Left 4 Dead

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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1698424:date=Jan 25 2009, 08:06 PM:name=X_Stickman)--><div class='quotetop'>QUOTE(X_Stickman @ Jan 25 2009, 08:06 PM) <a href="index.php?act=findpost&pid=1698424"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well that's kind of naff. There are several areas in the game that are 100% pitch black.

    It doesn't even make sense from a storyline / theme point of view. If you're in a zombie infested area at night, one of the first things you'd pick up is a flashlight.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thinkin' the same thing!
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    I think they're counting on the muzzleflash to illuminate the zombies in the dark.

    --Scythe--
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    Or, here's a revolutionary idea...

    SIT IN THE ###### SAFEROOM UNTIL DAWN!!

    Seriously, WHY do the survivors always make a break for it at NIGHT? I don't get it.


    (Yes yes, I know it's for gameplay reasons. Shut up.)
  • ShzarShzar Join Date: 2003-09-21 Member: 21098Members, Constellation
    <!--quoteo(post=1698456:date=Jan 25 2009, 08:09 PM:name=lolfighter)--><div class='quotetop'>QUOTE(lolfighter @ Jan 25 2009, 08:09 PM) <a href="index.php?act=findpost&pid=1698456"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Or, here's a revolutionary idea...

    SIT IN THE ###### SAFEROOM UNTIL DAWN!!

    Seriously, WHY do the survivors always make a break for it at NIGHT? I don't get it.
    (Yes yes, I know it's for gameplay reasons. Shut up.)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Isn't there some graffiti-dialogue in one of the saferooms saying something like "only move around during the day" "They're not vampires idiot"

    I paraphrase, but it rather bluntly implied that one would not be better off making a move in the day instead of night. And the survivors probably just happened to meet up at night, and decided to move ASAP. Unless there's some official documentation or something that contradicts the graffiti and says that the infected only come out at night.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    Actually, that's another thing I wonder about. It always seems like the zombie apocalypse has been going on for a while. For example, Blood Harvest has those signs near the end about keeping your arms above your head at all times when approaching the evacuation point, to never run at military personnel etc. Basically, indications that they set up shop for a little while at least. Yet by the time our survivors arrive, everything's deserted. Where have our survivors been in the past days? Or maybe even weeks? Holed up in a basement?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2009
    Some of the areas that are pitchblack do not have anything to do with day or night, being inside buildings and all... Still muzzleflash could work... The thing I still wonder about is the fact we're not able to see the other survivors their flashlight beam, surely it can't be because of performance issues...

    Oh wait, could it possibly be to add atmosphere where another player can light up and area where you are melee-ing away. A situation where you'd normally have your mounted flashlight shining all over the place?
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    <!--quoteo(post=1698470:date=Jan 25 2009, 10:18 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Jan 25 2009, 10:18 PM) <a href="index.php?act=findpost&pid=1698470"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->... The thing I still wonder about is the fact we're not able to see the other survivors their flashlight beam, surely it can't be because of performance issues...<!--QuoteEnd--></div><!--QuoteEEnd-->

    actually I think it was exactly that. Something about keeping low system requirements - maybe it's hard for the source engine to have multiple dynamic lights casting those beautiful shadows like the tree outlines, and the safe room door bars.
  • X_StickmanX_Stickman Not good enough for a custom title. Join Date: 2003-04-15 Member: 15533Members, Constellation
    <!--quoteo(post=1698456:date=Jan 26 2009, 01:09 AM:name=lolfighter)--><div class='quotetop'>QUOTE(lolfighter @ Jan 26 2009, 01:09 AM) <a href="index.php?act=findpost&pid=1698456"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Or, here's a revolutionary idea...

    SIT IN THE ###### SAFEROOM UNTIL DAWN!!

    Seriously, WHY do the survivors always make a break for it at NIGHT? I don't get it.
    (Yes yes, I know it's for gameplay reasons. Shut up.)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well as for the very start, the first "safe room" in each campaign does not appear to be very safe at all.

    Especially the one in Blood Harvest. Seriously. A sleeping bag surrounded by trees. *Safe*.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    The second saferoom would be fine though.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    I guess since I mentioned Tourettes Tank, I should mention Johnny Bravo Tank.
    <a href="http://www.youtube.com/watch?v=qTxTWMA9iew" target="_blank">http://www.youtube.com/watch?v=qTxTWMA9iew</a>
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    Dynamic shadows is such a performance hog I've shut it off. They still could have a transparent sprite "beam" and show the light where it lands without much loss.

    I barely heard anything distinguished from the background noise and weapon fire in that video, boring.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2009
    <!--quoteo(post=1698499:date=Jan 26 2009, 02:12 PM:name=Svenpa)--><div class='quotetop'>QUOTE(Svenpa @ Jan 26 2009, 02:12 PM) <a href="index.php?act=findpost&pid=1698499"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I barely heard anything distinguished from the background noise and weapon fire in that video, boring.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Just because of that fact, he should've used the TF2 heavy sounds. That guy's LOUD and it would also fit
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    edited January 2009
    <!--quoteo(post=1698520:date=Jan 26 2009, 06:36 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Jan 26 2009, 06:36 PM) <a href="index.php?act=findpost&pid=1698520"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just because of that fact, he should've used the TF2 heavy sounds. That guy's LOUD and it would also fit<!--QuoteEnd--></div><!--QuoteEEnd-->

    If it isn't more then replacing current sound files for the tank (with extractor-something, for the package) I'll consider doing it. Heck, why not even make a "realistic" soundpack? Recordings of screaming, coughing from smoke and old clunky tanks should be plenty around. How awesome wouldn't it be to hear a tank sound "BOOOM" when punching and throwing with rolling tracks when he comes running and ricochet sounds when shot at, along with attack of the valkyries in the background.

    Too awesome.


    Or an onos soundpack :O
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2009
    <!--quoteo(post=1698611:date=Jan 27 2009, 12:31 PM:name=Svenpa)--><div class='quotetop'>QUOTE(Svenpa @ Jan 27 2009, 12:31 PM) <a href="index.php?act=findpost&pid=1698611"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If it isn't more then replacing current sound files for the tank (with extractor-something, for the package) I'll consider doing it. Heck, why not even make a "realistic" soundpack? Recordings of screaming, coughing from smoke and old clunky tanks should be plenty around. How awesome wouldn't it be to hear a tank sound "BOOOM" when punching and throwing with rolling tracks when he comes running and ricochet sounds when shot at, along with attack of the valkyries in the background.

    Too awesome.
    Or an onos soundpack :O<!--QuoteEnd--></div><!--QuoteEEnd-->
    You don't even need an extractor, the *.wav files are simply in our ...\SteamApps\common\left 4 dead\left4dead\sound (googd ol' hl1 modding style <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />)


    I just put together a TF2 heavy soundpack, the only problem is that I haven't looked at the original sound file length. So he when he says something he will intertupt himself a lot, by saying something else. Effectively stopping the first sound file. However it sure is funny hearing the heavy taunts and laugh/pain/onfire sounds <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    Ima makin a heavy soundpack <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    Anyone have some good info for making soundpacks for l4d? Lots of sounds are pretty much unused or rarely, a list, if such exist, of the most prominent ones would make it a whole lot easier to select appropriate sounds. Furthermore, do sounds snip off each other if the first hasn't played all the way until the next starts? I think I hear lots of cut off voices.
  • X_StickmanX_Stickman Not good enough for a custom title. Join Date: 2003-04-15 Member: 15533Members, Constellation
    There's a video that dubs TF2 voice files over the introduction video for L4D.

    I personally think it's kinda crappy, but they do replace the Tank's voice with the Heavy and it fits pretty well. The rest is kinda meh, but it's relevant to this.

    It may have already been posted earlier in the thread but I'm a BUSY GUY with LOTS OF PROCRASTINATION TO DO today, so I don't have time to go back through the thread.

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/9IEj19DTxYE"></param><embed src="http://www.youtube.com/v/9IEj19DTxYE" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--quoteo(post=1698614:date=Jan 27 2009, 02:04 PM:name=Svenpa)--><div class='quotetop'>QUOTE(Svenpa @ Jan 27 2009, 02:04 PM) <a href="index.php?act=findpost&pid=1698614"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyone have some good info for making soundpacks for l4d? Lots of sounds are pretty much unused or rarely, a list, if such exist, of the most prominent ones would make it a whole lot easier to select appropriate sounds. Furthermore, do sounds snip off each other if the first hasn't played all the way until the next starts? I think I hear lots of cut off voices.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Sound files have to be the same length as the originals - too long sounds end prematurely, too short will cause artifacting as the sound player tries to keep playing the track after it has ended.
    Can't really help you with which specific sounds are most common...
    New sounds will cut off any old ones, yes.
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    edited January 2009
    Good news everyone!

    I made the replacements, it sounded well enough to let others try and see what they think.

    Then I tried to rar it.

    Edit: It worked out, somehow.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2009
    So you didn't run into the problem I had with too lenghty sound files interupting the previous one?

    I did find it funny to hear the tank say "My flesh! It burns!" when he caught fire, or if he spots you and says the trademark "It's good time to run cowards" <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> I also replaces a few with Heavy laughing sounds, which were funny as well. However the interuption of sounds is quite annoying.


    Also have you found out which of the sound files is triggered when he picks up rubble and throws is?

    \tank\attack\rip_up_rock_1.wav doesn't seem to be the correct one as I never hear it when he throws stuff, and I made a pretty cool one for that <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> I'll get a link online if you're serious on getting a soundpack out (replacing 144 sound files if I remember correctly)


    ah here we go:

    <a href="http://members.home.nl/m.borgman/media/rip_up_rock_1.wav" target="_blank">http://members.home.nl/m.borgman/media/rip_up_rock_1.wav</a>
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    edited January 2009
    I do have trouble with interruptions but I compensate by having many short or instantly-getting-to-the-point sounds. Uploading as we speak, if it isn't a phonetic catastrophe I'll use your "pick up rubble" replacement (which was awesome) and reupload.

    The sound he makes when throwing rocks are "Tank_Throw_xx.wav" in the "yell" folder.

    I do use some, controversial sounds to spice it up a bit.

    ex

    "Tank_spot_survivor.wav" = "CHARGE NOW DOCTOR" is bound to make some players react suddenly.

    or

    "Tank_pain_fire.wav" = "N-NOOooo!!!1"
    "tank_dormant.wav" = "Sandwich say what? Kill them all? AHAHA" (dormant is actually whenever moving as a playertank)


    UPLOAD DONE:
    Alright that site was ######, uploading elsewhere.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2009
    Maybe File Front, FPSbanana or Addon DB are an option?

    File Front for instance seems very awesome, ns_achio_v2b4 release date, Dec-26-2006 is still online there (I didn't upload it there though o.O)
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    edited January 2009
    <a href="http://rapidshare.com/files/190225751/tank_replacement.zip.html" target="_blank">http://rapidshare.com/files/190225751/tank...cement.zip.html</a>

    "You can download 10 times -.-"

    I'm guessing some wont buy the pig in a bag so I'll make some fraps out of it soon enough.

    EDIT:

    <a href="http://www.mediafire.com/?sharekey=44e4adb0f5109af4d8f14848abf485dde04e75f6e8ebb871" target="_blank">http://www.mediafire.com/?sharekey=44e4adb...04e75f6e8ebb871</a>

    Download "tank.rar" if you don't care about the background music and for a slight update.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Use yousendit.com. It has an expiry date for non-members, but a free DL link good for a week and with no DL limit and a large file size limit is a useful service imo.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    <!--quoteo(post=1698626:date=Jan 27 2009, 05:00 PM:name=Svenpa)--><div class='quotetop'>QUOTE(Svenpa @ Jan 27 2009, 05:00 PM) <a href="index.php?act=findpost&pid=1698626"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I do have trouble<!--QuoteEnd--></div><!--QuoteEEnd-->
    Solution: More rubble.
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    <!--quoteo(post=1698494:date=Jan 26 2009, 07:29 AM:name=Align)--><div class='quotetop'>QUOTE(Align @ Jan 26 2009, 07:29 AM) <a href="index.php?act=findpost&pid=1698494"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I guess since I mentioned Tourettes Tank, I should mention Johnny Bravo Tank.
    <a href="http://www.youtube.com/watch?v=qTxTWMA9iew" target="_blank">http://www.youtube.com/watch?v=qTxTWMA9iew</a><!--QuoteEnd--></div><!--QuoteEEnd-->

    oh my god i lol'd so hard, i so gotta use this
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    <!--quoteo(post=1698494:date=Jan 26 2009, 02:29 PM:name=Align)--><div class='quotetop'>QUOTE(Align @ Jan 26 2009, 02:29 PM) <a href="index.php?act=findpost&pid=1698494"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I guess since I mentioned Tourettes Tank, I should mention Johnny Bravo Tank.
    <a href="http://www.youtube.com/watch?v=qTxTWMA9iew" target="_blank">http://www.youtube.com/watch?v=qTxTWMA9iew</a><!--QuoteEnd--></div><!--QuoteEEnd-->
    "Say g'night, John Boy".

    That was pretty hilarious, but I also got an immense flashback <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    edited January 2009
    Video here, couldn't be arsed youtubing it. 4,78mb

    <a href="http://www.mediafire.com/?sharekey=44e4adb0f5109af4d8f14848abf485dde04e75f6e8ebb871" target="_blank">http://www.mediafire.com/?sharekey=44e4adb...04e75f6e8ebb871</a>

    Say what you think, not sure how put off you get with the clipping sounds.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2009
    It's pretty good, but yeah the sound interuption is quite annoying! It would be a lot of work to try and match the original sound length... I honestly haven't a clue as to why they didn't program an end of sound check in there instead of this crap... I thought Valve liked the modding community <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    edited January 2009
    I have a idea that could work. If you only replace a few sounds with another, ie, only the longest ones, and then delete the rest (or replace them with empty .wav files), it will either skip to the existing ones and loop them without jumping or play nothing. It won't allow too much of variation but at least it fixes the interruptions.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited January 2009
    <!--quoteo(post=1698752:date=Jan 28 2009, 04:59 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Jan 28 2009, 04:59 PM) <a href="index.php?act=findpost&pid=1698752"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's pretty good, but yeah the sound interuption is quite annoying! It would be a lot of work to try and match the original sound length... I honestly haven't a clue as to why they didn't program an end of sound check in there instead of this crap... I thought Valve liked the modding community <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Yeah, Valve not good with computermusic.
    Oh well, at least they went back to good ol' HL1 style replacement rather than having to sift through the .gcf files.

    <!--quoteo(post=1698773:date=Jan 28 2009, 08:32 PM:name=Svenpa)--><div class='quotetop'>QUOTE(Svenpa @ Jan 28 2009, 08:32 PM) <a href="index.php?act=findpost&pid=1698773"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have a idea that could work. If you only replace a few sounds with another, ie, only the longest ones, and then delete the rest (or replace them with empty .wav files), it will either skip to the existing ones and loop them without jumping or play nothing. It won't allow too much of variation but at least it fixes the interruptions.<!--QuoteEnd--></div><!--QuoteEEnd-->Pretty sure deleting them will just get them replaced by the default ones in the .gcf, and empty .wavs will still interrupt previous sounds, you just won't hear anything.
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