Author Topic: Tremulous Sound Licenses  (Read 386318 times)

DraZiLoX

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Re: Tremulous Sound Licenses
« Reply #300 on: February 17, 2011, 07:10:51 pm »
Explosion without making damage would be awesome :D

David

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Re: Tremulous Sound Licenses
« Reply #301 on: February 17, 2011, 10:10:09 pm »
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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Teapot

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Re: Tremulous Sound Licenses
« Reply #302 on: February 17, 2011, 11:49:47 pm »
Code: [Select]
We don't need hovel sounds do we?
{|border="1"
|+buildables/hovel
|-
!Filename!!Original Source!!Original License!!Replacement!!Replacement License
|-
|attack1.wav||Unknown||Unknown|| Not Needed ||
|-
|attack2.wav||Unknown||Unknown|| Not Needed ||
|-
|pain1.wav||Unknown||Unknown|| Not Needed ||
|-
|pain2.wav||Unknown||Unknown|| Not Needed ||
|}

David

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Re: Tremulous Sound Licenses
« Reply #303 on: February 18, 2011, 11:15:31 am »
Guess I should have looked a few lines above the diff >_>.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

baybal

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Re: Tremulous Sound Licenses
« Reply #304 on: February 23, 2011, 07:59:42 am »
Why not to borrow ufoai sounds, they have awesome sfx

Teapot

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Re: Tremulous Sound Licenses
« Reply #305 on: March 02, 2011, 04:38:30 pm »
Quote
Modified by Mjw069
The above is for buildables/tesla/idle1.wav

Modified from what? The original license needs to be compatible with CC BY SA 3.0 for you to release your modifications under that license.

swamp-cecil

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Re: Tremulous Sound Licenses
« Reply #306 on: March 03, 2011, 01:28:45 am »
So, did Brandon manage to recover his sounds? If he doesnt, i still have the 1.2 sounds preview from kiwi a long time back.
Meh, if im starting to literaly DREAM about 1.2 being released, I think i should get started.
Leds Do Diz!
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

Teapot

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Re: Tremulous Sound Licenses
« Reply #307 on: March 03, 2011, 03:13:19 am »
Quote
19:06 <F50> Hi, I understand that you recently removed a lot of your stuff from the tremulous sound project?
...
19:08 <Brandon75689> the server crashed and i lsot majority of my sounds
...
19:09 <F50> You should tell teapot that, if he has them in his svn, then you can still get them back

I do have them in svn so our progress is still 80%.

ziplocpeople

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Re: Tremulous Sound Licenses
« Reply #308 on: March 21, 2011, 02:48:52 am »
« Last Edit: March 21, 2011, 04:22:46 pm by ziplocpeople »
Quote from: Sir|Periculosus
yes yes spam a little more and heyll understand! yes yes
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jm82792

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Re: Tremulous Sound Licenses
« Reply #309 on: March 21, 2011, 04:44:05 am »
Ekk those sounds are going to need a lot of rework or not to be used at all ziplock :-(

Lakitu7

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Re: Tremulous Sound Licenses
« Reply #310 on: March 21, 2011, 04:45:02 am »
No matter what the quality, no sounds are useful without license information.

Bas

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Re: Tremulous Sound Licenses
« Reply #311 on: March 21, 2011, 07:58:21 am »
I have some time this week, so I want to help contribute if I can. From what I gather:
 1. Even though it isn't as good as producing our own sounds, we can use sites like freesound to get sounds, as long as it's CC-BY-SA or sampling+.
 2. The sounds that need to be replaced are blank/[] under the "replacement" column at http://tremulous.net/wiki/Sound_Licenses .
 3. We have to submit them for review over at http://tremulous.net/forum/index.php?topic=14952.0 .

So I have a few questions.
 1. Where are the sound files located? I tried poking around the pk3 files in the gpp directory but didn't find anything.
 2. Other than replying with links to the files in http://tremulous.net/forum/index.php?topic=14952.0 , is there anyone in particular that does a QC on them?
 3. How can we test it locally? Do we replace the sound files with our own, create our own server, and then test it?

Edit:
  There is not QC at the moment.
  Sound files are located in base/data-1.1.0.pk3/sound , .pk3 files are .zip files.
  You have to create your own server to test sounds, joining US1 server gives an error.
  You can test out weapon/alien sounds by doing something like /devmap atcs to allow cheats, then /set g_alienstage 2 to get stage3, then /give all to get credits.
« Last Edit: March 21, 2011, 10:00:04 pm by Bas »

Pete

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Re: Tremulous Sound Licenses
« Reply #312 on: March 21, 2011, 02:51:00 pm »
I believe the SVN is just a better way of organizing submitted sound effects than the Wiki is. Just as with the Wiki, nobody is actually doing quality checks at this time. There's no "reviewing" yet, although you might get feedback from other players.

ziplocpeople

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Re: Tremulous Sound Licenses
« Reply #313 on: March 21, 2011, 04:25:44 pm »
Ekk those sounds are going to need a lot of rework or not to be used at all ziplock :-(
so that means you like them, if I'm reading correctly. thank.
Quote from: Sir|Periculosus
yes yes spam a little more and heyll understand! yes yes
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मैं हिन्दी का समर्थन
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Heli

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Re: Tremulous Sound Licenses
« Reply #314 on: March 23, 2011, 04:05:57 am »
What's our progress on sounds?  How many left to do?  How much money to pay someone to get the rest complete?

c4

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Re: Tremulous Sound Licenses
« Reply #315 on: March 23, 2011, 05:20:15 am »
Shame on you!  Open source software and the time and effort put out to create it will always be 100% free.
eh, i prefer gregorian.net chat better than this. NO download and its LIVE!
 :basilisk: FTW![wiki]basilisk[/wiki]

jm82792

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Re: Tremulous Sound Licenses
« Reply #316 on: March 23, 2011, 09:11:55 am »
Heck if it would cost $100 then we should raise funds and be done with it.

ziplocpeople

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Re: Tremulous Sound Licenses
« Reply #317 on: March 23, 2011, 10:58:45 am »
Heck if it would cost $100 then we should raise funds and be done with it.

I'm sure that's exactly how much it costs to get sounds created for a video game.
Quote from: Sir|Periculosus
yes yes spam a little more and heyll understand! yes yes
मैं स्पैम बॉट समर्थन
मैं हिन्दी का समर्थन
~The Medistation

cron

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Re: Tremulous Sound Licenses
« Reply #318 on: March 23, 2011, 07:40:29 pm »
Open source software and the time and effort put out to create it will always be 100% free.

Time and effort alone are not 'free'. Open source just means that the source code is freely available and the software is distributed for free;
that doesn't mean that it can't be expensive to develop the software, as many open source projects have paid developers.

A professional sound studio/technician could (should) be hired to create the sounds that the community isn't able to provide. Donations to fund the project could be raised using Kickstarter or another donation system.

A quick estimate of the cost could be a few hundred to several thousand dollars.
« Last Edit: March 23, 2011, 07:42:53 pm by cron »

Xirdk

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Re: Tremulous Sound Licenses
« Reply #319 on: March 24, 2011, 11:09:19 pm »
Open source software and the time and effort put out to create it will always be 100% free.

Time and effort alone are not 'free'. Open source just means that the source code is freely available and the software is distributed for free;
that doesn't mean that it can't be expensive to develop the software, as many open source projects have paid developers.

A professional sound studio/technician could (should) be hired to create the sounds that the community isn't able to provide. Donations to fund the project could be raised using Kickstarter or another donation system.

A quick estimate of the cost could be a few hundred to several thousand dollars.


Technically the development does not need to cost money, maybe if you take amount of power used and food consumed but i don't believe that counts... yet. If the community can't contribute, then it shouldn't be hart to create it yourself. That's my opinion.

jm82792

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Re: Tremulous Sound Licenses
« Reply #320 on: March 25, 2011, 06:28:46 am »
We should do that.
A fundraiser for sounds, we could get a forum native here that has good capacity to create sounds.
Maybe one outside of the USA, somewhere where the exchange rates favor us. There is much talent that could qualify within the good and cheap criteria.
I'd give $10 right now if we got something going.

David

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Re: Tremulous Sound Licenses
« Reply #321 on: March 25, 2011, 12:04:11 pm »
First up would need to find out how much it would cost etc, there's a *lot* of work we would need to do before hiring someone.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

ziplocpeople

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Re: Tremulous Sound Licenses
« Reply #322 on: March 26, 2011, 12:16:59 am »
First up would need to find out how much it would cost etc, there's a *lot* of work we would need to do before hiring someone.
Why don't we start a fundraiser to hire someone to do that work?
Quote from: Sir|Periculosus
yes yes spam a little more and heyll understand! yes yes
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मैं हिन्दी का समर्थन
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F50

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Re: Tremulous Sound Licenses
« Reply #323 on: March 26, 2011, 02:40:46 am »
First up would need to find out how much it would cost etc, there's a *lot* of work we would need to do before hiring someone.
Why don't we start a fundraiser to hire someone to do that work?

Because first we'd have to decide what work we actually want done professionally, and roughly how much we'd need.
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


mooseberry

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Re: Tremulous Sound Licenses
« Reply #324 on: March 26, 2011, 03:54:39 am »
First up would need to find out how much it would cost etc, there's a *lot* of work we would need to do before hiring someone.
Why don't we start a fundraiser to hire someone to do that work?

But who could judge who would have the ability to do the research into hiring a sound development? I say we start a fundraiser for hiring someone to look into this.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

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swamp-cecil

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Re: Tremulous Sound Licenses
« Reply #325 on: March 26, 2011, 04:02:26 am »
First up would need to find out how much it would cost etc, there's a *lot* of work we would need to do before hiring someone.
Why don't we start a fundraiser to hire someone to do that work?
But who could judge who would have the ability to do the research into hiring a sound development? I say we start a fundraiser for hiring someone to look into this.
I'd participate in donating then. Lets get 1.2 out of the way forever then we can see if we can remake tremulous on a newer engine so people, who reapd said are lazy "chungas" would actually play the game instead of jugdeing it by its graphics.
Obv that means kick up the verts and engine features.
Maybe the newest IDtech or possibly source?
Meh, lets unmyth 1.2 and make the next myth for a different engine.
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

ziplocpeople

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Re: Tremulous Sound Licenses
« Reply #326 on: March 26, 2011, 05:19:58 pm »
I'd participate in donating then. Lets get 1.2 out of the way forever then we can see if we can remake tremulous on a newer engine so people, who reapd said are lazy "chungas" would actually play the game instead of jugdeing it by its graphics.
Obv that means kick up the verts and engine features.
Maybe the newest IDtech or possibly source?
Meh, lets unmyth 1.2 and make the next myth for a different engine.
As much as I like the new-engine idea, the devs have already stated that they don't want to move tremulous to another engine. Currently the newest ID engine that's opensource is idtech3, which is what tremulous uses (and the source engine, sadly, isn't open source.) However, XreaL is derived from idtech3, and looks very nice (I've tested it myself.) but, again, the devs aren't up for porting it to a new engine.
EDIT: I just realized how off topic this is getting.
Quote from: Sir|Periculosus
yes yes spam a little more and heyll understand! yes yes
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मैं हिन्दी का समर्थन
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Asvarox

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Re: Tremulous Sound Licenses
« Reply #327 on: March 26, 2011, 08:40:50 pm »
Actually they (Timbo IIRC) stated that if they are going to port to anything, XReal is the only possible option for now. Basically same thing but still quite different :P Still it doesn't explain what engine discussion is doing in thread about sound licence?
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mooseberry

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Re: Tremulous Sound Licenses
« Reply #328 on: March 27, 2011, 12:02:03 am »
Actually they (Timbo IIRC) stated that if they are going to port to anything, XReal is the only possible option for now. Basically same thing but still quite different :P Still it doesn't explain what engine discussion is doing in thread about sound licence?

I think the takeaway is it would be the easiest and best option, but that's only theoretical, no official port is going to happen. But anyways, this is too off topic.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

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GeneralScott

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Re: Tremulous Sound Licenses
« Reply #329 on: March 29, 2011, 01:41:19 pm »
I still think filler sounds are in order. Have the devs release something with really crappy sounds, and within the hour someone (even me) would just compile the old sounds from Trem and put them in, and the problem is solved... No liability to the devs, which is all they care about, right?