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Muuyri

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Everything posted by Muuyri

  1. Now I see your point here and your comment makes sense, people should ahelp more, that is without notion. However in my perspective this is not the core of the issue here. This is all theory, it's the same basis as of talking about how to drive a car, but once you sit inside, things become different. As mentioned above, the core purpose is a hands on experience. I played ERT once and even despite I took considerable amount of time to research, I jumped in and took some time to look around, where is what, how things function, in which that took me about 20 minutes to figure out just because I've never been to that place. It's always better face to face, get the knowledge going and as example learn what is ERT, what they really do and all around things about it. Just a basic introduction to the role at some degree.
  2. Hey there fellow spessmen and fellow spesswomen. What, why and how. As discussed beforehand on the OOC of the Aurora, a rather humble idea of mine has erected that roles who are inserted midgame and some antags (such as ERT as example or antags if that is, ghost roles basically) should have at extended rounds "training". Please note that word "training" represents rather a placeholder but it's the closest I can get. Could be boot camp, could be testplay, name is up to admins I guess. EDIT : Note that these events should take place away from Aurora, to avoid disrupting the standard flow of the extended gamemode. Potentially on centcomm This even should be announced via discord beforehand and on the begginging of the round. It should be pre-planned event at least round before or couple hours before the event hits the fan. The core purpose would be to allow players of all knowledge and skills to enable themselves to have a full hands on experience on the equipment, environment, climate and be ready, confident to depart on aurora having the know-how on how to play the role without downloading the entire code and running local just so they can learn the role. Tons of players spawn barren of knowledge into these roles, delivering poor performance, because they are still figuring out what to do. Now the thing is that if you spawn as a scientist on Aurora, you can relax and allow yourself to try things out and see how it works for you, then get into the cycle. I believe same climate needs to be provided for roles that don't work on Aurora by default. Such as syndi commando, Mainly ERT, wizard, ninja and so on. Those with most equipment and things to work through should be taken priority. That is all I believe. Have a beautiful day please.
  3. Yikes, my bad, forgot that the tracks themselves were set to private. Fixed now. hopefully
  4. Made the soundcloud files public and reinserted the link. Here is the link if it still doesn't work. The original authors will be either credited and always contacted about my intent, if possible. If the author distinctly states to not use their sound effects, I will not use them. Thank you for that reminder, very important. Amazing you have noted that, I have already done minor research on the codebase of ss13, and will proceed doing so, thank you! I will be more than happy to compile sound effects as its a big passion of mine, helping the server to gain authenticity and unique design. Sounds and atmosphere do a lot, a lot of how the game plays and feels and is far bigger figurehead than people often realize. as example, The doom 4 and eternal wouldn't be nowhere near what it is without the proper sound design.
  5. Hello fellow spessmen. My name is Muuyri, and I'm a sound engineer and a sound designer. I have come to create a suggestion or potentially a contribution about implementing death sounds / effects. After attempting to suggest this to TGMC Server, and being kind of fiddled around, sort of indirectly rejected, I have deflected to the soviet union aurora station after discovering how seriously is the infrastructure of the server taken and its passion towards mature development which has sparked my excitement to possibly finally be able to be dedicate myself to a great SS13 server and community. There is TONS, AND TONS of sound effects out there that can be used for vast amount of modulation, one of them being the half life saga, skyrim, fallout series or mainly battlefield series and the list goes on. So, what is going on? ?‍♀️ Here's the deal, the point of this implementation would be to put a sound effect heavily inspired by metal gear solid 1 death sound effect. I feel like the death of the character does not occur as often and could be more final, more definitive, shocking, dramatic and penetrating. Its a signal, this is the end, the last breath. It would also add more of an cinematic effect, as this sound would be meant only for client-side, meaning only the player playing a character that has died hears the sound. Other players wont be able to hear the sound effect. But. It is entirely possible other players could hear an alternative, stock death sound effect, except without the additional reverb, delay effect and other miscellaneous effects, in order to maintain immersion and IC and so on. These sounds should not play when player is gibbed, decapitated or in any form unable to produce the sound. Without a doubt, i will be gathering, producing and composing all the given sounds myself. I will even be recording and modulating if necessary. Doing the dirty work. As for now I only have a primitive demo to pitch in and give a taste of what is going on and get a sort of concept of what I'm trying to achieve [SOUNDCLOUD LINK] (Listening with headphones or good sound system is recommended for full effect) That is because, obviously, I don't want to spend time and energy on something that could potentially be scrapped upon entry, however, I'm fully open to criticism, discussion, discord discussion, text based or voice based and other forms of communication, on behalf of that feel free to contact me about if you wish to contact me. In later stages of the sound development, these sounds would be refined with more detailed sound effects, like choking, bleeding and possibly final breath out, flat line, ETC. Matter of discussion. Final Features of this implementation -Adding complex death sounds -Support for all races available [Challenging] -Multiple variations for different occasions and situations [Getting shot, drowning, suffocating, major trauma, fatal hit against blunt object or wall and so on] -Interior, Exterior versions, including inside of a voidsuit or an exoskeleton.
  6. The deal is here how is the whole virology tectonics handled. You get outbreaks out of thin air and its just weirdly random and unspecific. I would get it if you caught sickness from eating rotten meat, bad food or an expedition exposure, yes. But virology practicality is non present at the moment and doesn't serve a real purpose. In my opinion it should not be destroyed, and the mechanics should remain, but virology should have a vastly smaller part in the station, and it should also be more integrated into medical wing as all medical personnel should be able to handle issue with viruses, pandemics or infectious diseases, in worst case scenario, a specialized team [I guess ERT] Should come handle handle emergency situation if it gets way too out of hand. That's all I gotta say here. EDIT ; Quaranties with small amount of creativity can be created manually and don't need a specialized space just like there is one now. Afterall, outbreaks are rare, but as our current situation over the world IRL looks, that's exactly a primal example of why having at least basic preparations inplace.
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