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Forum: All Forums : Quake 4
Category: Q4 General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: MP character sound pack spec'
chiQ~rb
General Member
Since: Dec 23, 2006
Posts: 7
Last: Dec 23, 2006
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Level 0
Category: Q4 General
Posted: Thursday, Oct. 27, 2005 06:46 am
I need some help.

I'm after a list of the sounds needed for a multiplayer character. I'm planning a female character, and obviously she won't be silent, so I'm going to 'act' the sounds myself. I'm after (I guess from Raven?) a list of the sounds called for in multiplayer Q4, with contextual cues as to what each should express/convey, so myself and a very clever sound engineer known as Pimp-X can get some work done.

For the record, once this sound pack is complete we will release it for general use, with all rights reserved, but for free use with free community plug'n'play characters and non-profit projects :)

If it does well we might do more...
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jezus~rb
General Member
Since: Dec 23, 2006
Posts: 48
Last: Dec 23, 2006
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Level 2
Category: Q4 General
Posted: Thursday, Oct. 27, 2005 09:45 am
For a more technical question like this, you'd be better served by the brilliant people at doom3world.org, especially since they have Quake 4 stuff now.
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Hellchick~rb
General Member
Since: Dec 23, 2006
Posts: 39
Last: Dec 23, 2006
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Level 2
Category: Q4 General
Posted: Thursday, Oct. 27, 2005 11:18 pm
chiQ, here's the list of sounds for the marine model. This should be what you're looking for. Our sound guy says he's pretty sure that the cheer and taunt sounds aren't actually used even though they're in this list.

cheer1
cheer2
cheer3
die1
die2
jump1
jump2
jump_crunch1
jump_crunch2
jump_crunch3
jump_pain1
jump_pain2
lg_pain1
lg_pain2
p_large1
p_large2
p_large2
p_med1
p_med2
p_med3
p_small1
p_small2
p_small3
pain1
pain2
taunt1
taunt2
taunt3
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cusTom3~rb
General Member
Since: Dec 23, 2006
Posts: 110
Last: Dec 23, 2006
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Level 4
Category: Q4 General
Posted: Friday, Oct. 28, 2005 01:47 am
sweet  :;):
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chiQ~rb
General Member
Since: Dec 23, 2006
Posts: 7
Last: Dec 23, 2006
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Level 0
Category: Q4 General
Posted: Friday, Oct. 28, 2005 07:43 am
Sweet :)

Thanks Hellchick. Any way to get help with the differences between the multiple versions of sounds?

That is, what separates say die1 and die2, or maybe jump1, jump2, and jump_crunch1? It's not always easy to tell from the existing sound sets.

I mean, I could guess, but it may make for incongruous sound variations in my own attempts to produce them - maybe too much pain in a lower pain sound, and not enough in the next up.

Sorry to pester, but I'd like to nail this first time around!
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Agret~rb
General Member
Since: Dec 23, 2006
Posts: 19
Last: Dec 23, 2006
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Level 1
Category: Q4 General
Posted: Friday, Oct. 28, 2005 10:44 am
I'm not sure if it works the same way with characters but on Doom 3 the weapon sounds were all used in the same events but were just randomly chosen to add variety.
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CheapAlert~rb
General Member
Since: Dec 23, 2006
Posts: 90
Last: Dec 23, 2006
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Level 3
Category: Q4 General
Posted: Friday, Oct. 28, 2005 11:16 am
yeah

it's not q3aish where the sounds differ with animation (i.e. death3.wav would sync to the death3 sequence)

Also, if you use low detail, you'll hear much less of the variants, was annoying when going through doom3 on my geforce2 because the zombies always whined the same when i shot them.
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