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[BUG FIXED] Adding REVERB?


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 Post subject: Adding REVERB?
PostPosted: 06 Aug 2012, 18:22 
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http://zdoom.org/wiki/REVERBS

...it's an amazing environmental and atmospheric addition that can be set up quite easy. Someone volunteering? :)


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 Post subject: Re: Adding REVERB?
PostPosted: 07 Aug 2012, 12:33 
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Hades Elemental  Hades Elemental
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I agree with this and was intending on adding at first during my slots but didn't have time in the end to do it.


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 Post subject: Re: Adding REVERB?
PostPosted: 07 Aug 2012, 16:33 
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So you volunteer now? :)


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 Post subject: Re: Adding REVERB?
PostPosted: 22 Aug 2012, 15:53 
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Hades Elemental  Hades Elemental
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One thing worries me. The boundaries of sound reverbs are *very* fragile. If I do this, the next slot doers should do absolutely no sector/linedef changes.


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 Post subject: Re: Adding REVERB?
PostPosted: 23 Aug 2012, 00:20 
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Revenant  i am a xaser
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Aren't boundaries just a UDMF line property? It's "easy" to screw up if you don't know what you're doing, but I'd say you're fine if you highlight where the boundaries are in an image as a warning of sorts, so people know they're there.


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 Post subject: Re: Adding REVERB?
PostPosted: 23 Aug 2012, 08:51 
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Xaser wrote:
Aren't boundaries just a UDMF line property?

Exactly that, it doesn't matter which ids linedefs have.


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 Post subject: Re: Adding REVERB?
PostPosted: 27 Aug 2012, 10:54 
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So when will you be able to add these?


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 Post subject: Re: Adding REVERB?
PostPosted: 09 Sep 2012, 15:49 
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Revenant  i am a xaser
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Quick question for Dusk, while I'm thinking about it: Did you have any plans on what sorts of reverb to apply where? If it were up to me, I'd probably only put some in the cave-y regions and maybe a few in Hell and one in the sim. They seem to be the only place it really makes sense, and assigning a bunch for all parts of the base is probably a bit overkill-y. :P


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 Post subject: Re: Adding REVERB?
PostPosted: 09 Sep 2012, 17:23 
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Hades Elemental  Hades Elemental
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Xaser wrote:
Quick question for Dusk, while I'm thinking about it: Did you have any plans on what sorts of reverb to apply where? If it were up to me, I'd probably only put some in the cave-y regions and maybe a few in Hell and one in the sim. They seem to be the only place it really makes sense, and assigning a bunch for all parts of the base is probably a bit overkill-y. :P

yeah something like that


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 Post subject: Re: Adding REVERB?
PostPosted: 09 Sep 2012, 19:08 
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Revenant  i am a xaser
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Allrighty, then. I'll try n' keep it simple. Shouldn't be too bad now. ;P


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