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New TF2 sounds suggest rd_asteroid will likely feature changing gravity... and other things
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Quick link: New TF2 Sounds

So, I extracted the latest game_sound and talker files from TF2 earlier today.

I did this because I do a lot with TF2's various sounds with SourceMod (I wrote the ReadGameSounds extension which was merged into SourceMod 1.7's SDKTools extension).

There's a new file with the recent updates: game_sounds_vo_rd_robots.txt

This contains the various sounds the announcer and robots make for rd_asteroid, but it also had one section that didn't seem to be used yet...

"RD.SpaceGravityTransition"
{
    "channel"       "CHAN_STATIC"
    "volume"        "0.4"
    "soundlevel"    "SNDLVL_85dB"
    "pitch"         "PITCH_NORM"
    "wave"          "misc\outer_space_transition_01.wav"
}

misc\outer_space_transition_01.wav sounds a bit like air escaping.

That's not the only interesting thing that was added though.

When looking through the vo sounds, I noticed a lot of new announcer sounds since I packed them in December for someone who wanted them for a QuakeSounds pack for other games.

Notably, we have a lot of new announcer_plr_* sounds. That alone isn't that interesting, as PLR had no unique sounds before this.

HOWEVER, I listened to some of them. announcer_plr_finalstagestart* were interesting... here are some examples:

In other words, it sounds like PLR is being reworked so that both carts start at the same position for the last round, but one cart is locked for 30, 60, or 120 seconds. It's not clear if this is determined by the map or not.

There are also various sounds as the carts progress (if one cart has a significant lead or they're about the same)... as well as if you win the first or second stages.

Edit: Apparently the PLR sounds appeared back in the June 18th update.

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10 years ago