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Chryssalid sound effects


Tycho

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In both my DOS and CE installs, they walk with normal sound effects, though the zombies make explosive noises in CE. Hatching makes no sound, while the attack makes an echoey sort of "argle argle argle" sound.

 

Though I can't remember what version of the DOS release I have setup. It's either 1.2 or 1.4. I don't have anything earlier then 1.2. Here's a save game in case any one wants to test out theirs - it has a Chryss, a victim, and a spare "invisible" trooper present as an observer / zombie-terminator. :argh:

 

GAME_10.zip

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In both my DOS and CE installs, they walk with normal sound effects, though the zombies make explosive noises in CE. Hatching makes no sound, while the attack makes an echoey sort of "argle argle argle" sound.

 

Though I can't remember what version of the DOS release I have setup. It's either 1.2 or 1.4. I don't have anything earlier then 1.2. Here's a save game in case any one wants to test out theirs - it has a Chryss, a victim, and a spare "invisible" trooper present as an observer / zombie-terminator. :argh:

 

GAME_10.zip

 

I've fixed the zombie walk explosions. I thought that at one time I've heard zombie's "crackle" as they've hatched (which turned out to be the snakeman move sound, as a side note to the other sound EFX issues) but since I've fixed those I've never heard it again!

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Don't worry, I did notice your patch - was just throwing that out there for the sake of completionism. :argh:

 

I've got a vague memory I did hear some weird sort of zappy electrical noise when hatching zombies once upon a time. Might've been TFTD. Though I've come down with a cold and am a bit light-headed, so perhaps I'm just easily self-confused at the moment.

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Don't worry, I did notice your patch - was just throwing that out there for the sake of completionism. :argh:

 

I've got a vague memory I did hear some weird sort of zappy electrical noise when hatching zombies once upon a time. Might've been TFTD. Though I've come down with a cold and am a bit light-headed, so perhaps I'm just easily self-confused at the moment.

 

The "argle argle" sound they make in their attack is an example of how the choice of play routine affects sound..I think in the old days with slower processors, the time between attacks was slower so the system could play their more of their "growl", but now the attacks happen so quickly that only a tiny portion is played before a new attack aborts the previous play event.

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