I think it would be a good idea for george to make the playerships thrusters make some sounds. Maybe a lower bogged down sound for when your not going full speed, and a faster more profound sound when you go full speed.
It would be too "polluted" with sound if every NPC ship in the game had it too, so I would recommend just the playership.
What is everyone else's thoughts on this? Or would this be a simple mod?
Thruster sounds for the playership only!!!
- Arisaya
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Mmmmmm... more like give us an <onThrust> event, which would allow this to be modded, and give us the option to do other things (mostly I'm interested in using it for ship-native functionality scripts & device scripts)
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In theory:
we have a new function to play sounds, if that were combined with a rapid repeating event we could play a thrust sound when the player ship changes velocity. The problem is there is no way of telling what that change in velocity was caused by. (thrusting, being hit with a momentum weapon, being in a nebula, and being emp'd would all trigger the sound)
we have a new function to play sounds, if that were combined with a rapid repeating event we could play a thrust sound when the player ship changes velocity. The problem is there is no way of telling what that change in velocity was caused by. (thrusting, being hit with a momentum weapon, being in a nebula, and being emp'd would all trigger the sound)
- BlakeG228
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Well alterecco, I would have to disagree. Although it probably would be difficult to make it happen, I think it would be a nice addition to T. And I bet if we started a poll many more would think so too.
And your right that you can't hear nothing in space, but this is a space adventure game. Not a 100% authentic space simulation game. I have played many space based games that had sounds for the thrusters and it was a good thing.
I'm not trying to turn this into an argument, but there is no need for negative comments.
And your right that you can't hear nothing in space, but this is a space adventure game. Not a 100% authentic space simulation game. I have played many space based games that had sounds for the thrusters and it was a good thing.
I'm not trying to turn this into an argument, but there is no need for negative comments.
alterecco Posted: Mon Aug 30, 2010 9:58 pm
Not a quick one... and at this point probably not a good one...
I suggest you add the sound effects yourself, optionally in your head to avoid upsetting others
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- alterecco
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I was just trying to be witty, not negative. What I was trying to get across is that it would not be easy to make such a mod well, and the result would suffer from a large amount of drawbacks (like bobby stated, you can not distinguish where momentum comes from). It could be done, somehow but I would not recommend spending too much time on it (therefore the "make your own noise" pun).
I say this with around 1 1/2 year of modding T under my belt, so I don't think I am just pulling it out of thin air. A thruster sound mod has been attempted before, and I spent some time looking into how it could be constructed within the current engine limitations, and ended up concluding the above. However, I would love to be proven wrong.
As for the idea itself, I think it is a fine one, and yes, it would be nice to see this built in to the game. I think it is something we should let George handle internally, instead of requesting modders tools for adding this. On top of that it is not something I myself put any weight on, and there are certainly tickets that I think should be done before this gets implemented.
If you want a breakdown on how to build it, and the problems associated with it, let me know and I will write a bit about it up for you.
Again, if I came across as negative, I apologize. My intention was mainly humour. I guess I should have described the issue better.
I say this with around 1 1/2 year of modding T under my belt, so I don't think I am just pulling it out of thin air. A thruster sound mod has been attempted before, and I spent some time looking into how it could be constructed within the current engine limitations, and ended up concluding the above. However, I would love to be proven wrong.
As for the idea itself, I think it is a fine one, and yes, it would be nice to see this built in to the game. I think it is something we should let George handle internally, instead of requesting modders tools for adding this. On top of that it is not something I myself put any weight on, and there are certainly tickets that I think should be done before this gets implemented.
If you want a breakdown on how to build it, and the problems associated with it, let me know and I will write a bit about it up for you.
Again, if I came across as negative, I apologize. My intention was mainly humour. I guess I should have described the issue better.
The only way I could see such a mod happening (I have done programming, I'm not familiar with TranScript but I have a decent idea of engine limits) would be for some way to monitor keyboard input and fire the sound only when arrow keys are being pressed.
My first mod, mostly done, still balance testing.
http://xelerus.de/index.php?s=mod&id=789
http://xelerus.de/index.php?s=mod&id=789
- BlakeG228
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Sorry if I over reacted. I figured it wouldn't be easy and that it should probably be something implemented into the game a long way down the line. I, like many others, would love to have it but would much rather have a more in depth storyline and new expansions. Again, I apologize if I took you wrong but it's kinda hard to distinguish sarcasm or humor online. (Well, now that I think of it, you did put a smiling emoticon).I am not a modder and do not take those of you that do mod for granted. I applaud the magic you guys make with a keyboard and a lil' brains. 

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- alterecco
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Given that we had the ability to watch keyboard events, we would also need to be able to stop sound events again. A trust sound sample would need to be of a certain length to be convincing, and probably longer than the shortest thrust the player could emit. Therefore if we start a sample when the player initially trusts we can not just let it play on till it ends. We would also need several samples, for continuing trust at different points. In general it would not be a fun thing to code up imo :)Wurmish wrote:The only way I could see such a mod happening (I have done programming, I'm not familiar with TranScript but I have a decent idea of engine limits) would be for some way to monitor keyboard input and fire the sound only when arrow keys are being pressed.
- digdug
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I always make a "woosh!" sound with my mouth when I use the up arrow
besides the jokes, what a bout an event every tick (ehm, a bit expensive for just a sound) checking if the playership is changing position and speed ?
Then fire a sound effect in the event
I'll go to try to pull some code together

besides the jokes, what a bout an event every tick (ehm, a bit expensive for just a sound) checking if the playership is changing position and speed ?
Then fire a sound effect in the event

I'll go to try to pull some code together

- alterecco
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The problem with that one is knowing the change in speed came from a thrust, and then firing an appropriate soundbite. You would want each sample to be no longer than the interval of your event (to prevent playing more sounds at the same time). The length of the event would have to be very short to produce good result (i'm wagering < 10 ticks), since the human ear is not that forgiving. That mean piecing together a series of thruster soundbites of less than 1/3 second length, that all played in sequence plays a full thruster sound. (add to that the fact that ticks -> seconds is not an exact scale).digdug wrote: besides the jokes, what a bout an event every tick (ehm, a bit expensive for just a sound) checking if the playership is changing position and speed ?
Then fire a sound effect in the event :D
All in all a pretty little problem