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Messages - GeorgeD

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1
General Discussion /
« on: March 10, 2006, 08:37:13 am »
Zanzibar, if you want to hear better samples in PS, send me five thousand dollars and I\'ll buy Vienna Symphonic Library. Oh and send me a few thousands more so I can also buy a few more computers to run it on.
Or you can send even more and we\'ll hire a live orchestra.

(what? I can try, can\'t I?)

No, really. Of course the quality of orchestral simulation can be greatly affected by artist\'s skills, but there\'s only so much you can do with samples. And good sounding samples are expensive. Very expensive.

Vaylos: Garritan Personal Orchestra is very cheap (as orchestral sample libraries go), and is considered a sketchbook for profesionals. Or a main tool for music students and hobbyists. It can do more, yes, but it\'s still on the shallow end of the professional sample libraries pool.

2
General Discussion /
« on: March 04, 2006, 02:20:58 pm »
Quote
Originally posted by zanzibar
Trust me, you don\'t have to tell me that what is or isn\'t a good sound is something which is highly subjective.

Nonetheless, the sounds are now harsh and metalic, and not like the clashing of metal.  Actual clashing of metal is a rather pure sound with a fundamental followed by a series of overtones and harmonics.  This is a different \"metalic\".  It\'s more to do with missing \"mid\" frequencies perhaps.  I\'d have to fool around with the sounds and look at them graphically to speak intelligently on what exactly is making them sound they way they do.


No sounds were changed lately, just the renderer. If it sounds different, it\'s the engine. And from what you\'re saying, it seems it\'s not working well.
I briefly checked the samples, all of them are 22kHz, which means there\'s plenty mid-range and not enough high-range. And most of them are just plain \'thuds\', no metal involved, since we don\'t really have a system to recognize what weapons are being used against what material.
Gotta check in-game too, just for sure.

Edit: sounds ok here. The only problem is quite heavy low-pass filter used on the sound positioning, but that doesn\'t create anything similar to the problem you are experiencing. Could be related to the fact the sounds are 22kHz, check your drivers, maybe try different version *shrugs*

Anybody else having this problem?

3
The Hydlaa Plaza /
« on: January 08, 2006, 04:33:20 pm »
Considering the tendencies of SONY to come up with more and more annoying copy protections*, their decision to use old fashioned MPEG2 codec for Blue-Ray, the fact that HD-DVD will use new generation of MPEG4 H.264 and that Toshiba announced their HD-DVD player will be cheaper, the situation is fairly different from VHS/Betacam duel. VHS was cheaper AND inferior in quality.

So far it seems to me, HD-DVD will bring more effective technology to provide better picture and sound on cheaper medias (and what else would be the reason to dump DVD and upgrade to the new technology, right?), while SONY is expected to get a large support of other big distribution companies, which can mean movies will be released and re-released more often on BR..
On the other hand, Microsoft\'s support of HD-DVD...

Time will tell, I guess. But really, since the HD-DVD brings better technology for (as it seems now) less money, IMHO the only thing that will keep Blue-Ray going is SONY marketing. I kinda expect the minidisc fate will happen to BR too, sooner or later.

* As for the CP, I\'m not saying that HD-DVD won\'t have some really stupid and annoying protection. The stuff Microsoft put into their new Windows Vista shows that it\'s gonna be a lot of fun to make it work on your PC. As for Linux users, someone will either have to crack those CP systems again, or they\'ll have to get used to the fact that although they buy HD-DVD, it will play only in DVD quality on their system. If they are lucky.

4
Development Deliberation /
« on: September 26, 2005, 09:49:04 pm »
Quote
Originally posted by Hirato
Quote

Originally posted by darkw00t
The world without nothing loaded will work alright though you will have to tell the player when the region has changed. The music should change for every region though you should be able to pick what music you want to listen to and stuff


sounds like runescape. they allow you to either have automatic sound meaning it will change by it self as you change regions. or manual meaning you can choose which ione you want to listen to. but for this option you need to have unlocked the sound.


Urk..
Please, this is no runescape, neither it is NFS:Underground. I\'d prefer if the PS soundtrack was as atmospheric as possible. Music has to underline your game experience, not go against it, let alone play all the time. Expect the main focus to be on the ambience, with occasional musical cues popping in here and there. A long way to go yet, but we\'ll get there one of these days.

Of course people can play a different music while playing PS, create their own PS playlist, they can even turn the music off completely. But PS musicians will do their best to keep their number to an absolute minimum.

As for the crashes, a new more sturdy sound engine is being implemeted. Please bear with us.

5
General Discussion /
« on: September 19, 2005, 05:50:50 pm »
Quote
Originally posted by Abrukn
I\'ve had a few of those crashes now when casting fire. It\'s not the visible effect that is responsible for it, it\'s the sound - I never crash when sound is off. Strange enough, the crash itself is in PlaneShift, not in libvorbis...


Thanks to Rhad, CS should be getting a new and more reliable sound engine soon (just to define \"soon\": in this case it means the testing version should be commited sometime this week, and there will be a period of integration, to work out any possible platform dependant issues)
If that won\'t fix this problem, I don\'t know what will, because the paths and aliases are all set correctly, so it\'s getting the right files. And they are wavs, so I suppose libvorbis has nothing to do with that. Will get the latest update to make sure nothing changed there, but from here it seems ok.


Suno_Regin: run pssetup.exe, uncheck fullscreen and either choose from the available resolutions the one that corresponds to your screen resolution, or check \"other\" and type the values there.
Or open planeshift.cfg and change the values of

; Width/height of CrystalSpace visual
Video.ScreenWidth = 1260
Video.ScreenHeight = 960

It\'s right at the top of the document.

6
Fan Art /
« on: September 01, 2005, 04:39:18 pm »
Wow, they are all pretty good. The Klyros (! yes, another typo..) one looks interesting, nice touch with those earrings.. headrings..finrings..whatever.
Fenki looks great, but they always do. Without the human-like hair on her head, she fits the PS design nicely.

They all seem to be in a cheerful mood, so what\'s with that Dermorian any_last_words? look? Not that I\'m complaining, she\'s cute anyway.
On the other hand, Fenki is smiling and holding a blade, which does not necessarily mean a good thing either. :P

Seeing them all side by side in one picture, complete figures as if posing for a group photo, that would be interesting too. People could see the proportions more easily.
Maybe you could try various clothes and armor designs?

Keep up the good work!

7
Fan Art /
« on: September 01, 2005, 08:27:15 am »
Very nice indeed!
I especially like that Dermorian gal, she looks like she\'s about to kill the competition  :D
(there\'s a typo in her race name, by the way)

Keep them coming, looking forward to the Klyros and Ynnwn ones.

8
Wish list /
« on: August 07, 2005, 04:24:54 pm »
Later we will have more tracks to play and a better control of the playback, so don\'t worry.

If it really gets annoying, you can temporarily disable the battle music in /art/soundlib.xml
Just open it in wordpad or some other text editor and replace the following lines:



in \"music\" section with



and in \"jingles\" section




with

   
   

It will get replaced again when you run the updater.

9
The Hydlaa Plaza /
« on: July 13, 2005, 08:01:09 am »
Quote
Originally posted by Induane
Avoid anything other than:

NVIDIA
Matrox
Ati
Voodoo

Other cards are probabily not worth your money.  Highly reccommend NVIDIA.



For a 2d artist I\'d recommend Matrox. But since she \"needs her games\" too, ATI would be the choice. Not sure if this changed lately, and nowadays reviews focus too much on the 3d performance, forgetting that there are also other criterias, but always ATI used to have sharper and generally better 2d picture than nVidia.
And I would avoid Voodoo at all cost  :P

And combining TFT with on-board graphics should be against the law.

10
The Hydlaa Plaza /
« on: April 19, 2005, 10:24:28 pm »
Quote
Originally posted by Draklar
[In our (my) belief WizardsRule was not a messiah, but marely a clown. The true messiah was a pointy stick found in a random forest.
Thank you for your attention.


Prod the clown with the messiah!

11
Technical Help: IN GAME bugs (after loading world) /
« on: March 28, 2005, 04:49:07 pm »
I have no problem with passing through the well.
Make sure you have the latest update. If it still crashes,
post details- dump file, console log, whatever. The portal that was likely causing the problems is fixed now. If there\'s something else, we need to know what it is.

12
Technical Help: IN GAME bugs (after loading world) /
« on: March 28, 2005, 12:23:07 am »
This should be fixed now with the latest update!

Make sure you have the latest version of laanxdungeon map and try to log in with the stuck character.
Good luck  :D

13
Development Deliberation /
« on: March 11, 2005, 06:43:46 pm »
A) It should work the same way as it did in MB, we just don\'t have weather changes in CB yet.

B) Map emitters are adjustable by the ambience slider, they are part of the \"ambient background\" sound.

C) That one is triggered on any system message in chat window, so we muted it.

D) No idea, didn\'t need to do this yet.

Quote

Something really strange happened: I have substitute the click buttons from the CVS with some I have, and if before I was listen to some sort of sound when I was clicking the toolbar, now it is completely silent and I don\'t get any error over the fact that the sounds are missing.
Some idea?


Sounds like you broke it, that\'s all I can think of after reading this  :D

14
Development Deliberation /
« on: March 06, 2005, 05:52:53 pm »
1) You have to use the mesh name from the world file. Let\'s say you want to assign sound to a tree, so you\'ll look it up in the map world file (terrible task, that\'s why we use coords in most cases). Let\'s say the meshobj name is \"_t_ctwr0022\". So instead of coordinates you have to put this line in sound.xml: MESH=\"_t_ctwr0022\"

As for the crash, no, my client hasn\'t crashed because of sound for a long time. Make sure you have all the parameters set correctly, including the file alias, that the path in soundlib links to an existing file and the alias is identical to the one in sound.xml.

2) Hopefully  :P

3) Right.

4) Sound renderer. PS has three options. Software sound, Direct Sound 3D and OpenAL. You can set it up in pssetup.exe
Software sound is recommended because all we do is meant to work with softsound in the first place.

EDIT: Just went down to dungeon and found out that assigning sounds to meshes doesn\'t work anymore. The 4 torches down there are silent. Gotta fix the sound.xml and use coordinates instead. *grumbles*

15
Development Deliberation /
« on: March 06, 2005, 03:55:29 pm »
Hi Aryhann,
I\'m not a coder but I\'ll try to answer your questions as best as I can.

ad1) Emitter resource is a sound that has a defined position in map (either a static mesh or coordinates), maximum volume and max/min range. This is specified in sound.xml within the map .zip archive.
The resource name of the sound and the file path, is specified in soundlib.xml.

We don\'t have emitter system for moving meshes like monsters and player chars yet.

ad2) No idea, never seen that before, don\'t know what\'s it for.

ad3) We have two layers of background stuff, music and ambience (noises). As for the two names, they might mean the same thing - music, or the \"Ambient music\" in fact means the ambience layer of sound. Depends where have you seen it and in what context.

ad4) Can\'t reproduce the problem. What renderer do you use?

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