WW-DRLA-Sounds [on github]

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WW-DRLA-Sounds [on github]

Postby wildweasel » Fri Oct 02, 2015 8:14 pm

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(Logo by Slax. Thanks, dude.)

https://github.com/wildweasel486/ww-drla-sounds

This is my personal sound pack for Yholl's DoomRL Arsenal and Kyle873's DoomRPG.

Instructions!
  1. Download the ZIP from Github (link's up there), or use your Git client of choice to clone it.
  2. Run _zip.bat to create the archive in either pk3 or pk7 format.
  3. If running through ZDL, just make sure ww-drla-sounds is loaded LAST in the list or else not all the replaced sounds will take effect.
  4. If running through the DoomRPG Launcher, you will need to add ww-drla-sounds through the "additional command line options" box, because DoomRPG Launcher will not load the files in the correct order.

Here is the credits list which will be updated as I add new sounds, assuming I remember to do that.

No screenshots because they're fucking sounds. This is a mod I update whenever I feel like it, so please don't ask me when it will be updated. Not all sounds are changed; only the ones I decide need to be changed. It's not complete and probably never will be. I just feel like a lot of these are a bit more appropriate than the defaults. (Also a crapton of Secret, Levelup, and Mission Complete sounds.)
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Re: WW-DRLA-Sounds [on github]

Postby Ranik » Sat Oct 03, 2015 12:39 am

Neat. Downloaded and plugging in with DRPG launcher. I love soundpacks.
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Re: WW-DRLA-Sounds [on github]

Postby Slax » Sat Oct 03, 2015 11:37 am

Because why not.
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Re: WW-DRLA-Sounds [on github]

Postby wildweasel » Sat Oct 03, 2015 1:43 pm

Neat, Slax, I think I'll just go ahead and make that the official thread logo.
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Re: WW-DRLA-Sounds [on github]

Postby Sgt. Shivers » Sat Oct 03, 2015 5:08 pm

You have good taste in sounds! :D
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Re: WW-DRLA-Sounds [on github]

Postby Silentdarkness12 » Sat Oct 03, 2015 5:38 pm

This is neat. Although there is the problem that if you want to run it with DRPG w/ DRLA, you can't just enable it through the external mods screen, as the DRPG launcher loads the critical DRPG items last. Which causes this mod to get overwritten. I guess that's more of a problem for the DRPG devs tho actually.

And yes, I know you can just -file it in, but still. Defeats the purpose.
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Re: WW-DRLA-Sounds [on github]

Postby Princess Viscra Maelstrom » Tue Oct 06, 2015 6:10 am

the voice-grunts seem a bit delayed when you're "humping" the wall for e.g. the Scout, and the walking sound for the techie boots like Shockwave Boots have a really silent sound when you're walking about. but other than that, this is pretty cool, and certainly gives a bit more oomph to a few of the weapons. :)
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Re: WW-DRLA-Sounds [on github]

Postby Slax » Tue Oct 06, 2015 9:16 am

Sgt. Shivers wrote:You have good taste in sounds! :D

Indeed he does! I've learned a lot from the ol' weasel.
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Re: WW-DRLA-Sounds [on github]

Postby wildweasel » Tue Oct 06, 2015 11:25 am

Viscra Maelstrom wrote:the voice-grunts seem a bit delayed when you're "humping" the wall for e.g. the Scout

That's a thing I might alter; the Marine currently just has a generic beep sound as his NoWay, and I might standardize that across all other classes.
and the walking sound for the techie boots like Shockwave Boots have a really silent sound when you're walking about. but other than that, this is pretty cool, and certainly gives a bit more oomph to a few of the weapons. :)

I don't think I can do much about that; the original techboots sounds were quite loud, so Yholl has lowered their volume in code. I don't remember if it's directly via the Decorate code or via SNDINFO; if it's SNDINFO, then I can louden them up a bit.
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Re: WW-DRLA-Sounds [on github]

Postby Henix_Aurorus » Thu Oct 08, 2015 11:30 am

I gotta say, you did a damn good job with this. A lot of Doom's vanilla weapon sounds I actually don't really like (the only one I DO like is the SSG's), because of how funky and un-gun-like they sound. And this soundpack DEFINITELY fixes that, and then some. All the affected weapons are much more satisfying to use, and the various DRPG sounds you replaced are also much better now. Having the variety of 'level up' sounds definitely helps.

Also, I just took a peek in RLA, and could not find a volume definition for the boots in SNDINFO; the volume is most likely handled with DECORATE.
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Re: WW-DRLA-Sounds [on github]

Postby Yholl » Thu Oct 08, 2015 9:36 pm

Henix_Aurorus wrote:Also, I just took a peek in RLA, and could not find a volume definition for the boots in SNDINFO; the volume is most likely handled with DECORATE.
Ya gotta look in 1.02 for that, heh.
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Re: WW-DRLA-Sounds [on github]

Postby Oberron » Thu Oct 15, 2015 7:24 am

I can't test the sounds yet, because these are in FLAC format. Make them to ogg as a serperate file, please? Thank you.
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Re: WW-DRLA-Sounds [on github]

Postby wildweasel » Thu Oct 15, 2015 11:15 am

I am using FLAC because it is lossless. Please deal with it.
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Re: WW-DRLA-Sounds [on github]

Postby Oberron » Fri Oct 16, 2015 5:12 am

oh... that explains it. I couldn't test it via Audacity.
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Re: WW-DRLA-Sounds [on github]

Postby Princess Viscra Maelstrom » Fri Oct 16, 2015 6:06 am

i don't think Audacity can open FLAC files. you could just convert the FLAC sounds to WAV, then move them into Audacity, then when you're done doing whatever with them convert them back to FLAC again. he's probably using the sounds in FLAC format because it's lossless, but also compressed in size so the file-size isn't stupidly huge.
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