Quake 3 hitsound1/30/2024 ![]() Small additions like that impress competitive players are well worth the effort. Hopefully this sheds some light on why this is not a waste of time. , Quake 3 arena Hitsound and Killsound., Madness combat death sound. I want the hitsound to play higher pitched when the boss is lower and lower pitched when the boss's health is higher. Casual players have no idea about these sorts of things, so I understand why you feel this is unfair or a waste of time. (Repost) He uses the Quake 3 hitsound for the hitsound and uses the JoJos Bizarre. I have the quake 3 hitsound playing whenever you fire at the boss (the boss isn't existant yet, but I am working on that) but I want the pitch to vary depending on the boss's health. NS at the highest level requires ridiculous skill as far as tracking and twitch aim auditory feedback would have been a big improvement as far as perceived hit registration in NS is concerned.īlood is NOT enough in NS due to sound prediction errors that condition a player to believe a hit happened when it did not. NS is fun for many of the reasons Quake 3/Live is fun. quoteDunderBroB4nny confirming that the secret to being good at tf2 is not configs and huds/quote Its really stupid that people have to be told that. ![]() You can also lower the high end of the pitches, so it only goes 40 to 80 (instead of 40 to 100, for instance). Multi-player mechanics such as this suggestion are important to NS2 in the same way they are important in Quake. Quake 3 hitsound is the superior hitsound. Id love to use one, but for some reason, my audio went to absolute shit whenever I would damage someone the last time I had my hitsound enabled the best way I can describe it is that its an obnoxious rumbling/crackling sound that seems to go on indefinitely until I leave the server Im on. I have adjusted the pitch based on damage, so louder damages are nicer, but for eg. That's why it should be disabled by default and made a cvar setting available to anyone who wants it. Seems fair to me.Ītmosphere is important, I agree. Also, if marines get hit sounds for AOE grenade spam, then I don't see why lerks can't have hit sounds for marines entering spores. Knowing if you hit them is not exactly giving away much, but it is useful.Ī player does not have an unfair advantage over you if you do not choose to enable a setting that is made available to everyone. If you are shooting at something generally it's because you know there's an enemy there. If the marines' primary method of detecting aliens is covering every square inch with bullets I think something else is wrong. I'm leaving this in General Discussion for now, but it might need shifting to Ideas & Suggestions, depending on how the conversation goes. As a debug function, I think it's a fine addition, but I wouldn't like to see too much in the way of feedback to let Marines know if they're wasting ammunition or not. I wanna get the default, that is a lower pitch. Giving a nice indicator on whether you're hitting something removes that. Remastered the Quake 3 hitsound to high quality 44.1 khz stereo quality. I have the Quake 3 Arena Hitsound and I tried putting both to 100 but it got the higher pitch again. Alien tactics can often rely on Marines not noticing them, or using actual in-game camoflage to get glanced past before moving in. ![]() Just please tell me that it’s not going to have the ETPRO style hitsounds, because I’d like to stop weeping.QUOTE (Shockwave Dec 13 2010, 07:22 PM) There's also the matter of stealth to be considered. Now if the hitsounds Paul’s talking about here are the normal ET/RTCW style hitsounds that are very faint and only really noticeable from a short distance, that’s fine and I look forward to it. ETPRO style hitsounds are really a crutch that allows players to aim with their ears instead of their eyes. Is this really true? Is Quake Wars going to have ETPRO style hitsounds where you get a loud and clear audio feedback every time you hit someone, regardless of how far away you are? If that’s the case I want to BEG you right now not to do that. ![]() The differences are quite subtle (to ensure accessibility for new players), but different enough that hard-core players will pick up on them. We have two different hit-sounds for shooting players (defined by head and torso), and a further sound for vehicles and deployables. ![]() Q11 - Will we have hit sounds like in ET Pro with headshots having a different sound then a hit on the torso? ![]()
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |