x
ETF2L is looking for new Staff to recruit! Are you interested in supporting the league? Then click here for more details on what we can offer and how to apply! 

Forum

Hit noises

Created 28th June 2009 @ 00:44

Add A Reply Pages: 1 2 ... 4 Next »

eoN^

Anyway to enable them?

Like in this video:

http://www.pldx.com/movie/665/Ricco_Get_Domed_2/

First example: 0:33

Server side mod?

Funkeh

DStM

most fail music ever… 8o

Rake

Lutunen
[hePPa]

Probably edited the sounds in afterwards. Or he could replace the headshot sound with a q3 hitsound, but wouldn’t work with sv_pure?
E: nvm, the sound plays on bodyshots too. :o Tho don’t think it plays on every hit, which could mean it was indeed edited afterwards.

N/A

RaWr ::

That’s pretty cool actually. It’d be cool if it was possible to edit the sound files to do this :)

Rake

Lutunen
[hePPa]

Cool, but quite useless imo. There pretty much is a hitsound in the weapons, and you can even hear the amount of damage (sorta). Don’t think there are the regular screams in the vid tho?

Isai

flowerpower/

Need. :>

drleånn

nice movie, he added the sounds afterwords.

#6 @ http://www.gotfrag.com/tf2/forums/thread/403180/

iQue

keso

DO WANT

fJack

k^m

Cool, but quite useless imo. There pretty much is a hitsound in the weapons, and you can even hear the amount of damage (sorta). Don’t think there are the regular screams in the vid tho?

stock weapon hitsounds are completely useless in tf2. they vary so wildly and are so unreliable as to be pointless, you can’t tell me that you can estimate how much damage you’ve done by sound alone.

i’m not sure whether hitsounds are necessary/suitable for tf2, but when you compare what cpma uses (or even vq3) you cannot really maintain that tf2 has functioning hitsounds.

my gut feeling is that more information/feedback to the player is always a good thing, so who knows maybe we’ll see valve adding a cvar for cpma-style, damage-variable hitsounds.

mb

keso

Would be great if they added in an option to turn on hitsounds in the advanced multiplayer settings or something.

klu

-[MG]-
MG//

Didn’t that instagib mod have hit sounds?

nvc

they are quake live hitsounds

N/A

RaWr ::

Cool, but quite useless imo. There pretty much is a hitsound in the weapons, and you can even hear the amount of damage (sorta). Don’t think there are the regular screams in the vid tho?

stock weapon hitsounds are completely useless in tf2. they vary so wildly and are so unreliable as to be pointless, you can’t tell me that you can estimate how much damage you’ve done by sound alone.

I disagree. Coming from a demoman or soldiers perspective. When spamming round corners for example the sound would show whether a player was round there or not without looking. I agree in that you cannot tell how much damage you have done to a player though, however that is not a reason I think it would be beneficial.

nvc

Check out the following videos:

1. http://www.wipido.com/video/rNNkJDJpuJXc
2. http://www.wipido.com/video/9xq5JCGztcj8

Listen to the direct shots (especially the rockets in the first one) – you can tell that they are doing more damage than splash shots, and the more you play, the more you can predict how much damage you have actually done. It would be beneficial for both the players and spectators/shoutcasters. It also wouldn’t make things too unfair because there is also a medic who is not only healing players, but also boosting them… so in essense; you can never be 100% sure as to how close to killing them you are, although even now you can take pretty accurate judgements, hitsounds would thus back them up.

i.e. they are useful and pretty cool, it wouldn’t hurt the game and it’s also quite a satisfying sound :D

imo they should be implemented into tf2, preferably through a mod that can be tested on some pickup servers (like tftrue was), then hopefully valve will take a look into it :)

However at the same time, the current ones are fine and the main benefit to adding them would be stopping players from whining that they shot 5 direct scatter gun shots at their opponent whom unsuprisingly (because their lying) didn’t die due to their bad reg obviously… so hitsounds would thus prove otherwise and shut them up.

eoN^

Check out the following videos:

1. http://www.wipido.com/video/rNNkJDJpuJXc
2. http://www.wipido.com/video/9xq5JCGztcj8

Listen to the direct shots (especially the rockets in the first one) – you can tell that they are doing more damage than splash shots, and the more you play, the more you can predict how much damage you have actually done. It would be beneficial for both the players and spectators/shoutcasters. It also wouldn’t make things too unfair because there is also a medic who is not only healing players, but also boosting them… so in essense; you can never be 100% sure as to how close to killing them you are, although even now you can take pretty accurate judgements, hitsounds would thus back them up.

i.e. they are useful and pretty cool, it wouldn’t hurt the game and it’s also quite a satisfying sound :D

imo they should be implemented into tf2, preferably through a mod that can be tested on some pickup servers (like tftrue was), then hopefully valve will take a look into it :)

However at the same time, the current ones are fine and the main benefit to adding them would be stopping players from whining that they shot 5 direct scatter gun shots at their opponent whom unsuprisingly (because their lying) didn’t die due to their bad reg obviously… so hitsounds would thus prove otherwise and shut them up.

Shameless plugging :DD
But yeah i agree to be honest, it would make a nice little feature and would be interesting to try in some pickups etc. Could end up that the sound doesnt fit TF2 at all but judging by that frag movie it fits quite well :)

Add A Reply Pages: 1 2 ... 4 Next »