I like the sounds idea. to set it up you could have like a scream detector. basically, it measures how much distance you have on the models feet to where the ground is. so like if you are just jumping it will not activate. if you jump off or be kicked off a cliff, however, THEN you start screaming bloody mary.