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News: Paul & Fred have reached a settlement with Stardock!

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1  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: keybindings for map zoom on: January 31, 2016, 01:23:51 am
Apologies for the epic necroposting here, but today I was busting out 0.7.0 on my MacBook and was also having issues zooming on the starmap. I couldn't find info on a fix anywhere. I don't see a way to re-bind this key via flight.cfg.

However, I discovered a workaround by accident:
PageUp and PageDown are also bound to starmap zoom. These keys are present on some external Mac keyboards, and can be simulated on a MacBook by pressing Fn + Up Arrow and Fn + Down Arrow respectively.

Posting here as reference for future players struggling with this, as this thread is high on the google results for this issue, and numpads seem to be becoming increasingly uncommon these days...
2  The Ur-Quan Masters Re-Release / Starbase Café / Re: PNF News Flash: Resources Pages on: May 09, 2010, 03:17:14 pm
Thanks! Someday down the road I'd like to re-start Culture 20's 3D SC2 mod for Vega Strike so the 3d content will be very useful if it's low-poly enough to be used in-game.
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Paul Reiche Mycon Dialogue on: May 08, 2010, 05:39:30 pm
Alvarin: Sure, all I have to do is put a copy of some speech on a track that is exclusively sending to the "wet" reverb chain without a regular "dry" output.
4  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Paul Reiche Mycon Dialogue on: May 07, 2010, 11:07:00 pm
Angelfish: Good point. It's been a long time since I've played sc2 but I seem to recall split-personalities. Do the voices change too? Can you point me to some examples?

Alvarin: I posted a draft here in order to get feedback so yours is appreciated. Smiley

Here is my version 2 - again not perfect but the pitch should be closer, this time it's 95.93% of the original pitch which is a very slight reduction (-0.72 semitones). Perhaps it is a bit too high this time- pitch is tough to get right because I cannot tweak it in real time unlike every other effect I'm using.

Scratch that, Here's version 3 at 91.5%/-1.54 semi. Maybe a bit low but I think it's closer.

I also added a short reverb to the "dry" channel (consider this step 3.5) and fiddled with the dry channel bit-crusher.

Not having to match would be great but I need to hear some examples of not matching in the game to see what my range could be... I don't want these 3 lines to be the only ones in the game that sound different!
5  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Paul Reiche Mycon Dialogue on: May 07, 2010, 09:43:17 pm
Thanks! I was thinking that as well... I was playing around with different pitching options and none of them seemed to be "right".

Thankfully this is all non-destructive and easily repeatable so I can tweak the pitch and/or duration of the clip.
6  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Paul Reiche Mycon Dialogue on: May 07, 2010, 09:18:01 pm
Thank you!

I've had a little free time in which to take a crack at this. Here's my first pass at the "source of juffo-wup" line. It by no means matches perfectly and could use some tweaking but I think it's probably closer than anything else yet submitted.

I have also mixed it into the game dialogue in a similar manner to the files submitted in the bug report (Although the timing is different and therefore will require revised subtitle timing. I have also added chorus tails to the game dialog in order to make it transition smoothly.
Here is a 44.1 kHz version of mycon043 with a chorus tail at the end,
and here is an 11.025kHz version which ends abruptly as does the original file.

The trick to this one was using a chorus effect on top of the reverb. I couldn't identify this on my own but some nice folks at freesound.org suggested this to me and it works beautifully!

I run it through a fairly complicated processing sequence, but I will do my best to describe it here should anyone want to re-create it in the future:
1. Pitch shift dry dialogue to 87.08% of original pitch (-2.4 semitones) while perserving duration
2. Manually pull down peaks that are too loud with volume envelope
3. Compress with a threshold of -44.1 dB and gain up 29.8 dB
4. Apply a low-fi ('bit crush") effect to simulate 14700 hZ, 9 -bit audio - adaptive encoding with 63% antialiasing (this is probably not "accurate" to the original recording but it sounded right)
5. Send a copy of this new "dry" signal to an effects chain containing:
6. A 7 second decay reverb with 1ms delay
7. A chorus effect with an oscillator at 0.82 Hz
8. Another lo-fi "bit crusher" at  11025 Hz, 66% adaptive antialiasing, 10bit sample size (once again just going off sound with my plugin)

These "wet' and "dry" channels are both sent to a -3 dB fader. I also send one syllable of the tail of each original dialogue to the "wet" effects channel and fade its volume up to create a tail.

It would be much easier if you could just look at my Pro Tools session which I would be happy to post, but this is proprietary software using proprietary plugins and i don't think would be of much use to anyone other than professional audio people.
7  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Paul Reiche Mycon Dialogue on: May 04, 2010, 03:49:10 pm
I haven't been around recently so this is the first I've heard of a re-recording. Could you message me with the url where I can get the unprocessed originals? I'm an undergraduate sound design student with access to professional audio processing tools and could do cleanup and echo/reverb matching.
8  The Ur-Quan Masters Re-Release / Starbase Café / Re: Your Nickname's Origin? on: April 11, 2008, 10:52:58 pm
I picked this name when I registered on the pnf forums and wanted something star-control related. I liked the earthling cruiser captain name "Halleck" so I used that.
A year or so after I read Dune and was introduced to my namesake proper, the excellent Gurney Halleck. So this is really an embarrassing example of my occasional idiot savant nature.
9  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project ZOMG on: November 20, 2006, 08:10:18 pm
Woot! Thanks again for the build.
10  The Ur-Quan Masters Re-Release / Starbase Café / Re: Pussy on: November 20, 2006, 08:06:52 pm
Haha. I'm not a cat person but I enjoyed those.
Best ones: Charles NOOOOOO! (I got that shit in fourth graaaade)
and
Damage to teh manifold!1111
Oh hi, I upgraded your RAM
Going to the moon, BRB
Which I find funny for no particular reason.
11  The Ur-Quan Masters Re-Release / Starbase Café / Re: Linux distro? on: November 20, 2006, 04:02:04 am
and one more thing, has most of  the linux GUI's looked like a macs?
or is that something that recently happened?
By linux GUI do you mean the GNOME theme that comes installed on Ubuntu?
Linux generally runs some x11 implementation, Xfree86 or X.org. As for the "GUI" it depends on the window manager/desktop environment you use (GNOME by default on Ubuntu) and the theme for that environment. (For example, I use fluxbox, which generally looks nothing like Mac OS.)

If you want to get a different theme for GNOME, try http://art.gnome.org/ and http://www.gnome-look.org/
or see if there are other themes that come pre-installed.
12  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Graphic Enhancement Thread on: November 19, 2006, 04:37:00 pm
Wow coeray, very impressive.

I hope you all don't mind if I exhume this slightly old thread, but I'd rather have this on the front page than some thread about the druuge fuel trick.  Wink
13  The Ur-Quan Masters Re-Release / Starbase Café / Re: Linux distro? on: November 19, 2006, 04:20:12 pm
Cool beans.
If you need help with Ubuntu then head over to ubuntuforums.org, they are very freindly and helpful if you ask nicely for assistance.
14  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project ZOMG on: November 18, 2006, 06:59:47 pm
*looks up*

Oh my.  I think I need to get my MacBook fixed sooner rather than later so I can get this built...
I can give it a go on my mac, but I don't know the first thing about compiling UQM on OSX. Do you have an Xcode project or is it done from the command line?
15  The Ur-Quan Masters Re-Release / Technical Issues / Re: How to make music remix?? on: November 18, 2006, 05:18:50 pm
I think that the Precursors (TiLT and VOiD at least) used Reason to create most of those songs, although they have since upgraded to using Protools with high-end sample libraries.

There are different ways to make remixes. In this case (remixing MOD files) you could load up the MOD into a tracker program like Modplug or MilkyTracker and fool around with it there. Or, you might be able to convert it to MIDI and import it into a sequencing program. A lot of the free tools out there are difficult to use for this purpose (In my experience, at least), although if you have a mac you can use garageband.

Here are some of the free tools I've come across:

  • Audacity (multi-track digital audio workstation. Good for sound editing, but I wouldn't reccomend trying to use it as a sequencer)
  • Rosegarden and BEAST, if you have Linux.
  • SawCutter for windows (has a synthesizer and built-in sequencer, but can't import midi- at least for the free version).
  • Free VST Synths/Effects that can be used with a Free VST Host (check out all those links!)

But to be honest most of the remixes were probably made with commercial software like Reason, Cubase, Logic, Protools, etc. Maybe even Cakewalk or FL Studio.
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