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  1. Cervator

    SFX Factory - Other Side: Complete

    Re: SFX Factory I'm good at improvising, comes with the Jack of all Trades :D
  2. Cervator

    SFX Factory - Other Side: Complete

    Re: SFX Factory I like it! I can't even think of much I'd suggest changing. If I should throw one thing out there - should there be slightly more of an... apex? Around 1:17 before the tune starts to descend?
  3. Cervator

    Per-block data storage

    Yeah something like that. So I guess we might actually be looking at declaring one "primary" block data variable that is always going to be loaded and available for fast look-up, and any potential secondaries (like block integrity, that isn't always needed) I suppose it is also a bit about...
  4. Cervator

    Per-block data storage

    Name: Per Block Data Storage Summary: What core data do we store at a per-block level? Block ID, light values, extras Scope: Engine Current Goal: Refactored central data storage, including support (but not necessarily functionality) for Block dynamics and secondary block resources (oil, gas...
  5. Cervator

    SFX Factory - Other Side: Complete

    Re: SFX Factory - New BGM* That did it! Thanks! We need to find a hook for this in-game now :D
  6. Cervator

    SFX Factory - Other Side: Complete

    Re: SFX Factory - New BGM* Now it might be listed as private - can't hit it :-)
  7. Cervator

    SFX Factory - Other Side: Complete

    Re: SFX Factory - New BGM* Ooohhh, I really like this version. I can see (well, hear) it in-game already, right as you emerge back out into sunlight! Fits perfectly :D We need a video with that music Second 2 till second 3 still seems to be broken for me tho? No sound at all, very abrupt
  8. Cervator

    SFX Factory - Other Side: Complete

    Re: SFX Factory - New BGM* Ack, having trouble keeping up. Am on call this week and have Production work to do tonight, boo.
  9. Cervator

    SFX Factory - Other Side: Complete

    Re: SFX Factory - New BGM* Oh, I didn't mean the piano was too low volume compared to other stuff, the tone was just very deep - is that the right term? Could use just a slight tweak of less dark? I don't know the terminology right :cry:
  10. Cervator

    SFX Factory - Other Side: Complete

    Re: SFX Factory - New BGM* Alright - listened. I like it :-) Feedback: I think one piece of audio effect cuts off rather abruptly right at the beginning (2 secs in) and the piano might be a tad too deep / low tone?
  11. Cervator

    SFX Factory - Other Side: Complete

    Re: SFX Factory - New BGM* Thanks! Will check it out when I get home :-) It is a piece of cake to update audio files after they've been integrated into the game, so we can always swap for newer versions over time
  12. Cervator

    SFX Factory - Other Side: Complete

    Re: SFX Factory Yep - lots of sound in the current release Other sorts of sounds on that machine works fine? Able to play music etc? How's the other machine you have access to? If everything else works fine we have two things to try http://connect.creativelabs.com/openal/ ... Viewer.zip -...
  13. Cervator

    SFX Factory - Other Side: Complete

    Re: SFX Factory - Fixed* My wife's TV needs to be quieter :P Don't worry about the volume settings, I think we need to get the feel for it in-game when we get a chance to actually make water trigger sfx :-) Also, stuff really goes BOOM now with the explodey tool. Yay!
  14. Cervator

    SFX Factory - Other Side: Complete

    Re: SFX Factory - Fixed* Good stuff :-) I really like the crackling fire, think that'll work well - little less repeaty with longer sounds (I think they're longer?) and easier to switch them around if need be. Splashy water sounds good, having a hard time hearing the underwater bubbly ones...
  15. Cervator

    SFX Factory - Other Side: Complete

    Re: SFX Factory - Water FX added* Oh, good point. I'm still just thinking about the footsteps we have in-game currently - 6 different varieties and randomly picked from. Hadn't thought about the idea of just looping one thing... :geek:
  16. Cervator

    SFX Factory - Other Side: Complete

    Re: SFX Factory - Water FX added* Okay, got the water ones and fire now HighJump and WalkInWater sound very "tunnelly" to me - does that make sense? Bubbles and exit are fine :-) Little hard to hear what's going on with Underwater - parts of it sound realistic, other parts sound kind of like...
  17. Cervator

    SFX Factory - Other Side: Complete

    Re: SFX Factory - Water FX added* Will do when I get home - thanks!
  18. Cervator

    SFX Factory - Other Side: Complete

    Re: SFX Factory - Water FX added* Ahh - I see, max attachments of 3 per post. I wonder if there isn't a way to attach stuff to the new post you make when introducing a new file, then referencing that attachment directly with a link from the original post :-)
  19. Cervator

    Inactive Organic Growth Simulator

    Awesome! Take your time, make it educational, and I'd love to see it take shape and help provide feedback :D
  20. Cervator

    Inactive Organic Growth Simulator

    Haha, neat! I know a good dentist if needed ;-) Great stuff, thank you very much. That sounds incredibly spiffy, and doable, even if it likely would take a lot of effort for something that ultimately isn't that huge a part of the game. Which is OK - we can build it slowly over time and tinker...
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