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#1

Can't hide creature brain noise anymore?

Archive: 19 posts


I've just come back into my new level and in quite a few places I've got things that need to disappear, I've done this by attaching a creature brain to a block of wood way down at the bottom of the level, and then attaching a piece of invisible string from the block to what I want to disappear. If you take it far enough away it means that the creature brain noise is out of ear shot.

However, now the little 'pop' of when you jump on the brain can be heard no matter what. It doesn't have the little 'squeal' noise that you hear...just the pop.

Am I doing something wrong or has this been changed in the update?

Appreciate anyone who tests this out for me.
2009-09-12 19:57:00

Author:
jackofcourse
Posts: 1494


Moved to Help.

Hmm, last time I tried this the brain was for enough away not to make a noise, but then again, the object I needed to disappear was far away too.
2009-09-12 20:04:00

Author:
Killian
Posts: 2575


See that's what used to happen, I've been working on this level about a month and it's always been noise free. But now it isn't, and I've tried moving it like stupidly far away and the 'pop' is still there. It's not even quieter or anything.

When you jump on a brain, you get a little 'pop' and then like a 'squeal' noise. Moving it far away gets rid of the squeal noise but not the pop.

Which is making me think has been changed in the recent update.
2009-09-12 20:08:00

Author:
jackofcourse
Posts: 1494


Find a really quiet noise and attach it to the creature. Set it to play on destruction. Instead of playing the creature noise, it will play the custom one. I've done this a couple of times. Something like the whip sound works nicely, as it's pretty quiet. Although, you could add something environmental that fits the level. It may even work if you put the speaker really far away, but I'm not totally sure.

Hope that helps.
2009-09-12 20:17:00

Author:
comphermc
Posts: 5338


It sounds like the only other way. But I'm just wondering how/why this has suddenly changed? You used to get no noise at all!2009-09-12 20:18:00

Author:
jackofcourse
Posts: 1494


Yeah, I dunno. You should just use demitters (right, rtm!?) .

Yeah, but I've always done the speaker method, as I don't want to have to deal with putting the brain somewhere really far away.
2009-09-12 20:20:00

Author:
comphermc
Posts: 5338


Yeah, I dunno. You should just use demitters (right, rtm!?) .

Yeah, but I've always done the speaker method, as I don't want to have to deal with putting the brain somewhere really far away.

how do you demitte something
2009-09-12 21:08:00

Author:
Chuk_Chuk
Posts: 108


how do you demitte something

*points to sig*


@jack, this is a wild stab in the dark, but have you checked in play mode. I only ask because the crunch sound when something is destroyed can be heard anywhere in the level in create, but has limited range in play.
2009-09-12 21:19:00

Author:
rtm223
Posts: 6497


Yeah fortunately it still has the popping sound in both

It's just weird the way it has suddenly been introduced when it's been fine since I started the level.

Would be good if someone else could check this out and see what happens with them?

The way it has suddenly started doing it would suggest to me that it's been introduced with the latest update.

I thought it may be something I was doing at first but I tried for a good hour messing around and couldn't find any way around it.
2009-09-12 21:24:00

Author:
jackofcourse
Posts: 1494


I'll check a level that I have that has a creature brain placed very far away and tell you if I can hear the sound now. I've never been able to in the past, so I shouldn't hear anything unless a patch changed how it worked.2009-09-12 21:38:00

Author:
BSprague
Posts: 2325


I've got it working with rtms demitter technique. Works perfectly, just ten times more complicated

It's even more complicated than the demo too. When you save your level with something that gets emitted already in it, it becomes a proper object so then they don't disappear. So I have to have the pistons going up on a perm switch to put the doors in place as you start the level, and then re-emitting the keys for the perm switch to take the piston back down and demit the doors.

There's probably an easier way I know, but this has just been driving me mad, and I had this way straightened out in my head knowing it would work, so just thought I'd get it done

That probably makes no sense to anyone but me seeing as I'm the only one who knows what I'm actually using it for in the level but still!

Thanks rtm!
2009-09-12 22:31:00

Author:
jackofcourse
Posts: 1494


lol why would you go through all that trouble to get rid of a pop!?2009-09-13 02:31:00

Author:
Incinerator22
Posts: 3251


To make the level the best it can be. If it is possible to make your level better then you always should, regardless of the effort it takes to do so!2009-09-13 02:33:00

Author:
jackofcourse
Posts: 1494


good answer lol, but did the demmiter technique up the thermo?2009-09-13 02:36:00

Author:
Incinerator22
Posts: 3251


I'm not sure which of the demitter types you used, but I'm pretty sure one of rtm's designs has an initializer.

What you've done sounds more complicated than what I would do:

Just block the emit zone with a piece of dissolve and have the dissolve be triggered at some point earlier in the level. Then, with the emit zone now clear, it will emit the initial object. Would probably be a bit nicer on your thermo as well. This way, nothing can be emitted until you enter play mode and "initialize" the emitter by triggering the dissolve.

Then, place another PERM trigger later in the level that moves the piston of the demitter, thereby preparing the demitting of the object. Both of these stages can be done at once, but it's not entirely necessary.


good answer lol, but did the demmiter technique [take] up [more] thermo?

It doesn't hurt the thermo as the max emitted in a demitter is always 1.
2009-09-13 02:37:00

Author:
comphermc
Posts: 5338


I'm not sure which of the demitter types you used, but I'm pretty sure one of rtm's designs has an initializer.

What you've done sounds more complicated than what I would do:

Just block the emit zone with a piece of dissolve and have the dissolve be triggered at some point earlier in the level. Then the first piece will be dissolved away, emitting the initial object. Would probably be a bit nicer on your thermo as well. This way nothing can be emitter until you enter play mode and "initialize" the emitter by triggering the dissolve.

Yeah that would have made it a little easier, it's not far off what I've got now really. The only difference being that you're way would have a sensor get rid of the dissolve, my way has a sensor activate the perm switches, and then when you get to the doors, the perm switches are reset using an emitter.

I thought there would have been an easier method but it was just driving me mad thinking about it all so once I thought of a method that I knew would work it was easier to just get on with it rather than still sitting here scratching my head looking for an easier way

Yeah it did increase the thermo massively, but I've got lots to play with as I'm only using one material so it's not really a problem
2009-09-13 02:42:00

Author:
jackofcourse
Posts: 1494


I'm not sure which of the demitter types you used, but I'm pretty sure one of rtm's designs has an initializer.

What you've done sounds more complicated than what I would do:

Just block the emit zone with a piece of dissolve and have the dissolve be triggered at some point earlier in the level. Then the first piece will be dissolved away, emitting the initial object. Would probably be a bit nicer on your thermo as well. This way nothing can be emitter until you enter play mode and "initialize" the emitter by triggering the dissolve.

Yeah that would have made it a little easier, it's not far off what I've got now really. The only difference being that you're way would have a sensor get rid of the dissolve, my way has a sensor activate the perm switches, and then when you get to the doors, the perm switches are reset using an emitter.

I thought there would have been an easier method but it was just driving me mad thinking about it all soght once I thought of a method that I knew would work it was easier to just get on with it rather than still sitting here scratching my head looking for an easier way


good answer lol, but did the demmiter technique up the thermo?
Yeah it did increase the thermo massively, but I've got lots to play with as I'm only using one material so it's not really a problem
2009-09-13 02:44:00

Author:
jackofcourse
Posts: 1494


good answer lol, but did the demmiter technique up the thermo?

A little bit. You've got a couple of switches and a couple of objects and stuff in there. You'll get a minor boost in a few of yuor thermos, but tt's really not much within the scope of an entire level TBH.
2009-09-13 11:26:00

Author:
rtm223
Posts: 6497


When I first thought to use it I placed like 6 in my level at once to see what would happen and it didn't increase much at all really. So I started building them properly where I needed them, got it all done and was tinkering with a few other bits...when I looked at the thermo again it had gone from like 65% to touching on overheating...the other things I were doing were very small (places bubbles mainly!)

So for some reason, the way I've got it implemented is quite thermo heavy!
2009-09-13 14:18:00

Author:
jackofcourse
Posts: 1494


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