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.)
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.
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.
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.
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.
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.