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Caravel Forum : DROD Boards : Bugs : Evil Eye's don't go hmmm (Possible bug)
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NiroZ
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icon Evil Eye's don't go hmmm (0)  
I noticed that in the holding vats, when you have the
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on, eye's don't make any sound at all when they see you. Is this a bug or just something which I'm going to have to bear a constant grudge against?

[Last edited by NiroZ at 04-03-2007 11:45 AM]
04-03-2007 at 11:45 AM
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Briareos
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icon Re: Evil Eye's don't go hmmm (+1)  
On a related note - how come that the "final speech" you get from
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is barely audible even when all volume sliders are set to full? And is it just me or are the sounds much louder than the voices when the sliders are set to the same position?

Also, is it me or do fuses sound funny (i.e. much lower than they used to) when you step on them?

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04-03-2007 at 11:54 AM
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NiroZ
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icon Re: Evil Eye's don't go hmmm (0)  
Not to mention that the slayers voice is just a low mumble.
04-03-2007 at 01:26 PM
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eytanz
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icon Re: Evil Eye's don't go hmmm (0)  
The further away a sound source is from Beethro, the softer it sounds. This is a feature.

Mike - even though this is not a bug, I marked it as "needs to be investigated" because I think it's not working very well. It needs to be either fine tuned or dropped altogether, since it gets in the way of some of the TCB scripts, *and* is just way too extreme - rooms just don't feel large enough for how silent things become - at the moment, half a room is enough for a sound to become inaudiable, but the scale of the graphics make it look like Beethro should be able to hear everything in the room to some extent.

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04-03-2007 at 01:57 PM
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Briareos
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icon Re: Evil Eye's don't go hmmm (0)  
Briareos wrote:
Also, is it me or do fuses sound funny (i.e. much lower than they used to) when you step on them?
Let me clarify that - for me, fuses sound like they're an octave lower/played half as fast compared with JtRH; maybe the audio file has the sample rate wrong?

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04-03-2007 at 05:11 PM
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eytanz
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icon Re: Evil Eye's don't go hmmm (0)  
Always? Or just when using a speed potion?

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04-03-2007 at 05:26 PM
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starwed
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icon Re: Evil Eye's don't go hmmm (0)  
I'll chime in and say that the reduced sound effect feels very unnatural. It doesn't seem right that an orb is activated, or a bomb blows up, and I barely hear the sound. (I might not notice if I'd never played DROD before, of course. :) )

I never really noticed that it was dependent on room position. It just seemed like the sound wasn't working some of the time.
04-03-2007 at 05:42 PM
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Briareos
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icon Re: Evil Eye's don't go hmmm (0)  
eytanz wrote:
Always? Or just when using a speed potion?
Always. Having TCB and JtRH open side by side, building a room in the editor with a fuse in it and stepping on said fuse in both sounds totally different. Like someone was playing a 44kHz sound at 22kHz...

(And no, it's not my sound card, as other sounds sound alike... ;))

Yeah, and I agree the sound volume/distance correlation is whack...

np: Styrofoam - Bad Night is Falling (A Short Album About Murder)

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04-03-2007 at 07:08 PM
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Banjooie
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icon Re: Evil Eye's don't go hmmm (+1)  
Evil Eye's don't go hmmm

These are things that make you go hmm.
04-03-2007 at 07:10 PM
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NiroZ
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icon Re: Evil Eye's don't go hmmm (0)  
I can't believe that it took 9 posts for someone to make a joke out of it. You guy should be ashamed of yourselves.
04-04-2007 at 02:05 AM
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zex20913
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icon Re: Evil Eye's don't go hmmm (+1)  
But only that one guy.

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04-04-2007 at 05:51 AM
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Tahnan
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icon Re: Evil Eye's don't go hmmm (+1)  
eytanz wrote:
The further away a sound source is from Beethro, the softer it sounds. This is a feature.
I recall this in DROD 2.0 as well, but I think it is (as you suggest) too extreme here: I'm finding that a mimic killing things half a room away seems to make no noise at all. Distance effects are nice, but not at the expense of hearing all those great sound effects.
04-04-2007 at 08:50 PM
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eytanz
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icon Re: Evil Eye's don't go hmmm (0)  
Jatopian - why are you quoting posts without adding anything? Please stop that.

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04-05-2007 at 02:13 AM
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Oneiromancer
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icon Re: Evil Eye's don't go hmmm (0)  
My guess is that it's a version of "QFT" (or Quoted For Truth) that leaves out the un-quoted qualifier. It's meant to reinforce the importance of the original post by repeating it. Which was barely amusing the first few times I saw it on the WoW forums.

Game on,

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[Last edited by Oneiromancer at 04-05-2007 02:23 AM]
04-05-2007 at 02:23 AM
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Jatopian
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icon Re: Evil Eye's don't go hmmm (0)  
eytanz wrote:
Jatopian - why are you quoting posts without adding anything? Please stop that.
Sorry about that; I've deleted them.
Kids, know this: Don't leave your web browser opened and logged in with a jackass nearby.

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[Last edited by Jatopian at 04-05-2007 02:29 AM : notice of deletion]
04-05-2007 at 02:29 AM
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Oneiromancer
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icon Re: Evil Eye's don't go hmmm (0)  
I apologize for guessing incorrectly. I'll leave my embarrassment up though. ;)

Game on,

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04-05-2007 at 02:46 AM
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mrimer
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icon Re: Evil Eye's don't go hmmm (+1)  
eytanz wrote:
Mike - even though this is not a bug, I marked it as "needs to be investigated" because I think it's not working very well. It needs to be either fine tuned or dropped altogether, since it gets in the way of some of the TCB scripts, *and* is just way too extreme - rooms just don't feel large enough for how silent things become - at the moment, half a room is enough for a sound to become inaudiable, but the scale of the graphics make it look like Beethro should be able to hear everything in the room to some extent.
I found a relatively recent bug (introduced in the last couple months or so) with setting the distance volume falloff for sound effects. I've fixed it, and now sound effects have falloff, but should be audible from anywhere in the room.

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04-23-2007 at 05:59 PM
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