Need an airplane strafing run sound!!
Glidias
01-22-2004, 09:44 PM
Need an airplane strafing run sound!! Yea..a .wav. Can someone help??
Just to show it will have real use.
http://home.domaindlx.com/glidcom/dod_coldwar30007.jpg
Notice the beginning of the line of richochets below.
Silverghost
01-22-2004, 10:07 PM
In Band of Brothers and the Longest Day there are some good strafing scenes. If my dvd drive wasnt fubar, I'd try some extracting for you :/
Someone else should be able to
Mythic_Kruger
01-22-2004, 10:08 PM
.
Glidias
01-22-2004, 10:13 PM
Very nice sounds. But i need strafing.....you know what is strafing, don't you? And i don't mean sidestepping :D
Ginger Lord
01-23-2004, 12:46 AM
Doesnt Stuka have one?
Glidias
01-23-2004, 08:21 AM
Stuka one sounds too nazi like (or sounds too indoor)...
Mythic_Kruger
01-23-2004, 10:45 AM
Sorry i am not english and misunderstood the word "strafing".
hear this one (http://perso.wanadoo.fr/kruger/strafing_plane.wav) i made, if you don't like it just download Goldwave that's what you need.
Glidias
01-24-2004, 01:18 AM
Oh well, that's pretty good. 9 seconds is what i need. (It could be brought forward to 12 seconds though as i'm lenghtening the flyby sequenceslightly.
Anyway, that sounds like the ME109 in the Longest Day. Not very perfect for an Allied P38, but doable...
Even though it looks like a short run, it's actually quite long, spanning 8512 x 3 units. It fly behind over the trees, across the 8512 units of the map, and over the other end of the trees. You should see it fly beyond visual range over the trees.
http://home.domaindlx.com/glidcom/dod_coldwar0022.jpg
Yes you'll be credited if yr sound gets in.
Hope to see more entries.
Some problems:
http://home.domaindlx.com/glidcom/dod_coldwar0021.jpgI can't pick up these smoke grens. They are dod_objects. They are Allied Only. Only 3 out of the 7 smoke grens i put in this map could be picked up.
Quakah
01-24-2004, 02:07 AM
ehm, isn't that a bug? I think you should tick on the "axis only" if you want the grenades to be picked up by the allies, this was a bug in dod 3.1 and I think it hasn't been fixed yet.
Mythic_Kruger
01-24-2004, 02:59 AM
AB fixed that long time ago. Allied pickup=Allied side and vice versa.
Why not make the smoke grenades appear on the minimap? Oh yes because the map is not over yet :D
Glidias
01-24-2004, 10:20 PM
Another question: How do i do the flashing/blinking AA lights in Flugplatz?
With the multimanager, can i use + and - prefixes to denote whether the trigger is On or Off for each keyvalue? Or that doesn't work?
the dod_objects still got problems. Maybe it's the smoke grenade .mdls....
kleinluka
01-25-2004, 03:30 AM
Looking at those pics you should pay more attention to texture alignment. Looks messy in some/most spots.
Insta
01-25-2004, 06:34 AM
Sh*t Sh*t Sh*t who the **** is shooting us??
Aaaaaaaaaaah P38!
Looking good, but like Kleiny said, texture alignment.
Glidias
01-25-2004, 06:42 AM
The rock texture alignment can't be helped.
As for the snow terrain, yea i'll maybe fix it. You'll see, currently, i happened to use Relative Normals Face Mapping rather than Absolute Top Face Mapping. The earlier is kinda better though, as it appears more random....even though there are some misalignments here and there. Thankfully, it's mostly white and not glaringly obvious. I'll implement the latter fix later which should align textures properly.
Another thing: Not all control points appear on HuD.
FuzzDad
01-25-2004, 11:11 AM
http://mysite.verizon.net/warewind/files/flyby.zip
The flashing lights are a series of single lights (all named the same) spread to various places in the map set to fast strobe (turned off at start) and I use a multi-manager to turn the light on-then-off-then-on-then-off. I leave them on for a few seconds then turn them off (I sync'd them up w/the aa fire deal)
Glidias
01-25-2004, 07:56 PM
lol...multimanager again? THat's exactly what i had in mind, but i was wondering perhaps there was some other method,....
Come to think of it, could an env_model with an .mdl animation seqyence work? For a mdl animation sequence, you could specify events on each frame. These events range from muzzle flashes, transitioning to different frames, play sounds like footsteps, etc. Note that such sounds within the .mdl sequence have to be preached first, so put a dummy ambient_generic with the apprioate .wav if you think DoD doesn't precache that .wav by default. Then, compile the .mdl with a qc file. . There is a particular event you can use (forgot the number....will check later), that would allow you to trigger entities in the map. Do such events work on env_model...or only on monster_generic? Do they work on multiplayer? Maybe could try it in the future when it would be necessary....
In short, it may be possible to trigger lots of entities through a .mdl sequence, and everything should occur in sync. OF course, you can't specify ON or OFF for each trigger, and tha'ts a disadvantage. I'll have to target trigger_relays to determine ON or OFF, which won't do much good to the entity count anyway :D Come to think of it, those flyby/swoop-down animation sequences could trigger certain stuff at certain frames, rather than have a multimanager handle it. Thus, it's possible to precisely sync a model with a map event. But of course, the multimanager is still advantageous overall as far as control n versatility is concerned. Models can easily have their own built-in special events that are triggered everytime. Come to think of it, you could have a hand signal animation sequence (eg. signal_fallback) that triggers a particular map event (custom_signal_fallback). Or a die animation that triggers a particlar map event (custom_game_playerdie). Of course, the server must have these models. Maybe have it such that the Allied player must capture a zone to activate masters which allow various multimanagers: ie. custom_alliedsignal_blahblahs to work. Then, when the Allied player does one of these handsignals, it triggers various map events calling for Upgrades...maybe calling for supplies, bringing spawns upfront, etc. Each hand signal got a different purpose and can be intiated using properly labeled map-specific vgui menu entries, so the player just needs to select what Upgrade he wants for the map, oblivous to what hand signal he is actually doing to trigger that Upgrade.. Perhaps, you can *only* call 1 of these multimanagers (ie. Upgrades), thus the player must choose his handsignal (ie. VGUI selection) carefully to determine what Upgrade he selects.
Or give your AA gun a muzzle flash event. Dynamic lighting in DOD should handle the rest.
FuzzDad
01-26-2004, 07:39 AM
You think too much. :)
Insta
01-26-2004, 08:33 AM
Hahahaha. Gildias, you should write a thesis on the Half Life entity system.
Get a phd in the Half Life engine.
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