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Stinger Minigun #6
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Hm, I'm surprised you didn't pick up on the primary fire audio. It's very different from what UT3 has because the UT2004 system doesn't have events for the stages of firing like UT3 does. |
I was on 64 bit and it sounded right maybe it doesn't in 32 bit Ok yeah you're right I have no clue how I missed that considering how much I use the Stinger, being a spike throwing weapon it's my weapon of choice since Unreal 1 for the idea alone what a disservice to my favorite weapon embarrassing.....oh well, any way of merging the barrel spin with the early shots or something? |
@GreatEmerald What about trying to add the barrel spin sound to the animation itself so it plays separately from the firing sound? I've got character models such as Doom3 Labcoat Zombie, Hellboy, Bender and Deinouchys (I can't spell that) aka UT2004Raptor that have sounds built into their animations including with the idle...only problem is now that I think on it I think that is something else missing with 64 bit.....still if could be done with 32 bit it'd be better than nothing. EDIT-Having install issues with Labcoat zombie and he isn't showing up in game but in Unreal Ed he does have sound with his Idle_Rest, and RaptorUT2004 works in 64bit with full sounds heard as soon as he's clicked in character select EDIT2-Looks like this is done by adding a path to the desired sound from a uax in the Anim Notify tab so it should be fairly easy to do then right, I looked but your current sound package doesn't have the primary fire start sound so I can't try to do it myself. EDIT3-The way I tested the sound on this to begin with was holding both mouse and controller button at the same time which at full auto sounds right, while doing this I think UT3 burns through ammo faster than UT2004 does because I had issues running out of ammo in UT3 so I should try to double-check that. |
It's doable, just needs to be coded. Nothing to do with character animations. |
Ok, I didn't mean to each character, I meant adding it directly to the Stinger's animations as needed for each animation phase. |
Oh. Hm, that might be worth checking out, yes... |
I figured it would be easier to do and time, honestly it looks easy enough I might be able to figure it out if I had the full sound package. Probably easier for you though since you know your way around. |
In UT3 Stinger alt does not push Scorpion, in UT2004 it causes little knockback and lifts it off the ground, damage is consistent with both games In UT3 Stinger alt causes fair knockback on Manta, in UT2004 it causes extreme to very extreme knockback on Manta, UT3 damage is consistent 22, UT2004 damage is 32-33 Stinger primary is consistent with both games EDIT - Stinger Alt is lifting the Hellbender off one wheel, in UT3 it doesn't quite manage to do this but it's not too different as in UT2004 the Helbender isn't being pushed around which is good EDIT2 - Stinger alt in UT3 does little knockback on Raptor, in UT2004 it makes the Raptor look like it's on ice Stinger alt in UT3 does little knockback on Cicada, in UT2004 it causes fair knockback and slides & turns like on ice Stinger alt is pushing the SPMA around very little, in UT3 it makes it bounce but not really move, still it's not much movement so probably not worth looking into |
I'd like to try and fix the Stinger Minigun sound issue but need some info...
This sound is the altfire from what I can hear but it's supposed to be the impact sound here or am I misundersanding? I've got the real impact sounds extracted and added which appear to have been missing unless you've got them elsewhere. StingerRapidStop I'm not even finding in UT3 editor by name or how it sounds which sounds a bit like a reversed BarrelWindStart, was this something you put together, if so it sounds very believable. I think Epic got the Raise and Lower sounds in reverse, they are used in reverse and to me also sound like they were meant to be the other way around. EDIT - Ok added Sound'UT3Weapons2.Stinger.A_Weapon_Stinger_BarrelWindStop01' as Sound Anim Notify to WeaponFireEnd for SK_WP_Stinger_1P and I can hear it in the editor so maybe it worked, won't know till in-game but seems like a good start. Does the FireEnd animation happen with Alt Fire as well or just primary? |
It works! I added the BarrelWindStart to the WeaponFireStartAnim as well as RampUp since I don't know what is what and it works almost the exact same as in UT3 now except the Start gets cut off by the End sound if I only fire a single shot, if I fire at least 2 it doesn't though so not too horrible of an issue. There is a slight issue of now not hearing the actual FireLoop or StingerRapid as you have it but I think that's more of a volume issue as I believe it's still there but the louder start sound causes it to be very quiet. I'll do you a quick video to show you what I've got so far. EDIT - Hm the WindStart doesn't work on the Alt Fire, I think this is because it doesn't have time before the animation goes to one that uses the WindEnd sound which I do hear twice (because it's also what you have as the alt fire sound itself). https://drive.google.com/open?id=1lwl5UtKp0iW8eXJ_RfNeV3OuayATubHc I've actually found that removing WindStart from the WeaponFireStart and leaving it only on the WeaponRampUp actually made it even smoother on timing which was after this vid though. I've also found that the FireLoop needs to be left in the code as is, in the animation the timing is off and tends to not play the WindEnd sound EDIT - Well aside from the Alt Fire not having the WindStart and the primary fire not having the impact sound I think I got it fixed on sounds. |
Yea, it's been long eonugh that I don't recall which sounds were supposed to be where. It's likely that some got misplaced and likely that I reversed one to fit the UT2004 system closer. But yeah, for binary changes, I'd need to purge this repository as well... I have a script now, but I'd need to create the whole |
Since nothing has really been done on this end we shouldn't have as many issues as we're having with the vehicles, btw the class files I've looked at are different from what's on here which all I've really looked at is the Stinger but there was a lot of stuff missing from the code on here that's present in the uc files I have. |
Is there any chance of coding Stinger primary fire death to use the actual completely unused death animations all default & custom player models have? In UT3 the Stinger's primary causes somewhat of a death animation with the killed guy stumbling slightly backward while alternating shoulders forward and back to look like they are being painfully filled with bullets.....man I miss death animations, never have liked ragdolls which are fairly lame in my opinion, good for explosion deaths & in air deaths however so they do have their place but shouldn't be used for everything. I do have a weapon mod from UT2003 that used those animations but it was for a tranquilized state and not dead so not sure if it can be done. |
ANIMATION RELATED
In UT3 the Stinger causes a death animation before a fall ragdoll, would it be possible to use the seemingly unused death animations all player models already have for this...if so would be nice to include for Enforcer as well and possibly Sniper Rifle since they are bullet weapons (something I've always hated about UT2 & up plus every game since those days is the ragdoll instead of an animation which UT2 has some great animations that are completely unused and I've never understood why)
GAME PLAY RELATED
1 Stinger ammo pickup is only worth 40 shots in UT3, on UT2004 it's 50
Berserk actually slows down alt fire and keeps it slowed until death, unsure if primary is affected
Alt fire shards pin victims to walls in UT3, and I know the UT2004 HL2 Crossbow does the same so it can be done in UT2004 also
SOUND RELATED
BarrelWindStart is being done in Animations currently which works for none network games but the sound doesn't move with the weapon on a network game so another method needs to be found at some point
FireLoop ambient doesn't work, all I'm hearing is the FireOnce group
Alt fire sound seems off kind of like watered down
Alt fire impact sounds missing
VISUAL EFFECTS RELATED
In 1st person view just behind the ammo count I can see the ground through a gap in the gun that is more apparent during sustained fire, this could be my resolution specifically though
Secondary fire visual is nothing like the Stinger
Primary fire trail not correct color, then again maybe it is due to how different things look on the UT3 engine's lighting
Muzzle flash is not blue
During the beginning stages of firing the muzzle flash is small on UT3 and becomes larger as the gun speeds up....stays small during alt fire though
No muzzle flash at all with UT2004 alt fire
In UT3 3rd Person view muzzle flash for primary fire is the larger blue muzzle flash the entire time and on UT2004 it's just plain white yellow minigun muzzle flash I think
In UT3 3rd Person Alt fire has a bright orange rocket launcher or enforcer type muzzle flash (which is odd because that isn't what we get in 1st person), and with UT2004 we still have that yellow minigun muzzle flash
During both fire modes on UT3 small blue particles get thrown around the character that is firing and on UT2004 we have bullet casings instead so change those to blue particles that glow and you've got it
Primary fire impact in UT2004 puts off small yellow sparks where in UT3 we get large white sparks and a blue explosion with small blue particles
Alt fire impact in UT2004 spits out purple sparks and in UT3 we get a larger version of the primary fire in both the white flash and blue explosion as well as large blue particles
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