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no workshop
new guitar lvl up sound
the gunshots are not an issue in game, but there is an engine limitation nevertheless
the screams are an engine limitation, just like vanilla
explanations follow:
No this won't be going on the workshop, unfortunately.
Yes I did replace the level up sound with a guitar one that should be both less cumbersome and more fitting
regarding the gunshots, there are two things at play:
1 being that whenever you hit a zombie with a gunshot, it also plays the zombie impact sound that plays when you hit a zombie with a blunt weapon and thus, if the gunshots are designed in a vacuum and you hit a zombie, the sound effect produced will be very unpleasant as the bass will stack. on the other hand, if you design the gunshots with the impact effect in mind, the gunshots will sound ok when hit but will lack a lot of punch when you miss. muting the impact effect is not an option as then you'd get no sound when hitting a zombie with a bat for example. I tried reaching a middle ground so as to sound reasonably believable in both scenarios. When you compare it to vanilla, the sounds are loud because they are very very shrill in the hi-mids and highs which in turn, while producing a loud effect, produces an undesirable one.
the other thing is that the video is compressed for youtube, so a lot of the natural peaks are brought down while a lot of the sustain is brought up, these things are unfortunately something that can't be conveyed too well in a trailer environment, though you might find the compression less serious in the other demo on my channel. Alas, the gunshots are mixed to be 3db louder than the majority of other sound effects in the game, however i can't access the middle mixing layer that may have a limiter or some specific EQ added.
TLDR: engine limitation + youtube compression (though I feel that this is a non-issue in actual gameplay)
as for the screams, the system pulls 3-2 screams from a pool of around 15 and then plays them at random during the pulled-down sequence. this effectively prevents me from structuring the screams in a...let's say....designed manner and I have to keep in mind that they must be modular and, by that measure, they all have to have an ending and a beginning. I don't know how often you hear this sound in vanilla during your games, but the vanilla system suffers the same problem.
This was not a problem for the distant scream meta events and those do sound quite a fair bit more designed
you kinda said it yourself.
I'll asume a bit of audio knowledge on your part for my argument, but if you put a limiter on a sound - as is put on the footsteps on concrete if you have lightfooted lvl1 - I can have it clip by 20db and rip out anyone's ears and speakers in the DAW but it will still be barely audible in the engine - the very same engine that was set up like that in vanilla - and the same goes the other way. If I make an ok mikrowave sound recording and mix it to taste and then the washing machine uses that same recording but at 3x the volume, what am I supposed to do about it? this goes for guns, this goes for the generator, this goes for rain, I could go on...
you're also kind of proving my point here in saying that you're already covered on that front, that was literally the only thing I said in regards to your team and have never meant it in a hostile way
as I've stated before, I have not made this thing to try and awe neither the fellow community members, nor the devs, I do not have a patreon, I do not accept donations for this, I am not keeping it behind a paywall and I am not using other people's assets, I literally made this because I wanted the game to sound better than it does, for whatever reason it might sound the way it currently does (and, having spoken to a few people in the know about ProjectZomboid, I am well-aware as to the sources of the assets)
quite frankly, if you like what your team has put in, then that is wonderful.
I did not, so I made this.
If you are comparing this to a game that actually paid someone to not only make the sfx but also to implement the sound while having free reign of the FMOD project files and they didn't impose a self-made limitation, then please do not do that, as I am unable to access anything other than the assets. sure we could talk slightly differently were I able to start mixing the things in FMOD, but that is not how the constructed banks work.
if you want a fair judgement here, you're only able to get it by pulling the assets out of the banks - mine and yours - and playing them back to back, that is literally the only thing I could do here - change the assets.
as a final point, here's a quick list of things I can't do without having access to the fmod project files (some developers have released these without the assets, by the way, so that no copyright is violated and the community can have a go at it at the same time):
volume
frequency response
timing
length
channel number
compression
saturation
distortion
the FX chain
EQ
reverb
frankly, hearing my assets be hamstrung by the vanilla implementation was not a motivating experience, but I went into this to create a more pleasant experience, rather than being judged on something that was literally put there by the development team. I've shared the issues vanilla has with the team at length and also in a document, feel free to ask more if you really want, if not, I am looking forward to the audio scape of the game getting a proper overhaul in the future.
well since I felt I had a solid discussion with lemmy and that I cleared most of my goals/aims/limitations and whatnot with that, I thought that you coming in and saying you don't like it and specifically mentioning the mix (that it doesn't blend well) made me think some additional clarification was needed since you only went on what you heard in the trailer.
I understand that you gotta keep the peace and the boards civil, but I don't think you personally not liking something (for whatever reason) is a solid basis for such an argument.
I was quite confused as I had shared a lot of information with the team already in some detail regarding what can be expected from the current implementation (and you mentioned some of these as well - like the reverb thing) but I felt like this whole thing needs more explaining since you seemed unsure as to *why* exactly the sounds don't seem to sound the way you would like them to and were naming all the possible options.
I just feel the need to restate this one more time because I feel it might be gotten lost in between the lines - I would not be putting all this work and time into this were I to want anything else but making the game as best as it can be at any given time.
I am sorry you are frustrated, if you wish to further discuss this we can chat on discord maybe? (or if you actually wanna try this proejct out for yourself), so that the discussion can move back to the project itself rather than us going back and forth.
Esp the car sounds, they are awesome!
thanks for the feedback, I really appreciate it.
the vanilla radio TV speech I actually muted because I play with Survivor Radio which has voiced channels, so that one's on me, I forgot to put muffled speech into the "public" release as I wasn't using that.
Yeah the zombie spotted is really limited from a length point of view of the sample, it must be kept short as that's how it's set up in vanilla so I had a hard time coming up with something to not overstep the vanilla length and be satisfying, went with my mom's 1958 piano...maybe some djembe or something untuned and percussive....I agree more work could be done on that and some fine-tuning on the other sounds.
Thanks again, happy you like it overall :)
Stuff like Rain and Cars seem to be really good, but guns, stabbing and hitting for example with blunt, im no fan.
But thats just subjective taste.
To give some feedback, i think these combat sounds lack impact.
I especially hate when guns sound like plastic toys and its hard work to get that right.
And again, often thats just taste.
To give an example:
I think the gunsound for the P90 on Counter Strike Source is incredible and possibly the best for that weapon, while the sound for the same weapon on Global Offensive is much worse lacking the oomph and metallic details.
If someone wants to hear really good gunsounds with great impact, then i recommend playing Generation Zero.
For all its flaws, firing a shotgun or pistol in that game is exactly how it should sound in every game using guns.
Regarding melee, i prefer the original PZ sounds here.
I can just feel the bat hitting the head. But here? Not really.
However, again thats mostly subjective.
I just could imagine that some minor tweaking on some sounds, maybe some bass or whatever, to increase the feeling of impact, would work and drastically improve.
Well and while the eating sounds are great, to me they are a bit too realistic/authentic.
I guess i prefer vanilla here too, but mostly because your sounds are a bit too authentic and i rather avoid hearing someone eating.
Thus i rather stay with the minimalistic sounds.
I assume its possible to disable/active specific sounds?
For example only using the car sounds and sounds for object interaction (opening windows, doors etc.) but keeping the vanilla sounds of eating and combat?