Flying Squirrel Entertainment

Developer's Corner => News & Announcements => Topic started by: Olafson on April 03, 2014, 11:36:11 am

Title: Developer Blog 23 - Sounds -
Post by: Olafson on April 03, 2014, 11:36:11 am
Title: Re: Developer Blog 23 - Sounds -
Post by: AeroNinja on April 03, 2014, 11:38:38 am
Dis is epic. D: 
Title: Re: Developer Blog 23 - Sounds -
Post by: Onii on April 03, 2014, 12:02:11 pm
\o/
Title: Re: Developer Blog 23 - Sounds -
Post by: Turin Turambar on April 03, 2014, 12:21:52 pm
Pretty cool stuff.
Title: Re: Developer Blog 23 - Sounds -
Post by: zac on April 03, 2014, 12:33:59 pm
Yay :)
Title: Re: Developer Blog 23 - Sounds -
Post by: Ser Thomas on April 03, 2014, 12:46:31 pm
Pretty sick  ;D
Title: Re: Developer Blog 23 - Sounds -
Post by: DanyEle on April 03, 2014, 12:59:10 pm
Krishna's power is strong in this post
Title: Re: Developer Blog 23 - Sounds -
Post by: PrideofNi on April 03, 2014, 01:01:33 pm
Nice!
Title: Re: Developer Blog 23 - Sounds -
Post by: MrSt3fan on April 03, 2014, 01:12:37 pm
Looks really good !
Title: Re: Developer Blog 23 - Sounds -
Post by: Marks on April 03, 2014, 01:19:35 pm
Fook yeh
Title: Re: Developer Blog 23 - Sounds -
Post by: Betaknight on April 03, 2014, 01:21:47 pm
Need to get home to see video.
Title: Re: Developer Blog 23 - Sounds -
Post by: Andrew on April 03, 2014, 01:28:00 pm
YEEEZZZZZZZZ
Title: Re: Developer Blog 23 - Sounds -
Post by: Amit on April 03, 2014, 01:29:16 pm
YAY
Title: Re: Developer Blog 23 - Sounds -
Post by: kpetschulat on April 03, 2014, 01:54:13 pm
Righteous, as usual. 8)
Title: Re: Developer Blog 23 - Sounds -
Post by: Killington on April 03, 2014, 01:56:42 pm
The only sound that I could get to work on my phone I'd the reloading animation, but it was awesome, great work! :D
Title: Re: Developer Blog 23 - Sounds -
Post by: Parrot on April 03, 2014, 01:56:42 pm
Those sounds make me happy  ;D
Title: Re: Developer Blog 23 - Sounds -
Post by: Penn on April 03, 2014, 02:04:09 pm
Love sounds, without realistic sounds the game itself will not be much realistic, so this is awesome :D
Title: Re: Developer Blog 23 - Sounds -
Post by: Fwuffy on April 03, 2014, 02:18:57 pm
Amazing :D
Title: Re: Developer Blog 23 - Sounds -
Post by: Orcaryo on April 03, 2014, 02:26:49 pm
Very nice!
Title: Re: Developer Blog 23 - Sounds -
Post by: Willhelm on April 03, 2014, 02:40:59 pm
They sound good.

Quote
"Weekly" developer blog
  :P
Title: Re: Developer Blog 23 - Sounds -
Post by: Rejenorst on April 03, 2014, 02:43:30 pm
'Weekly blue moon' :P

Sadly right now is crunch time so dev blogs are far and few between. I know that the devs are working hard in order to make the alpha happen which also means hitting the advertising goals so apologies for that but the sooner they get the alpha done the sooner everything comes together for video footage of gameplay and for those who are alpha testers: testing etc.
Title: Re: Developer Blog 23 - Sounds -
Post by: SeanBeansShako on April 03, 2014, 02:51:33 pm
Those are some very nice sounding uh, sounds.

Seriously, looking forward to a very noisy chaotic battlefield!
Title: Re: Developer Blog 23 - Sounds -
Post by: Lewis96 on April 03, 2014, 02:58:52 pm
They are amazing  ;D
Title: Re: Developer Blog 23 - Sounds -
Post by: Erik le Rouge on April 03, 2014, 04:30:01 pm
Amazing :)
Title: Re: Developer Blog 23 - Sounds -
Post by: USE4life on April 03, 2014, 04:40:22 pm
Nice one! Good to see some great looking progress.
Title: Re: Developer Blog 23 - Sounds -
Post by: Hinkel on April 03, 2014, 04:42:46 pm
Very cool!  8)   ;D
Title: Re: Developer Blog 23 - Sounds -
Post by: Death by EMP on April 03, 2014, 04:51:29 pm
On the reload animation video, it sounds a tad bit too bassy... or maybe too much reverb. Hard to tell, but you did say you will be editing it more, so it will sound much better I'm sure. Awesome stuff, look forward to more news :)
Title: Re: Developer Blog 23 - Sounds -
Post by: John Price on April 03, 2014, 04:57:31 pm
I have to say the animations look pretty good! Excited to see how this game comes around! :)
Title: Re: Developer Blog 23 - Sounds -
Post by: William on April 03, 2014, 05:06:15 pm
Why does this come out when I'm at school ;_;


Title: Re: Developer Blog 23 - Sounds -
Post by: SwissGronkh on April 03, 2014, 05:19:53 pm
Soo much text O.o
Title: Re: Developer Blog 23 - Sounds -
Post by: regwilliam on April 03, 2014, 05:23:43 pm
very cool
Title: Re: Developer Blog 23 - Sounds -
Post by: Furrnox on April 03, 2014, 05:48:04 pm
Nice work so far but don't stop now keep going pls :D
Title: Re: Developer Blog 23 - Sounds -
Post by: AlekoTheGreek on April 03, 2014, 06:59:53 pm
sweet ear candy!
Title: Re: Developer Blog 23 - Sounds -
Post by: DISTRICT on April 03, 2014, 07:02:42 pm
That reload is beautiful...
Title: Re: Developer Blog 23 - Sounds -
Post by: Dom13WorstNW on April 03, 2014, 07:07:21 pm
very nice  ;D
Title: Re: Developer Blog 23 - Sounds -
Post by: Lecourbe on April 03, 2014, 07:36:15 pm
Nice job ! Keep it up
Title: Re: Developer Blog 23 - Sounds -
Post by: Apollo on April 03, 2014, 09:25:55 pm
Stuff's great as always. Good work!
Title: Re: Developer Blog 23 - Sounds -
Post by: Baillie on April 03, 2014, 09:43:01 pm
I have always found sounds to be a very important part of a game, so please don't let anyone tell you not to focus on them as a main feature! Sounds awesome though! good work!
Title: Re: Developer Blog 23 - Sounds -
Post by: Gamersaufromage on April 03, 2014, 10:35:09 pm
Very Good  ;)
Title: Re: Developer Blog 23 - Sounds -
Post by: William on April 03, 2014, 11:07:56 pm
Alright, I got home and I must say, great work FSE. I can't wait to see a trailer showcasing all of it.

On a side note, can you include a "bydand" whether it be an in-game warcry or as some sort of easter egg.
Title: Re: Developer Blog 23 - Sounds -
Post by: Markle_Dyke on April 03, 2014, 11:30:00 pm
:o ffs on my phone


Skickas från min iPhone via Tapatalk
Title: Re: Developer Blog 23 - Sounds -
Post by: Rejenorst on April 04, 2014, 01:36:59 am
On the reload animation video, it sounds a tad bit too bassy... or maybe too much reverb. Hard to tell, but you did say you will be editing it more, so it will sound much better I'm sure. Awesome stuff, look forward to more news :)

You are correct :) I recorded at low volume with a H4n which is basically 2 condenser mics at close range and didn't use my pop filter as I was rushing due to the rain and so as not to interfere with the recruitment group's schedule to much. There's an option on there to limit some of the bass frequencies on the h4n as well which is useful especially if there's wind. I left these on though as I can remove the frequencies manually and have done so.

This is the original (normalized) followed by the EQ adjusted (I may remove a few more frequencies but the volume of this sound will be low when played ingame):
www.rejenorst.tk/tempfolder/handle_cartridge_EQ_demo.mp3

The difference is subtle but you won't hear the wind from the re-enactor's arm moving fast brush up against the mic so much on the second playback.
Title: Re: Developer Blog 23 - Sounds -
Post by: George385 on April 04, 2014, 07:08:33 am
good to see this up. and you are very welcome reje.
Title: Re: Developer Blog 23 - Sounds -
Post by: Getty on April 04, 2014, 07:42:11 am
On the reload animation video, it sounds a tad bit too bassy... or maybe too much reverb. Hard to tell, but you did say you will be editing it more, so it will sound much better I'm sure. Awesome stuff, look forward to more news :)

You are correct :) I recorded at low volume with a H4n which is basically 2 condenser mics at close range and didn't use my pop filter as I was rushing due to the rain and so as not to interfere with the recruitment group's schedule to much. There's an option on there to limit some of the bass frequencies on the h4n as well which is useful especially if there's wind. I left these on though as I can remove the frequencies manually and have done so.

This is the original (normalized) followed by the EQ adjusted (I may remove a few more frequencies but the volume of this sound will be low when played ingame):
www.rejenorst.tk/tempfolder/handle_cartridge_EQ_demo.mp3

The difference is subtle but you won't hear the wind from the re-enactor's arm moving fast brush up against the mic so much on the second playback.
Good work as usual Reje.
Title: Re: Developer Blog 23 - Sounds -
Post by: Carson on April 04, 2014, 10:19:13 pm
Wow...these sounds are amazing!
Title: Re: Developer Blog 23 - Sounds -
Post by: MadManYo on April 05, 2014, 12:21:05 am
I'm on my phone... God Damn it
Title: Re: Developer Blog 23 - Sounds -
Post by: tico13 on April 05, 2014, 06:17:12 pm
That's really nice!

Hey tico13,

We would like to inform you that we just published our newest weekly Developer Blog!

Developer Blog: Click here to read! (https://www.fsegames.eu/forum/index.php?topic=14887)

Have fun reading and thank you for signing up to our Forums!

Biggest, saddest lie of my life though :(
Title: Re: Developer Blog 23 - Sounds -
Post by: Penn on April 05, 2014, 06:32:49 pm
That's really nice!

Hey tico13,

We would like to inform you that we just published our newest weekly Developer Blog!

Developer Blog: Click here to read! (https://www.fsegames.eu/forum/index.php?topic=14887)

Have fun reading and thank you for signing up to our Forums!

Biggest, saddest lie of my life though :(

It is released during the week ;)
Title: Re: Developer Blog 23 - Sounds -
Post by: Landrik on April 06, 2014, 05:22:23 am
Like how the sounds actually have bass to them. Something severely lacking in a lot of war games. However, it also needs the higher end of the sound spectrum with the crack of the shot.

Also, adding in supremely terrifying bullet flight / ricochet sounds would be amazing.

As a reenactor, that guy loading is a fucking pro. Even with 20th century firearms where rounds are placed on a clip in the case of bolt action rifles (it only helps out a little bit) it's tough to reload quickly.
Title: Re: Developer Blog 23 - Sounds -
Post by: Rejenorst on April 06, 2014, 09:34:58 am
Like how the sounds actually have bass to them. Something severely lacking in a lot of war games. However, it also needs the higher end of the sound spectrum with the crack of the shot.

I assure you its not lacking in treble when I play the sounds individually.  However if you're referring to the typical whip crack sound you hear from a rifle then be aware that that would be magnified if the muzzle velocity exceeds the sound barrier. The minie ball from a Springfield 1863 would have been moving at roughly 289.56 metres per second while the speed of sound is 343 metres per second. A WW2 Kar98 rifle on the other hand would have a muzzle velocity of 860 m/s and a nice whip like crack when firing I assume.

This is also the reasons incoming bullets from the Civil War sounded more like incoming wasps rather than the typical crack you would hear nowadays (as simulated in ARMA 2 or 3).

The rifles to me seemed more of a thick/medium thud like a small cannon with the occasional powdery splutter. I tried to find a youtube video that seems to come close, albeit video cameras can't exactly capture the deepness of the thud when you're standing close; this one does come close to capturing the overall texture of the sound:
Spoiler
https://www.youtube.com/watch?v=PM-zmKYtse4
[close]

Currently one of my major concerns at the moment is what volume intensity level to go with in regards to rifle sounds. The current sounds you hear in the dev blog for the rifles up close are at 2x increase in volume (while I've tested x3, x2 and x1) and I am not sure if the volume for those will remain the same as they may be painful over longer periods of time and tend to trump a lot of other important sounds while multiple firing sounds at that volume intensity level with bass can potentially exceed certain limits with smaller speakers etc. (This needs further testing and investigating etc but the lower volume versions of the sounds still maintain their bass/treble power but at more relative levels).


Quote
Also, adding in supremely terrifying bullet flight / ricochet sounds would be amazing.

I have linked the devs to a particular sound pack I would like for the bullet impacts and whizz sounds. Its quite expensive though so will have to see if we can attain it or not.

Quote
As a reenactor, that guy loading is a fucking pro. Even with 20th century firearms where rounds are placed on a clip in the case of bolt action rifles (it only helps out a little bit) it's tough to reload quickly.

The animations can be slowed down and the sounds have been cut up into 9 separate sounds per reload recording to allow for different reload speeds. I will obviously need to go back and edit as needed depending on the length range of the reloads. 
Title: Re: Developer Blog 23 - Sounds -
Post by: Insurance Salesman on April 07, 2014, 01:18:05 am
Also, adding in supremely terrifying bullet flight / ricochet sounds would be amazing.

Yes to this. Suppression effects are nowhere near as necessary when the sounds of nearby bullets are enough to make you realize how much danger you are in.
Title: Re: Developer Blog 23 - Sounds -
Post by: Killington on April 07, 2014, 01:31:54 am
Quote from: Tico
Quote
"Weekly" developer blog
Europeans use metric weeks, have to multiply by 1.6 months to convert the imperial week.
Title: Re: Developer Blog 23 - Sounds -
Post by: George385 on April 07, 2014, 05:37:15 am
As a reenactor, that guy loading is a fucking pro. Even with 20th century firearms where rounds are placed on a clip in the case of bolt action rifles (it only helps out a little bit) it's tough to reload quickly.

Why thank you. :P
Title: Re: Developer Blog 23 - Sounds -
Post by: Rejenorst on April 07, 2014, 06:41:08 am
I edited your reloads to make sure they would fall within that amount of time by removing all the unessecary sounds and fumbling :p

Reloads on the day of recording took anywhere between 25 seconds to a minute.

12 seconds is a very very short reload. In Gods and generals its demonstrated at being manageable within 16 seconds apprx:
1:07 - 1:23

Spoiler
https://www.youtube.com/watch?v=5cWh3w9atTw
[close]

For gameplay reasons however I don't know what the final time will be.



Title: Re: Developer Blog 23 - Sounds -
Post by: Penn on April 07, 2014, 08:38:21 am
I edited your reloads to make sure they would fall within that amount of time by removing all the unessecary sounds and fumbling :p

Reloads on the day of recording took anywhere between 25 seconds to a minute.

12 seconds is a very very short reload. In Gods and generals its demonstrated at being manageable within 16 seconds apprx:
1:07 - 1:23

Spoiler
https://www.youtube.com/watch?v=5cWh3w9atTw
[close]

For gameplay reasons however I don't know what the final time will be.

If I'm not mistaken, reloading in NW takes 12 seconds. Which I think is a bit quick. Reloading time for a rifle in NW is around 15 seconds, which I think is a bit to slow. So somewhere in between would be nice :)
Title: Re: Developer Blog 23 - Sounds -
Post by: Rejenorst on April 07, 2014, 09:30:58 am
Sounds good.
Title: Re: Developer Blog 23 - Sounds -
Post by: SeanBeansShako on April 08, 2014, 05:01:48 pm
13 seconds does seem fair.
Title: Re: Developer Blog 23 - Sounds -
Post by: MadManYo on April 09, 2014, 12:38:27 pm
Just being historical the average musket reload time was about 15 seconds where as a rifle could take from 25 seconds to 60 seconds to reload
Title: Re: Developer Blog 23 - Sounds -
Post by: Penn on April 09, 2014, 01:00:23 pm
Just being historical the average musket reload time was about 15 seconds where as a rifle could take from 25 seconds to 60 seconds to reload

Not sure how historically accurate that is, but let's say this: No one will stand and wait for 60 seconds for his weapon to reload in this game xD
People will probably just fire once then go Bayonet for the win.
Title: Re: Developer Blog 23 - Sounds -
Post by: Rejenorst on April 09, 2014, 03:01:14 pm
I've heard the average soldier could get 3 shots off a minute so apprx 20 seconds. In the movie I linked before it was demonstrated at 16 seconds.

I have also heard that a veteran could potentially get off 6 shots a minute but I don't know if that's true :0

Anyone have any sources in regards to the range of reload times?

Title: Re: Developer Blog 23 - Sounds -
Post by: Penn on April 09, 2014, 03:05:15 pm
According to the internet (yeah I know xD) it took around 15 seconds to reload a musket. I have never fired or reloaded one myself, so I wouldn't know. Maybe I should buy one to try it :D
Title: Re: Developer Blog 23 - Sounds -
Post by: Hinkel on April 09, 2014, 09:24:59 pm
Anyone have any sources in regards to the range of reload times?

It really depends on which rifle/musket you use and how far the enemy is away..

From our WoR historical references (various quotes out of after action reports and field manuals):

1) Union soldier was expected to get off 4 shots per minute to pass training.
2) A trained soldier in the Civil War using paper cartridges and Minie balls could fire 5 shots per minute. (IN training)
3) In combat: About 2 shots per minute at 200 yards range

Small example:
At Little Round Top, the 20th Maine had about 60 rounds in their boxes. The fight last for about 1 1/2 hours (with smaller breaks). After at least 60 minutes, the first soldiers fired all their balls... so, an average civil war soldier fired about 1-2 shots per minute :)   

Title: Re: Developer Blog 23 - Sounds -
Post by: MadManYo on April 10, 2014, 12:08:06 am
Just being historical the average musket reload time was about 15 seconds where as a rifle could take from 25 seconds to 60 seconds to reload
I was talking about the Baker Rifle...
Title: Re: Developer Blog 23 - Sounds -
Post by: Rejenorst on April 10, 2014, 02:28:29 am
Anyone have any sources in regards to the range of reload times?

It really depends on which rifle/musket you use and how far the enemy is away..

From our WoR historical references (various quotes out of after action reports and field manuals):

1) Union soldier was expected to get off 4 shots per minute to pass training.
2) A trained soldier in the Civil War using paper cartridges and Minie balls could fire 5 shots per minute. (IN training)
3) In combat: About 2 shots per minute at 200 yards range

Small example:
At Little Round Top, the 20th Maine had about 60 rounds in their boxes. The fight last for about 1 1/2 hours (with smaller breaks). After at least 60 minutes, the first soldiers fired all their balls... so, an average civil war soldier fired about 1-2 shots per minute :)

Cheers man. Looks like under battle conditions it was much more difficult to keep focused on reloading.


EDIT: If we go by 4 shots a minute then its 15 seconds and if we go by 5 then its 12 seconds. So maybe 13 - 14 seconds could be the in-between.

In game we are often interrupted in our reloads when we need to move quickly and the reload section your up to will be resume-able similar to NW.
Title: Re: Developer Blog 23 - Sounds -
Post by: Frederickson on April 10, 2014, 06:16:38 am
this is pretty nice, honestly the reload animation there along with the sounds is the first thing to make me look forward to BCOF.
Title: Re: Developer Blog 23 - Sounds -
Post by: Turin Turambar on April 10, 2014, 06:41:37 am
Small example:
At Little Round Top, the 20th Maine had about 60 rounds in their boxes. The fight last for about 1 1/2 hours (with smaller breaks). After at least 60 minutes, the first soldiers fired all their balls... so, an average civil war soldier fired about 1-2 shots per minute :)   
I don't know if they were shooting ALL the time.
Title: Re: Developer Blog 23 - Sounds -
Post by: William on April 11, 2014, 07:24:57 pm
Will there be misfires and the ability to move at the end of your reload like NW


Title: Re: Developer Blog 23 - Sounds -
Post by: ClearlyInvsible on April 11, 2014, 10:07:56 pm
Ah yes, misfired. I had a thread about this, but I never got a dev response.
Title: Re: Developer Blog 23 - Sounds -
Post by: Olafson on April 11, 2014, 10:42:54 pm
We are not sure. Maybe. We did not decide that yet.
Title: Re: Developer Blog 23 - Sounds -
Post by: ClearlyInvsible on April 11, 2014, 10:48:20 pm
Good enough for me :D
Title: Re: Developer Blog 23 - Sounds -
Post by: tico13 on April 12, 2014, 03:40:00 pm
Mmm. Misfires sound awesome as hell from a historical aspect.

They sound like a "fucking damn, what the shit, FSE?!" when it happens in game.

Maybe make it a mode, package a bunch of stuff into "Realism mode" checkbox into a server admin panel so that enabling "Realism" turns on  misfires and whatever other wacky things you guys find interesting in there such as only short range communications, etc? I can see some events being then labeled as "realism" or not. May be best for all consumers.
Title: Re: Developer Blog 23 - Sounds -
Post by: ClearlyInvsible on April 12, 2014, 04:19:16 pm
Made a thread for that also :P
Title: Re: Developer Blog 23 - Sounds -
Post by: William on April 12, 2014, 05:56:42 pm
Have you all thought about there could be a class called messenger/scout who has a very fast horse (similiar to how a hussars horse is faster then all in NW) and he is tasked with giving messages from leader to another, imagine team chat but in notes. A colonel can choose to use a note, he then selects it, types his message (which is automatically turned to some fancy cursive or some other font he could choose from when he designs his character) then gives it to the rider who then delivers this where it needs to be.

Example:

Colonel Greybeard, the right flank is taking a pounding, can you readjust to help us out over here before we are taken out

Kindest Regards,
Colonel Redbeard
Title: Re: Developer Blog 23 - Sounds -
Post by: Rejenorst on April 13, 2014, 04:59:52 am
It would be cool to see that in action if regiments have riders who relay messages :D

It would be awesome if you could write those messages and hand them to riders which could also be intercepted.  Normal text chat would negate the use of that however as would team speak. Perhaps it could be used to show the enemy's position(s) instead along with messages.

-----------------------------------
This is non-essential idea but I thought I'd list it (Have posted it in the suggestions sub board):

Perhaps a special rider/messenger class could have the ability to automatically pick up details about enemy positions/cannon positions etc when in the proximity of officers and take that information to other officers on the field who in turn would automatically share that information to their regiment's subordinates after a few seconds.

An icon would pop up on the rider's screen suggesting he has received new information (would fade within a few seconds). When he rides within the vicinity of another officer another icon appears suggesting he has passed on some information (would fade within a few seconds)..

Perhaps Officers of a certain rank could also have the ability to write messages (only 1 message at a time to avoid meaningless troll spam) which would then be automatically logged and attached to any 'ride/adjutant' nearby. When the rider delivers it to an officer it automatically gets stored in the officer's message log which would be a pop up window separate from chat etc where a history of logs could be stored and viewed at any time.
Title: Re: Developer Blog 23 - Sounds -
Post by: Nation on April 14, 2014, 04:28:55 pm
The reload animation looks really good! great job! My question is: will reloading whilst crouching give a reloadtime penalty?
Title: Re: Developer Blog 23 - Sounds -
Post by: Danik on April 16, 2014, 04:37:08 pm
reloading when proning should be really slow at least
Title: Re: Developer Blog 23 - Sounds -
Post by: Olafson on April 18, 2014, 05:48:26 pm
We were thinking of making reload 100% while standing, 120% while crouching, and impossible while lying on the ground.
Title: Re: Developer Blog 23 - Sounds -
Post by: ClearlyInvsible on April 18, 2014, 05:51:56 pm
If you add a Sharpshooter class, you should give them the ability to reload on the ground at the rate of 150%.
Title: Re: Developer Blog 23 - Sounds -
Post by: William on April 19, 2014, 04:13:39 am
I think prone would be a little too OP unless they added the ability to run them over with the hooves of my horses.
Title: Re: Developer Blog 23 - Sounds -
Post by: ClearlyInvsible on April 19, 2014, 04:17:32 am
Run over? Please, curbstomps.
Title: Re: Developer Blog 23 - Sounds -
Post by: Colbac on April 20, 2014, 02:17:32 pm
This sounds strange, but I thought a horse would refuse to run over human bodies lying on the ground, alive or otherwise?
Title: Re: Developer Blog 23 - Sounds -
Post by: ClearlyInvsible on April 20, 2014, 05:23:27 pm
No you're right. Horses don't like going onto unsmooth land.
Title: Re: Developer Blog 23 - Sounds -
Post by: SwissGronkh on April 21, 2014, 12:22:32 am
Please give us a trailer. :) :) :)
Title: Re: Developer Blog 23 - Sounds -
Post by: George385 on May 24, 2014, 12:56:03 am
reje, you said that tomahawkau helped you get into the event.. he did nothing.. lol. he was going to go, but he didnt end up going. you can remove his name  ::)
Title: Re: Developer Blog 23 - Sounds -
Post by: Olafson on May 24, 2014, 01:37:17 am
Oh, who was it then? You?
I will edit it immediately!

Title: Re: Developer Blog 23 - Sounds -
Post by: George385 on May 24, 2014, 02:23:57 am
Oh, who was it then? You?
I will edit it immediately!

it was me and zac. theres a thread somewhere about it.
Title: Re: Developer Blog 23 - Sounds -
Post by: Rejenorst on May 24, 2014, 03:15:37 am
Its true that the the two of you specifically helped me get into the event. I just wanted to thank the three of you for any assistance provided including information and discussion. Cheers.

Title: Re: Developer Blog 23 - Sounds -
Post by: George385 on May 24, 2014, 03:19:55 am
Its true that the the two of you specifically helped me get into the event. I just wanted to thank the three of you for any assistance provided including information and discussion. Cheers.

But he didn't even give you any info or discussion.. If you want to credit him, by means go ahead, all in saying is that there is no need.
Title: Re: Developer Blog 23 - Sounds -
Post by: Rejenorst on May 24, 2014, 03:30:10 am
Its true that the the two of you specifically helped me get into the event. I just wanted to thank the three of you for any assistance provided including information and discussion. Cheers.

But he didn't even give you any info or discussion.. If you want to credit him, by means go ahead, all in saying is that there is no need.

I spoke to him on steam, either way better safe than sorry I guess.

Title: Re: Developer Blog 23 - Sounds -
Post by: AllowedRaven on August 21, 2014, 11:34:01 pm
Once again, it looks amazing. Keep up the good work!
Title: Re: Developer Blog 23 - Sounds -
Post by: George385 on August 29, 2014, 03:47:43 am
bump cos im an awesome reloader :D