some stuff isn’t done. I still gotta finish the rest of the Hgrunt scripted sequences and debate whether or not I want to do full replacements for the creatures I only tweaked a bit, but I’m almost there.
I figured way early on there’s no pleasing anyone but myself with any alterations to the Hgrunts. No one wants anything other than a carbon copy of the originals, so why bother?
On an unrelated note, recording and studying this enemy class showed me that they can shoot the shotgun way too fast. I mean come on. They should either match the player, or the player should match them. Bah, digressing like a muthfuck. the last thing we need is another “bitch about Hgrunt AI” thread.
Just my opinion.
While the other work sounded realistic and I thought very good, I thought that the grunts weren’t anywhere close to what they would sound like in reality.
I like the grunts… Well, I like their lines. They have really cool things to say, I especially like the redone scripted sequences. But in my opinion the wrong filter was put on them. They sound more like aliens being water-boarded than people.
While I do think that’s cool in the way of being totally different, it just doesn’t seem to fit with who they are and are especially jarring in the scripted scenes you’ve shown. Just my two cents.
The weapons and monsters however a perfect. I can’t really think of anything to say about them. But I suppose it is easier to explain what is off than what is spot on. So it’s my fault I guess.
I think the soldiers sound a little too Combine-ish, if you’re gonna give them a radio filter, I suggest do something along the lines of this. Still though, they’re all nice sounds, the hgrunts are full of ham and cheese, but the good kind. Would download when released
Yeah, they’re modeled off of the Half Life 2 beta vocoder effect. I can’t really take it off because they were recorded and immediately processed. All the raw stuff is long gone.
Alright, that’s fine. They still sound great, I love the style you put on them. Now they have voices that are good. Btw, the changes you made to the dialog were great. MUST HAVE LINK!
That’s a scripting level change that I have no idea how to make. What it needs is to be at max volume within a certain space. Right now the source of each sound is like a microscopic pin point that attenuates even when you’re inches away from it.
If anyone would like to help out with that, I’d really appreciate it.
I replaced the explosion sounds with classic stock explosion sfx and found the sounds to be underwhelming. What I did was increase the volume of each explosion, usually by duplicating it until it was at the right volume, so it sounded like a real explosion.
It did the job, although judging from what you’re saying, you’re wanting to change code in the sound engine. In that case, I don’t think I can help you.
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.