Footsteps

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LandonGam3r
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Footsteps

Post by LandonGam3r » 14 Jun 2016, 05:30

Summary (a quick, 2-3 sentence summary):
Popular on russian servers and I implemented it into my own server (Alien Station, offline btw), footsteps for alien and human. Now let's not talk about russian servers, but about what I did on my server. I managed to get sound effects from the 'Alien Isolation' game and implemented the sounds as steps for the aliens, only when they run, creating very nice effect when they are in maintenance for example. As for the human, I created steps for different tiles (sand, metal, you know whatever) and it just adds so much realism to a server.

Benefits (How this will benefit the server and game as a whole):
For this server I think it suits perfect. The server uses modified bay code and so it's not like TG, meaning realism. Footsteps (I think) adds to realism. It creates noise in areas where a lot of human move, like on the sulaco. And luckily, this server is mostly very bussy. When humans are down on the planet, different steps in sand and grass might make it even more realistic, and wouldn't it be great to get a tiny advantage over hearing xeno's stomping in the grass? (depending on size and type). Or make your nightmare complete by hearing weird sounds in maintenance, is there a lonely xeno on the ship hunting for you? (ofcourse not working when the xeno is sneaky, but scaring the crap out of other players sometimes is pure fun)

Details (Description of how you think this would work, the benefits, etc):
Well, I don't think coders have much of a problem implementing this because I figured it out aswell and I am not some pro Byond coder, haha. I remember it was something with 'playsound' or some function to call and then put some parameters in it that say from how many tiles it can be heard and how noisy it is (but it's long time ago so I might be totally wrong). Then ofcourse it can be handled with if statements and different sounds with different mobs and size. Creating different sounds when the mob is walking on another tile then metal.

Implementation (Optional, if you have an idea how to implement it):
There is one thing that needs to be looked at if this is taken serious. When human move around shooting in a fight, the footsteps should be less louder then the shooting ofcourse. Look for the details up here for more information.


Before I end this suggestion I would like to say that I am a fan of realism. Right now I think the game is too silent in areas where no fighting is going on. Even if the area is filled with a ton of people. That's why I implemented the footsteps at my server at that time (this is not some promoting, my server is offline long time now don't get me wrong). If it is getting implemented, maybe adding sounds like chatter or human talking, like the xeno's hiss, to add another aspect of realism, and make this server/game perfect.
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MrJJJ
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Re: Footsteps

Post by MrJJJ » 14 Jun 2016, 05:38

I have seen servers with footsteps noises before, don't think they cause lag, although 100+ people walking around...

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Re: Footsteps

Post by coolsurf6 » 14 Jun 2016, 05:46

MrJJJ wrote:I have seen servers with footsteps noises before, don't think they cause lag, although 100+ people walking around...
100% volume for your character
100% for 1 alien
decreases when ever another player is around. But the footsteps would be quiet so it wont be ear rape levels.
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Re: Footsteps

Post by NoShamNoWow » 14 Jun 2016, 06:40

-1 I want to be a sneky snek.
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LandonGam3r
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Re: Footsteps

Post by LandonGam3r » 14 Jun 2016, 06:51

NoShamNoWow wrote:-1 I want to be a sneky snek.
Haha, assuming that you want to be sneaky as Xeno, which I understand, you can choose to 'stealth' instead of 'hunt', if it will be implemented. Speaking about that option, what is the difference between stealth and hunt actually other then it's changing forms and walking slowly? Maybe some noise fits in perfectly for that!
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Re: Footsteps

Post by danmax67 » 14 Jun 2016, 08:17

+1
I want to recreate my dreams [nightmares] of running around in Isolation with seven hundred xenos chasing me.








and i can hear their footsteps

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Re: Footsteps

Post by Boltersam » 14 Jun 2016, 10:28

The FOB footsteps are going to be so deafening, because no Marine is going to give up the gameplay advantage of constantly running and walk like a normal person. And don't forget the roundstart rush to the Canteen.

Still though, this will be a PERFECT addition lining up with Apop's moving of the sprites to darker and grittier ones!

Also, the horror of being hunted by a Predator after you shoot at it on sight with your squad's protection, then later it finds you without a horde of allies, alone. Muharharharharhar.

+1.

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forwardslashN
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Re: Footsteps

Post by forwardslashN » 14 Jun 2016, 11:03

Neutral.
This sounds interesting, but I think this could also get annoying. And no, it's unlikely to cause lag. I might look into this at a later time.
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Surrealistik
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Re: Footsteps

Post by Surrealistik » 14 Jun 2016, 12:57

Walking/Stalking should reduce or eliminate footstep noises.

Some castes like the Hunter (the designated stealth specialist for the aliens) probably shouldn't make footstep noises even while moving at full speed.
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LandonGam3r
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Re: Footsteps

Post by LandonGam3r » 14 Jun 2016, 12:59

Noize wrote:Neutral.
This sounds interesting, but I think this could also get annoying. And no, it's unlikely to cause lag. I might look into this at a later time.
Cool ^_^ , and yes the part of possible irritation is what I have never tested (due low population on my server).
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LandonGam3r
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Re: Footsteps

Post by LandonGam3r » 14 Jun 2016, 13:04

Surrealistik wrote:Walking/Stalking should reduce or eliminate footstep noises.

Some castes like the Hunter (the designated stealth specialist for the aliens) probably shouldn't make footstep noises even while moving at full speed.
Ah :D , funny that they are no steps to reduce or eliminate then (looks at my suggestion). And indeed the Hunter might be spared in creating noise which is logical if you look at bigger xeno's like the Ravager (and what you say) for example, which should create noises. But that is possibly a later proposition. :p
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ParadoxSpace
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Re: Footsteps

Post by ParadoxSpace » 14 Jun 2016, 14:37

Ehh. Just imagine during roundstart all the footsteps you'd be hearing.

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LandonGam3r
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Re: Footsteps

Post by LandonGam3r » 14 Jun 2016, 15:58

ParadoxSpace wrote:Ehh. Just imagine during roundstart all the footsteps you'd be hearing.
Yup, that's the part that has to be tested. But maybe what coolsurf6 said is a possible solution!
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Re: Footsteps

Post by Seehund » 14 Jun 2016, 16:30

https://www.youtube.com/watch?v=0v3xc-HanBk

I like it. Find a way to eliminate the clusters of noise, ie roundstart, and I'm game.
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Re: Footsteps

Post by lucashunter608 » 14 Jun 2016, 16:36

Maybe make a way to disable the footstep sounds? you can always lower the volume of the game anyway, but that isn't very practical... i would love if apop added footstep sounds in the water too.

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Re: Footsteps

Post by LandonGam3r » 15 Jun 2016, 03:13

lucashunter608 wrote:Maybe make a way to disable the footstep sounds? you can always lower the volume of the game anyway, but that isn't very practical... i would love if apop added footstep sounds in the water too.
Water is indeed what I have been thinking about aswell, both xeno and human. Yesterday I played a round that had much happpening around the river. I think it would make the game much more lively when you hear the sounds of marines rushing through the water and shooting at the same time. But also the weeds can play a role in making some weird noise when stepped on. A possibility to that is making the xeno's unhearable when they walk on their natural grounds :lol: . And finally the jungle can provide sounds other then just an ambient, like branches breaking and grassy sounds. Or the sand marines step on when they leave the pod, that does not have to be very loud.

Oh and yes I agree with the disable function, there should always be an option for the minority that does get irritated by it, if it gets tested and if it is not annoying after all to the majority of the players. And I think that's not to hard to code.
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Re: Footsteps

Post by forwardslashN » 17 Jun 2016, 19:25

I think this is coming. We'll see. Resolved for now.
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