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Storms
- Rash Loist
- Lost One
- Posts: 957
- Joined: Sun Apr 30, 2006 3:06 pm
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Storms
This is not really a big suggestion but I think it would be a good effect to put in the mod were as the same effect as we do for the alarm system. When a lighting storm happens I suggestion that a white flash of light comes up on the screen with a thunder following, not as often as the alarm system but maybe a suitable time , or random moments would be better if possible.
- Rash Loist
- Lost One
- Posts: 957
- Joined: Sun Apr 30, 2006 3:06 pm
- Location: Deceased
sounds like a good idea to me accept when the door gets locked and people that may get stuck outside (me and kel) cant get back in
((this is from something that happened in the server today))
((this is from something that happened in the server today))
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- Kyle Ivary
- Lost One
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- Aayla Vigil
- Lost One
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- Location: Jedi Temple on Alzoc III
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- Lost One
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- Joined: Mon Sep 18, 2006 8:01 pm
Alright, done and coming in version 0.4.0
The "thunderstorm" weather uses 2 normal thunder sounds, 2 "close" thunder sounds, and 2 rumble sounds, all from BaseJKA. The delay between the white flash and the sound depends on these 3 types of sounds, and everything is random (in a range of acceptable values). It doesn't include rain, so you would have to add a rainy weather manually, although it's perfectly possible to have a thunderstorm without rain (or at least at the beginning).
While I was at it, I added sound effects for rain and wind as background looping sounds ("ambient sets") that can be combined. There is one small problem I can't fix easily though. Fading in/out the background sound when approaching or leaving a weather-affected area isn't perfect, because I can't know if there is a such an area near the player. I can only know when the player is IN that area, so I use his last position in it as a reference point for sound fading. Depending on the situation in the map, the sound might start playing abruptly instead of fading in. Fading out *should* always work though.
The "thunderstorm" weather uses 2 normal thunder sounds, 2 "close" thunder sounds, and 2 rumble sounds, all from BaseJKA. The delay between the white flash and the sound depends on these 3 types of sounds, and everything is random (in a range of acceptable values). It doesn't include rain, so you would have to add a rainy weather manually, although it's perfectly possible to have a thunderstorm without rain (or at least at the beginning).
While I was at it, I added sound effects for rain and wind as background looping sounds ("ambient sets") that can be combined. There is one small problem I can't fix easily though. Fading in/out the background sound when approaching or leaving a weather-affected area isn't perfect, because I can't know if there is a such an area near the player. I can only know when the player is IN that area, so I use his last position in it as a reference point for sound fading. Depending on the situation in the map, the sound might start playing abruptly instead of fading in. Fading out *should* always work though.
- Gabe Alkorda
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- Lost One
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Awesome!Soh Raun wrote:Alright, done and coming in version 0.4.0
The "thunderstorm" weather uses 2 normal thunder sounds, 2 "close" thunder sounds, and 2 rumble sounds, all from BaseJKA. The delay between the white flash and the sound depends on these 3 types of sounds, and everything is random (in a range of acceptable values). It doesn't include rain, so you would have to add a rainy weather manually, although it's perfectly possible to have a thunderstorm without rain (or at least at the beginning).
While I was at it, I added sound effects for rain and wind as background looping sounds ("ambient sets") that can be combined. There is one small problem I can't fix easily though. Fading in/out the background sound when approaching or leaving a weather-affected area isn't perfect, because I can't know if there is a such an area near the player. I can only know when the player is IN that area, so I use his last position in it as a reference point for sound fading. Depending on the situation in the map, the sound might start playing abruptly instead of fading in. Fading out *should* always work though.
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- Rash Loist
- Lost One
- Posts: 957
- Joined: Sun Apr 30, 2006 3:06 pm
- Location: Deceased
Woot!11!1Soh Raun wrote:Alright, done and coming in version 0.4.0
The "thunderstorm" weather uses 2 normal thunder sounds, 2 "close" thunder sounds, and 2 rumble sounds, all from BaseJKA. The delay between the white flash and the sound depends on these 3 types of sounds, and everything is random (in a range of acceptable values). It doesn't include rain, so you would have to add a rainy weather manually, although it's perfectly possible to have a thunderstorm without rain (or at least at the beginning).
While I was at it, I added sound effects for rain and wind as background looping sounds ("ambient sets") that can be combined. There is one small problem I can't fix easily though. Fading in/out the background sound when approaching or leaving a weather-affected area isn't perfect, because I can't know if there is a such an area near the player. I can only know when the player is IN that area, so I use his last position in it as a reference point for sound fading. Depending on the situation in the map, the sound might start playing abruptly instead of fading in. Fading out *should* always work though.
- Aayla Vigil
- Lost One
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