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Quake sounds

Postby Urre » Fri Apr 13, 2007 9:10 am

Did anyone but me miss this?
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Postby scar3crow » Fri Apr 13, 2007 9:26 am

Nope, I hadnt heard a word - I'll check it out later on today.
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Postby leileilol » Fri Apr 13, 2007 9:36 am

i didn't miss it and I thought it was horrible and this part pissed me off
mindgrind wrote:I have
also used my own creative vision to re-forge some of the sounds
in to - in my own opinion - better effects then the original,
even if the original was available to me unmodified.
i should not be here
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Postby Urre » Fri Apr 13, 2007 1:55 pm

I don't mind that idea at all. He's a person, and every person has a taste and opinion, which is good. If he found the idea of in his opinion "enhancing" the sounds to be a good one, then cool for him. It's his stuff to mess around with as he wishes to.

On a side note, someone should talk him into releasing them as GPL and/or freely distributable.
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Postby FrikaC » Fri Apr 13, 2007 2:13 pm

Since it uses sounds from commercial sound libraries I don't think that's possible.
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Postby leileilol » Fri Apr 13, 2007 7:54 pm

Correct; you can not relicense commercially licensed royalty free stock sounds.

I made a hi-def quake sound pack once and lost it :\
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Postby FrikaC » Fri Apr 13, 2007 10:33 pm

That wasn't all that you lost.
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Postby Sajt » Sat Apr 14, 2007 4:33 am

There's a lot of crap in there, a lot of the Quake sounds were made more tinny and wimpy with filters. And some sounds he decided to redo entirely - such as the Fiend and a lot of the weapons, the result being interesting but worse than the original sounds and not fitting in with Quake besides.

And what did he do to the jumping sound???

One thing I did like though, while going through the pack file, is some of the new chain/winch plat sounds. They sound great, not sure how they sound in game though.

A lot of the other door sounds suck though, for example the elevator at the beginning of e1m1 is that stupid lame sci-fi door sound that's been every sci-fi game and probably movie ever made.

The ambience sounds didn't sound bad. They were mostly filters and touchups rather than complete redos which is cool.
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Postby Urre » Sun Apr 15, 2007 9:10 pm

I found only a few of the sounds to be bad. Even though the weapon sounds weren't true to Quake, they were mostly fine sounds in their own right. Some of the button/door/ambient sounds were very cool, a couple of them I was shocked to hear have such detail at higher khz.
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Postby venomus » Tue Apr 17, 2007 6:20 am

I'm definitely in awe of some of these sounds, the ambient ones especially. Other effects just sound like they have been resampled, there is no new 'detail' in them.
Having said that, sound engineering is the aspect of creative game design I know the very least about (don't have much in the way of a musical background). So that probably makes me easily impressed.
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Postby Urre » Tue Apr 17, 2007 10:28 am

venomous: Most people don't know or appriciate jack shit about sound, be it movies or games, and as for music they just like/hate it, but don't understand it. You'd be amazed how bad people are at making new sounds. The few times they make voices for their games, just doing simple noise reduction and volume level tuning seems like arcane knowledge for them. Ugly filters which make their voices echo or sound more deep are also the hippest thing since cordless frying pans.
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Postby FrikaC » Tue Apr 17, 2007 1:29 pm

My Qake sounds are awesome. I should make a mod that replaces all of Quake's sounds with them.
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Postby Urre » Tue Apr 17, 2007 1:38 pm

Yes
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Postby scar3crow » Tue Apr 17, 2007 2:30 pm

Not to go offtopic but "cordless frying pans" sounds like quite possibly the best thing ever.

Urre- are you familiar with Blood's sound?
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Postby Urre » Tue Apr 17, 2007 5:00 pm

No, please tell me more
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