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Author Topic: On DoomRL and monster/weapon sounds  (Read 4757 times)

Malek Deneith

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On DoomRL and monster/weapon sounds
« on: September 16, 2009, 04:41 »

So a simple question to sate my curiosity: I know that probably everyone has swapped his music files for better ones but what about monster and weapon sounds? Is there anyone that meddled with them or am I the only one?..
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ParaSait

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Re: On DoomRL and monster/weapon sounds
« Reply #1 on: September 16, 2009, 05:14 »

I once swapped em with sounds from Soldat. Was pretty fun for a while, but heh it started to get boring.
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Silhar

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Re: On DoomRL and monster/weapon sounds
« Reply #2 on: September 16, 2009, 07:50 »

I personally prefer classic, original ones. Just, eh, couldn't imagine Doom without Baron's roaring, for example. ;)

Passionario

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Re: On DoomRL and monster/weapon sounds
« Reply #3 on: September 16, 2009, 07:54 »

I wish there was an option to turn sounds into text (for those of us who have a penchant for playing DoomRL at work).
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Malek Deneith

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Re: On DoomRL and monster/weapon sounds
« Reply #4 on: September 16, 2009, 15:00 »

I personally prefer classic, original ones. Just, eh, couldn't imagine Doom without Baron's roaring, for example. ;)
Well I personally used Doom 3 sounds and the increased quality and variety really suit me, while still retaining "doom" feel, despite of what some people might say :P
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But then again it seems I'm a freak here :P
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Generic

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Re: On DoomRL and monster/weapon sounds
« Reply #5 on: September 16, 2009, 19:30 »

DoomRL has sound!?

o.O

So that's what that INI value did...
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Super Jamie

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Re: On DoomRL and monster/weapon sounds
« Reply #6 on: September 18, 2009, 04:23 »

I prefer the classic sounds, but I wish I could set the Blaster sound to laser2.wav from Quake 2.
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Malek Deneith

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Re: On DoomRL and monster/weapon sounds
« Reply #7 on: September 18, 2009, 04:37 »

I prefer the classic sounds, but I wish I could set the Blaster sound to laser2.wav from Quake 2.
My latest "research" made me 95% positive you can, you just need to figure out blaster's "ID" for soundsystem (and since I'm going about figuring out unique item id's anyway you might get your wish one day).
« Last Edit: September 18, 2009, 04:40 by Malek Deneith »
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Kornel Kisielewicz

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Re: On DoomRL and monster/weapon sounds
« Reply #8 on: September 18, 2009, 05:49 »

ublaster
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Kornel Kisielewicz

Super Jamie

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Re: On DoomRL and monster/weapon sounds
« Reply #9 on: September 18, 2009, 19:39 »

So I just need this?
Code: [Select]
ublaster.fire   = "wav/q2laser2.wav";
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Malek Deneith

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Re: On DoomRL and monster/weapon sounds
« Reply #10 on: September 19, 2009, 03:22 »

Yup, that should do the trick
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Malek Deneith

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Re: On DoomRL and monster/weapon sounds
« Reply #11 on: September 20, 2009, 06:24 »

Note: I think there might be a problem with this - It seems that fire/explode sounds for uniques are hardcoded to use these of their regular counterparts
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