Author Topic: Fighterbeams - sound problems  (Read 2626 times)

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Offline Fury

  • The Curmudgeon
  • 213
Fighterbeams - sound problems
OK, so we have a fair few fighters in The Babylon Project which uses beams as their primary weapon, particularly Minbari Nial which fires three beams in succession.

The problem is sound which is just terrible. It would be fine with normal beams but with three beams firing in succession it becomes awful.
Nial has only single primary weapon but three firing points.

Is there a fix for this?

An example of Nial weapon is here:
http://koti.mbnet.fi/fury/misc/NeutronGunB.txt

Bobboau, Kazan and Eternal One has access to TBP stuff if needed.

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Fighterbeams - sound problems
just to make sure, you are useing 3.6, I made some enormus changes to fighter beams  in 3.6.

so what exacltly is the problem?
what would be a good fix?
Bobboau, bringing you products that work... in theory
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My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Fury

  • The Curmudgeon
  • 213
Fighterbeams - sound problems
I used this:
http://fs2source.warpcore.org/exes/latest/C06172004.zip
Shouldn't it be slightly newer than 3.6?

Bobboau, its difficult to explain any better, you need to try it ingame. It should work with TBP R2 fine so no need to get WIP stuff.

 
Fighterbeams - sound problems
If you mean the sound cuts out midway and restarts from the beginning as the next beam fires, it's not a specific problem to beams but to the whole way sounds are handled in FS2. Ideally we could put an (optional) extra flag in sounds.tbl to tell the game how to handle it; for instance, 0 = keep playing sound and don't play any additional ones until finished, 1 = keep playing sound and mix it with any additional ones, 2 = stop playing sound and play additional ones.

 

Offline Bobboau

  • Just a MODern kinda guy
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    And MODest too
  • 213
Fighterbeams - sound problems
if that's your problem, then you probly use a looping sound for it, wich might not be such a good idea... actualy just now looking at the table, don't use the same sound for all three try setting either warmup or loop to 84, and the other two to -1 (wich means nothing, if that causes a crash then that's a bug that needs to be fixed)
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Liberator

  • Poe's Law In Action
  • 210
Fighterbeams - sound problems
Or, mix an all new sound for the Nial's weapon.
So as through a glass, and darkly
The age long strife I see
Where I fought in many guises,
Many names, but always me.

There are only 10 types of people in the world , those that understand binary and those that don't.

 

Offline Fury

  • The Curmudgeon
  • 213
Fighterbeams - sound problems
Quote
Originally posted by Bobboau
if that's your problem, then you probly use a looping sound for it, wich might not be such a good idea... actualy just now looking at the table, don't use the same sound for all three try setting either warmup or loop to 84, and the other two to -1 (wich means nothing, if that causes a crash then that's a bug that needs to be fixed)

Crap, I forgot it was "-1" and not "0". ;)

Its a little better now. And we do have Nial firing sound, taken from the show of course.

Bobbaou, is there a way to make fighterbeams to drain energy?
Normal drain entry does nothing.
« Last Edit: July 05, 2004, 08:40:28 am by 173 »

 

Offline Fury

  • The Curmudgeon
  • 213
Fighterbeams - sound problems
And fighterbeams range is still unlimited, I thought you already included the feature for the beam to disappear after certain range?

Yet with 3.6 and with the build mentioned above, Nials can kill enemies from kilometers away, even though weapon range is set to 900m and lifetime to 840m.

 

Offline Fury

  • The Curmudgeon
  • 213
Fighterbeams - sound problems
Bobboau, some insights to the two problems stated above, pretty please?

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Fighterbeams - sound problems
hmm, I forget if weapon range was set corectly for the ai or not (as in if you had to do the speed/time thing). ranged beams are implemented and damage atenuated as well, I forget the exact syntax, and I'm in the middle of class currently, so I can't do the search.
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Fury

  • The Curmudgeon
  • 213
Fighterbeams - sound problems
If you are referring to velocity and lifetime, then that's less than 900m. Range is also set to 900m. But still the beam goes and does damage from many kilometers away.

I don't want to release R3 with those ****ty pulses with trails so I very much would like to get this fixed if you have the time. There are however more than this to get done before R3 but not coding. :) Except if someone wants to work on proper salvo fire code? At the moment salvo firing guns can't hit anything as you know. :p Maybe could get Et1 to work on that one...

 

Offline Solatar

  • 211
Fighterbeams - sound problems
I did an ML-16 fighter beam once, and I got it to dissappear after 900m. Something in the beam code though, not the regular weapon range.

 

Offline Col. Fishguts

  • voodoo doll
  • 211
Fighterbeams - sound problems
Quote
Originally posted by Mr. Fury
If you are referring to velocity and lifetime, then that's less than 900m. Range is also set to 900m. But still the beam goes and does damage from many kilometers away.


Are you using the table enntry Bob posted a while ago in the "old" TBP forums ?
Cause I do, and the beam range isn't unlimited (2000m IIRC).
Just to make sure....have you checked this thread: http://www.hard-light.net/vwbb/showthread.php?threadid=9707 ?
"I don't think that people accept the fact that life doesn't make sense. I think it makes people terribly uncomfortable. It seems like religion and myth were invented against that, trying to make sense out of it." - D. Lynch

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Offline Fury

  • The Curmudgeon
  • 213
Fighterbeams - sound problems
With quick glance I can't see any real difference between the two.
I will check it out better when I am off from work.

 

Offline Bobboau

  • Just a MODern kinda guy
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    And MODest too
  • 213
Fighterbeams - sound problems
Code: [Select]
+Range: 2000
+Attenuation: 0.5


those two entrys, they go in the beam section right before the sections... section
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Fury

  • The Curmudgeon
  • 213
Fighterbeams - sound problems
OK, thanks. I got it working. AI is still a problem because it starts firing far too early, thus draining energy reserves before target is even at range.