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1994-08-08
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Path: cdrom.com!agate!howland.reston.ans.net!math.ohio-state.edu!usc!nic-nac.CSU.net!charnel.ecst.csuchico.edu!csusac!csus.edu!mercury!emerson
From: emerson@mercury.sfsu.edu (Russell Sellman)
Newsgroups: alt.games.doom
Subject: Re: What a new Doom engine should have...
Date: 8 Aug 1994 20:37:10 GMT
Organization: San Francisco State University
Lines: 39
Message-ID: <32651m$dcb@news.csus.edu>
References: <Bg8wb7l.chrisgielow@delphi.com> <321vcg$ein@agate.berkeley.edu>
NNTP-Posting-Host: mercury.sfsu.edu
X-Newsreader: TIN [version 1.2 PL2]
I think the best addition to the game sound-wise would be real intercom:
Plug a microphone into your sound card, and have your voice go real-time
to the other net-players. This would DEFINATELY clog the line on a
standard modem-game, but on Ethernet it would be just a drop in the bucket.
Additionally, doing some kind of real-time lossy compression at 12:1 or
so would (A) bring down the data density a lot, and (B) give it that
nasty AM-radio intercom sound.
At work, my buddies and I play three-person cooperative with a three-way
conference call going, and it adds IMMENSELY to the realism when you can
just yell "where the hell are you?" and get an immediate reply...
Raymond Yungyao Chi (chiry@uclink.berkeley.edu) wrote:
: c y a x a r e s (chrisgielow@delphi.com) wrote:
: : Get rid of the "music" alltogether, replaced by an enhanced sound FX engine.
: : ^
: : |_ I'd like to hear background yelling, conversing, computers, creakings,
: : things falling, footsteps etc... I'd also like an option for a more aggressive
: : mode. The "motherfucker!" sample in the Aliens wad for example :)
: No, the music has to be there! That's one of the reason I play the game.
: Ray
: chiry@uclink.berkeley.edu
--
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
R Pickett <--- watch this space for exciting changes 06/95!!!
emerson@sfsu.edu <----------Don't blame them; _I_ said it.
emerson@opcode.com <-----'
-<* Always on the prowl for more exciting .sig ideas *>-