Posted by: Raptor Dan
« on: July 13, 2018, 11:04:19 PM »I'm wondering if there's a way to cut off sounds so that they don't overlap, like with pain sounds and consecutive gunshots like with the assault rifle.
Posted by: Raptor Dan« on: July 13, 2018, 11:04:19 PM »I'm wondering if there's a way to cut off sounds so that they don't overlap, like with pain sounds and consecutive gunshots like with the assault rifle.
Posted by: Duke64« on: July 13, 2018, 05:09:16 PM »Nice sounds there neat idea. Minigun cool down was nice also the quad rocket launcher is powerful.
Posted by: Raptor Dan« on: July 13, 2018, 12:38:03 AM »Because I am an unambitious clutz who never finishes his work, some SFX from Bioshock got my interest. :y
I just love giving weapons some beef to them. Posted by: Raptor Dan« on: June 23, 2018, 08:34:49 PM »I can always make a separate version that's compatible with Turok+ then, which I don't mind because of how much content it has that I can work with.
Been wanting to do a modded play with T+ and some beefy sounds, so at least to me that'll be worth the work. :V Posted by: Smoke39« on: June 23, 2018, 05:13:54 PM »Yeah, it would. Guess you'll have to stick to just one sound, as you were doing, then.
Posted by: Raptor Dan« on: June 23, 2018, 04:10:06 PM »Would this be put in the weapon scripts? I was hoping to not tamper with that considering that would cause incompatibilities with other mods that change weapon behavior like Turok+.
Posted by: Smoke39« on: June 23, 2018, 03:37:23 PM »If you've watched the video, I'm having some issues trying to make the assault rifle have randomizing sounds without them overlapping or go outright missing. Think someone can help out with that with the ksnd editing? I'm guessing you're putting all the variants in one .ksnd and setting "random" for each to 1/[number of variants]? Each sound's chance of playing is independent, so you'll need to pick the sound to play in script. Here's one method you could use: Code: [Select] // play a random sound among "FEAR_AR_Fire0.ksnd" through "FEAR_AR_Fire3.ksnd" Posted by: Raptor Dan« on: June 23, 2018, 02:10:28 PM »Been making progress on F.E.A.R SFX for Turok 1, it's a lot harder than it needs to be.
Weapons affected as of rn: - Pistol - Shotgun - Auto shotgun - Assault Rifle - Pulse Rifle - Minigun - Grenade Launcher - Alien Rifle - Quad Rocket Laucher - Accelerator - Fusion Cannon (select only) If you've watched the video, I'm having some issues trying to make the assault rifle have randomizing sounds without them overlapping or go outright missing. Think someone can help out with that with the ksnd editing? EDIT: Ditched the random sounds for the assault rifle, replaced minigun fire sound with the one actually used in the expansions. Posted by: BehemothProgrammer« on: June 21, 2018, 08:05:42 PM »Looks like Turok is in for a surprise
![]() Posted by: Badger« on: June 18, 2018, 12:08:48 PM »Turok zoo map?
Posted by: ひまわりくん« on: June 17, 2018, 10:05:43 PM »Soon®.
Posted by: Jay Doomed« on: April 17, 2018, 02:52:04 PM »Made it up lol. Tal'Set you must find Danielle's t3 tomahawk. Its said that it is considered a threat to the darksyde. The weapon has traveled through dark portals- and has the blood of Oblivion attacks. Only pure hearted beings can hold this weapon without dying on the slightest touch. I like that small story line for it. Sounds cool.. good idea to get her tomahawk as a weapon. Posted by: Duke64« on: April 14, 2018, 04:06:36 PM »Made it up lol. Tal'Set you must find Danielle's t3 tomahawk. Its said that it is considered a threat to the darksyde. The weapon has traveled through dark portals- and has the blood of Oblivion attacks. Only pure hearted beings can hold this weapon without dying on the slightest touch.
![]() Posted by: Duke64« on: February 21, 2018, 05:18:47 PM »
Yes but i will make its own thread soonish. Posted by: Jay Doomed« on: February 21, 2018, 01:20:09 PM » |