QSS Is Awesome
>I only play quake with QSS :)
Same here, but some of the latest community maps don't work properly (won't load at all or crashes on quicksave) on QSS so I still occasionally use regular Quakespasm. I'm hoping they will eventually add the QSS features to the regular Quakespasm release (perhaps a toggle in menu?). I love the enhancements which are tastyfully added to Quake through QSS unlike Darkplaces.
Let's End This Arguement!
This thread started off as an HD sound mod thread, then it became an argument about which source-port is the best. I am sorry for not uploading pak files for Quakespasm users, and I will not make this mistake again when I update the mod.
Is there a video where I can here these or a simple unpaked version? I'm away from my pc but want to compare.
Link For Qmaster
Thanks! Sometimes I don't notice much difference, other times it sounds like only the higher pitched parts were preserved and that they are overblown. Kind of like excessive bloom in lighting. I'm not sure it makes enough difference. I'll have to try back on my main rig with my good speakers.
Not noticing a difference is the whole point. Nothing is replaced, except for samples with existing high quality versions. The remastered samples are what they are, remastered by an aspiring sound designer. Maybe try getting used to it. The person that you saw play it found it weird at first, then mentioned that he can't go back.
Hey guys. I found the original sample for "train1.wav." It was in Qtest. I had to decrease the tempo, since the original sample is faster.
I extracted the sounds from the pk3 so I could hear them in quakespasm but they're STILL not playing. Im only hearing the old versions. They're in the id1/sounds folder like they should be.
I got it working fine in FTE (with openal-soft HRTF to boot!)
The ambient sounds and most other environmental sounds are certainly sharper and clearer than before however the monster and player sounds seems to be overdone and can sometimes sound 'grainy' if that makes sense.
Weapons especially suffer from this, they seems to lack a lot of the bassy low end. The nailgun in particular sounds very tinny. I'd imagine these problems wouldn't be too difficult to equalize.
There is no snd_speed variable in quakespasm. At least none by that exact name. If there is a sound playback rate selector I dont know the CVAR and there is no documentation anywhere for the types of CVARs that quakespasm has.
sndspeed not snd_speed. I guarantee.
#61 Yeah, I Know
I am busy working on it. The problem should be significantly less noticible once the update is released. A new thread will be opened when the time comes.
Appreciate The Effort
Yeah, the weapons seem to have lost their low end, but the ambience sounds sure do sound better! I certainly appreciate your efforts and look forward to seeing the update. When I have a moment I am going to fire up VLC and make a mix of this and Seven's old improved sounds. Keep it up, Sean!
Thanks. I am going to solve this issue. I kinda already did. The ambient sounds were from Mindgrid, except for wind2, suck1, fire1, swamp1 and swamp2. Those were remastered by me. Don't fret. An update should be available before QuakeCon... I am not attending it, I just hope it gets noticed by then. I was just caught up with reworking my Serious Sam remastered sounds, as well as recording a YouTube let's play series of TFE.
So, people were telling me that the sounds weren't bassy enough; that they lacked the "low-end." I fixed that. No need to provide a link, just click the link to download the update. Delete any previous version you have.
Just For The Record
I assume sndspeed should be set to 22050 for these files, right?
Not sure what might cause it, but my first impression is that it sounds worse than the original sounds. The sounds I've heard so far are tinnier and has too much treble or something.
Using the pak-version with vKQuake and sndspeed 44100
You're Not Wrong.
These do indeed sound pretty awful. No nostalgia ears here. Listening on professional equipment just to make sure and I can confirm these are worse than the originals by virtue of being overly processed and obviously modified. Filters and pitch scalers don't magically create useful information where there is none.
It's like upscaling an image; you can't just "create" information out of nothing unless you really delve into deep learning etc and even then it can be ropy. The same applies for audio.
There just really isn't a lot you can do with such old sound files no matter how many passes you do. Stick with the originals for consistency and purity.
Ah, well, it's not that I don't like the original sounds. Quite the opposite. I just got a bit curious by watching Dwar's rather entertaining playthrough on Nightmare with Copper, as it's one of a couple of mods he is using.
So far I've tried the "HD/Better/Proper" quality sound packs for both Dooms and Quake and personally I don't like them either.
I know that some of the better quality Quake sounds in that pack came from QTest1, some from the library but yes obviously most of others were processed.
The Doom pack sounds however were mostly identified and pulled out of the original sound library in their original quality, with some alterations (pitch, speed, editing) to match the originals. But even with those (not "upscaled" or "upmixed") sounds I also get the same feeling - too much treble and not enough "meat".
It would be really nice to check out the Quake sounds in the quality how they were created originally. Maybe someone still has them stashed somewhere to unleash one day like Romero released those 'missing' rotation sprites and other stuff for Dooms.