ValveSoftware / Source-1-Games

Source 1 based games such as TF2 and Counter-Strike: Source
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[TF2] Feature Request: update game_sounds_mvm.txt to give giant scouts, soldiers, pyros, demos, and heavies their own unique footstep sounds #4243

Open Whurrhurr opened 2 years ago

Whurrhurr commented 2 years ago

in sound/mvm/giant_demoman/, sound/mvm/giant_heavy/, sound/mvm/giant_scout/, sound/mvm/giant_soldier/, and sound/mvm_giant_pyro/ there are 4 footstep sounds each for scout, soldier, pyro, demoman and heavy. these all go unused because the sounds that are pointed to in game_sounds_mvm.txt point to the giant_common version. below i have made these point to the proper sounds. (i was unsure if removing the extra 4 footstep sounds in rndwave would cause problems or not if a client modded their game_sounds_mvm.txt with these, so that's why there's 8 entries instead of 4 per rndwave) (lines 511 through 528)

"MVM.GiantHeavyStep"
{
    "channel"       "CHAN_STATIC"
    "volume"        "1"
    "pitch"         "100"
    "soundlevel"    "SNDLVL_95dB"
    "rndwave"
    {
        "wave"      "^mvm/giant_heavy/giant_heavy_step01.wav"
        "wave"      "^mvm/giant_heavy/giant_heavy_step02.wav"
        "wave"      "^mvm/giant_heavy/giant_heavy_step03.wav"
        "wave"      "^mvm/giant_heavy/giant_heavy_step04.wav"
        "wave"      "^mvm/giant_heavy/giant_heavy_step01.wav"
        "wave"      "^mvm/giant_heavy/giant_heavy_step02.wav"
        "wave"      "^mvm/giant_heavy/giant_heavy_step03.wav"
        "wave"      "^mvm/giant_heavy/giant_heavy_step04.wav"
    }
}

(lines 561 through 578)

"MVM.GiantSoldierStep"
{
    "channel"       "CHAN_STATIC"
    "volume"        ".65"
    "pitch"         "100"
    "soundlevel"    "SNDLVL_95dB"
    "rndwave"
    {
        "wave"      "^mvm/giant_soldier/giant_soldier_step01.wav"
        "wave"      "^mvm/giant_soldier/giant_soldier_step02.wav"
        "wave"      "^mvm/giant_soldier/giant_soldier_step03.wav"
        "wave"      "^mvm/giant_soldier/giant_soldier_step04.wav"
        "wave"      "^mvm/giant_soldier/giant_soldier_step01.wav"
        "wave"      "^mvm/giant_soldier/giant_soldier_step02.wav"
        "wave"      "^mvm/giant_soldier/giant_soldier_step03.wav"
        "wave"      "^mvm/giant_soldier/giant_soldier_step04.wav"
    }
}

(lines 619 through 636)

"MVM.GiantDemomanStep"
{
    "channel"       "CHAN_STATIC"
    "volume"        "1"
    "pitch"         "100"
    "soundlevel"    "SNDLVL_95dB"
    "rndwave"
    {
        "wave"      "^mvm/giant_demoman/giant_demoman_step_01.wav"
        "wave"      "^mvm/giant_demoman/giant_demoman_step_02.wav"
        "wave"      "^mvm/giant_demoman/giant_demoman_step_03.wav"
        "wave"      "^mvm/giant_demoman/giant_demoman_step_04.wav"
        "wave"      "^mvm/giant_demoman/giant_demoman_step_01.wav"
        "wave"      "^mvm/giant_demoman/giant_demoman_step_02.wav"
        "wave"      "^mvm/giant_demoman/giant_demoman_step_03.wav"
        "wave"      "^mvm/giant_demoman/giant_demoman_step_04.wav"
    }
}

(lines 658 through 675)

"MVM.GiantScoutStep"
{
    "channel"       "CHAN_STATIC"
    "volume"        "0.6"
    "pitch"         "100"
    "soundlevel"    "SNDLVL_87dB"
    "rndwave"
    {
        "wave"      "^mvm/giant_scout/giant_scout_step_01.wav"
        "wave"      "^mvm/giant_scout/giant_scout_step_02.wav"
        "wave"      "^mvm/giant_scout/giant_scout_step_03.wav"
        "wave"      "^mvm/giant_scout/giant_scout_step_04.wav"
        "wave"      "^mvm/giant_scout/giant_scout_step_01.wav"
        "wave"      "^mvm/giant_scout/giant_scout_step_02.wav"
        "wave"      "^mvm/giant_scout/giant_scout_step_03.wav"
        "wave"      "^mvm/giant_scout/giant_scout_step_04.wav"
    }
}

(lines 689 through 705)

"MVM.GiantPyroStep"
{
    "volume"        "1"
    "pitch"         "100"
    "soundlevel"    "SNDLVL_95dB"
    "rndwave"
    {
        "wave"      "^mvm/giant_pyro/giant_pyro_step_01.wav"
        "wave"      "^mvm/giant_pyro/giant_pyro_step_02.wav"
        "wave"      "^mvm/giant_pyro/giant_pyro_step_03.wav"
        "wave"      "^mvm/giant_pyro/giant_pyro_step_04.wav"
        "wave"      "^mvm/giant_pyro/giant_pyro_step_01.wav"
        "wave"      "^mvm/giant_pyro/giant_pyro_step_02.wav"
        "wave"      "^mvm/giant_pyro/giant_pyro_step_03.wav"
        "wave"      "^mvm/giant_pyro/giant_pyro_step_04.wav"
    }
}
condor00fr commented 2 years ago

A good idea, it adds a tad bit more to the robots and finally put to good use some of the eighty millions of unused sound effects left to rot into the game's files. Hell, iff I remember correcty there's also some unsued announcer lines for mvm as well.