Voros Posted March 26, 2017 https://github.com/freedoom/freedoom/blob/master/buildcfg.txt?#L308 Its included in the IWADs, but it's a placeholder sound. I had no idea this sound is still needed. 0 Share this post Link to post
Catoptromancy Posted March 26, 2017 Sounds are tricky. I made a missing_sounds.wad awhile ago. It is hard to tell if a sound is missing, so the blank sounds I replaced with a beep. I am sure there are also more blank sounds. 0 Share this post Link to post
RjY Posted March 26, 2017 The current list of missing sounds appears to be... sed -ne '/^\[sounds/,/^\[/p' wadinfo_phase2.txt | grep dummy dspedth = dummy dsbspwlk = dummy dsflame = dummy dsflamst = dummy dsbospit = dummy dsbospn = dummy 0 Share this post Link to post
Catoptromancy Posted March 26, 2017 Very much help! Ill craft a tone and make a new sounds wad. But there is still a problem, we need people that can make sounds to actually use it. What I have found does work, is to make a terrible placeholder. So all players will be forced to hear it, influencing their decision to just make their own. 1 Share this post Link to post
Catoptromancy Posted March 26, 2017 Here it goes. Placeholders are not entirely terrible actually. All based on modified freedoom sounds. There are a few alternate versions that are labelled. For submission: http://www.geocities.ws/catodemos/freedoom/catoptromancy/sounds/ 0 Share this post Link to post
Voros Posted March 27, 2017 The flame and bos sounds are OK, should be committed. The pedth sounds are strange since they are based on the door sounds, but v1 is better than v2. Not sure about the bspwlk sounds though. Doesn't sound like steps, more like dragging. 0 Share this post Link to post
Catoptromancy Posted May 4, 2017 Bump. There is stuff that needs committed. 0 Share this post Link to post