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jute
Lesser Nub
Cakes 2
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« on: November 07, 2009, 02:22:06 pm » |
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I've been thinking about doing sound effects for this project. Any suggestions for style and/or file format? I think mono, lowest-quality OGGs of PC speaker-esque bleeps and bloops could have a lot of charm. Another option is obviously just to downsample OA sound effects.
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« Last Edit: October 28, 2011, 07:05:24 pm by fromhell »
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andrewj
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Cakes 22
Posts: 472
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« Reply #1 on: November 09, 2009, 07:00:34 am » |
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Hey jute.
I'm guessing fromhell is is too busy or stressed putting the OA 0.8.5 release together to reply to this right now.
There isn't much info about this project to go on, no assets have been made (AFAIK), we don't even know what engine it would use (though if it had to run on real 486s, that would rule out everything later than Quake(World), and nothing earlier has models).
I think, FWIW, that PC-speaker beeps and boops would likely get annoying after a while.
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Cacatoes
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« Reply #2 on: November 09, 2009, 09:28:00 am » |
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I thought OA486 to be similar to OA, so running the same engine, using same model and map formats...
Real PC speeker beeps are annoying, but we can have a wide variety of 8 bit-like sounds, so it's still different ..
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andrewj
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« Reply #3 on: November 09, 2009, 07:00:26 pm » |
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486 makes me think DOS and software rendering and low memory machines, and ioquake3 does not work under these conditions.
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fromhell
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« Reply #4 on: November 10, 2009, 01:59:53 am » |
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Believe it or not it OA (not oa486, that doesn't exist in playable form) does work on 486s, just the MD3 transform eats up gratituous amounts of floating point cycles the 486 doesn't have much of. The whole theory is if it's stuck to minimal vertex movement for animated md3s (and low framerates for the animation.cfg) it would be 'playable' on the 486, and in theory it'd scale better for the fps-obsessed physics exploiters, so it's two birds with one stone: I get a new game to play on my crappy computers, and 'pros' get a pro environment. Maybe it would also be appropriate for those few size/space minimalists out there.
The sounds would have not been 8-bit classic style, as that calls for a higher sample rate for authenticity which will chew up memory. The sound system in the engine is pretty float heavy, especially given all OA's sounds are of 16-bit samples.
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Marble of Doom
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« Reply #5 on: November 10, 2009, 08:41:12 pm » |
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My interpretation of this project that it would be like a version of quake that's theoretically able to work on 20-100mhz processor (of course I think quake can run on a 66mhz) while running at 5 million fps on modern hardware? Is that anything close, or you're looking to just modify ioquake3?
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jute
Lesser Nub
Cakes 2
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« Reply #6 on: November 10, 2009, 09:01:27 pm » |
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It's a Quake 3-based project. fromhell, didn't you once post a screen of some of your progress with replacing textures with solid-color shader files?
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Cacatoes
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« Reply #8 on: November 11, 2009, 05:40:40 am » |
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I made a quick attempt of converting OA assets to low quality, so here is the result : http://download.tuxfamily.org/openarena/files/oa-lofi/oa-lofi.zip (44.9MB, pk3 is 37.7MB) - Binaries from 0.8.5 - Using vm085-3 - Selected a few maps - Only kept Sarge/Grism model - Used imagemagick (+dither -posterize 3 -geometry 4x4) on textures/, env/ and Sarge's skin - Used sox to downsample sounds/ to 11khz, oggenc with -q -1 Looks brownish on the overall, I'm not familiar with imagemagick filters. I didn't touch arenas.txt file so the single player menu won't look good. I wanted to apply some other effect to sounds but sox segfaults. Would be better with some "bright skins" too. I don't feel like it helps performance and fps on my computer. This was just a test...    A few other screenshots: http://download.tuxfamily.org/openarena/files/screenshots/j/
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andrewj
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« Reply #9 on: November 11, 2009, 07:36:47 am » |
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Pretty neat Cacatoes, it really proves that a 10mb version not totally impossible. Maps seem to be the biggest "bloaters". Wish my system wasn't halfway through an upgrade so I could see how it plays.
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pulchr
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« Reply #10 on: November 11, 2009, 12:49:29 pm » |
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you'll probably end up with maps made out of hollow cubes, and nothing else. Those maps will probably not be very fun to play.
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Falkland
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« Reply #12 on: November 12, 2009, 10:06:54 am » |
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CPMA ( and I think also OSP based - like XBattle - mods ) has a cvar for choosing the announcer voice ( s_announcer ) : as I know it has only 2 possible values , feedback ( classic announcer ) and hellchick ( female announcer ). At least the same cvar can be introduced in OA making possible having and choosing different announcers ; only a proposal , not a "MUST BE DONE" thing ;-)
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pulchr
Member
Cakes 31
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« Reply #13 on: November 12, 2009, 01:38:27 pm » |
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cacatoes: i love the hitsound in that video 
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