you know how dogs look like there owners? chris sweetman shares a suspicious likeness to a brink character lol. great video and the movement looks fine, im sure they will iron out all the creases
Sound is Front and Center in Final Brink Video Dev Diary
Cool to see the guns shot in real time, and to compare their sounds to what we are used to in many of the games already on the market. In previous videos, I thought the Brink guns sounded a bit “light” or “without muscle” but now I realize that that is, in fact, the real sound of the respective guns. I think a lot of developers beef up the gun sounds. I know for sure that Epic does.
Also, I must have missed the months where SD changed their minds on the sniper rifles. When I first started coming here, I was pleasantly surprised by the development choice for no one shot kill sniper rifles. Not only is that one shot, but it isn’t even a headshot (01:22). I’m not complaining, but I see even the senior posters here using the term “sniper rifle” without blinkin’ when probably not six months ago, they would have taken great pains to explain to n00bs that there are no sniper rifles in Brink. What’s up? What did I miss?
Man, I’m impressed to see what SD is putting together. I knew you guys would do some amazingly creative stuff once I played ET:QW and got back into W:ET.
Before brink was announced, people would always ask me why I loved to play W:ET so much as opposed to all the more popular shooters, with epic single player storylines and classic multiplayer game modes. I usually describe it as Perfect Dark, except all the single player missions are all multiplayer maps with the same objectives as a single player campaign, but none of the baddies or friendlies are AI. It’s a fantastic merger of SP and MP that creates extremely unique, and endlessly replayable gameplay on top of leaning towards the hardcore side.
Singleplayer games are fun, I suppose, but they don’t take that 50 bucks you payed for the game far enough, and while multiplayer games probably bring in less revenue it’s an absurd thing to disregard the playability factor, and the loyalty that players would have to genuine and unique product, like the first 3 Quake games, and W:ET.
Keep on being awesome, guys. ; )
[QUOTE=3Suns;239660] In previous videos, I thought the Brink guns sounded a bit “light” or “without muscle” but now I realize that that is, in fact, the real sound of the respective guns. I think a lot of developers beef up the gun sounds. I know for sure that Epic does.
[/QUOTE]
As I recall, with Call of Duty2 they also recorded sounds in the field but when they returned to the studio they decided the sounds were too weak and they chose to sweeten them.
http://pc.gamespy.com/pc/call-of-duty-2/630867p1.html
Hmmm after rereading the article, maybe that is incorrect. FWIW, COD2 is, in my mind anyway, the benchmark for sound in a game although I haven’t played it in a LONG time and my glasses may be a bit rose tinted.
This is a pretty broad question, but have there been any improvements to how the sounds are reproduced or replayed in the game as compared to ETQW? I’m not sure that is clear. Hmmm. I guess simply put do the sounds work the same as in ETQW or have there been improvements/modifications?
I guess an example could be weapon reverb/echo being simulated based on distance from a fired weapon or dependent on being in an enclosed space versus an open area. I believe in ETQW, the echo was part of the sound file as one could hear the echo with the basic GDF AR sound file.
Been a while since I fired up etqw, by I dont particularly remember any gunsounds having verb on them.
I guess an example could be weapon reverb/echo being simulated based on distance from a fired weapon or dependent on being in an enclosed space versus an open area. I believe in ETQW, the echo was part of the sound file as one could hear the echo with the basic GDF AR sound file.
I know that the guns sound different for each faction (even though they are the same guns) Security guns sound tip-top and maintained and Resistance guns sound beat-up and used.
I also heard Stern say that the guns sound different, depending where you fire them from, so shooting from the hip and aiming down sights will have different sounds, since you are closer to different parts of the gun.
He talks about the gun sounds from around 0:30 - 1:25, kinda hard to hear though,
Ok, so are you saying that that isn’t a sniper rifle? So, sniper rifles are still out?
I don’t know whether or not he is at full health, or if the gun has a damage buff. It seems to me like the footage is almost a tech demo with no one else in the map, more than footage of an all out fire fight in which damage had already been incurred.
Ultimately, if you can put both a zoom scope on your gun and then add a damage buff to make it kill with one shot, isn’t that basically just like saying, “Sniper guns are in, its just gonna cost ya” ? If it looks like a duck and acts like a duck… lol
I don’t really mind either way. It is just that this was the topic of some heated discussions some months ago with the statement that there would be no sniper rifles or 1 shot kills. Just wondering if SD has changed their thinking on this one. It seemed an exciting and ballsy move on SD part at the time. That’s all. 
SNIPER RIFLES WITH HEADSHOT ONLY ONE-SHOT KILLS YESSSSHHH PLZPLZPLZPZLPLZPZ! I am assuming that is what we might get with buffed snipers, but I really want a sniper rifle in dis game.
You don’t need to fire up the game as you can just listen to the .ogg files.
Then listen to a single GDF AR gunshot in the game. It’s the same sound regardless of the environment. The only difference is that when you went full auto you got that annoying stutter with some of the weapons. Although I’m playing DOOM3 for the first time (quakecon sale) and the stutter is in that game too. 
@Horse
That would be cool!
[QUOTE=EnderWiggin.DA.;239704]You don’t need to fire up the game as you can just listen to the .ogg files.
Then listen to a single GDF AR gunshot in the game. It’s the same sound regardless of the environment. The only difference is that when you went full auto you got that annoying stutter with some of the weapons. Although I’m playing DOOM3 for the first time (quakecon sale) and the stutter is in that game too. 
@Horse
That would be cool![/QUOTE]
Yeh I dont have it installed atm 
Wouldnt be surprised if they processed them with verb though.
I just dont remember the AR sound changing in relation to space/room they were in.
Oh, sorry. Maybe I was unclear. The sound didn’t change in relation to the room in ETQW. It was all in the gun.ogg sound file. So you heard the “mountainous echo” regardless of whether you were in a small room or out in the open.
SD said there will be sniper rifles but only one shots on light guys or with buffed weapons or something like that 
I always said that I wanted a weapon like the ET:QW Railgun: Rewarding first shot, after that high fire rate but lower damage, possibility to quickscope, fast change to second weapon imo it felt perfect and really rewarded good aiming.
But when looking at the gameplay videos and the slow movement speed, I don’t think I want this any more. Would be too strong and make the game too much like CoD/CS with much more camping style going on.
After all, the quake3 Railgun only works because players move so incredibly fast.
Btw, has there any work been done on the engine itself when it comes to sound?
I always thought that it was a bit lacking in ETQW. A good example would be Valves Source engine which nicely propagates sound over distances. In Day of Defeat you can hear a mg42 thunder across half of the map. Especially on bigger open maps in ETQW it just fell off. You could see things happening but didn’t hear anything from it.
Regarding sniper rifles, with this low speed, instakill would be too much of a beast IMO. Good snipers on qw can kill you no matter what even if you are rushing and strafing, I cant imagine them in Brink…