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: « Previous 1 2 3 4 Next »

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 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.

yeah you’re right. i was pretty much just considering scout play, where one grunt is hard to distinguish from another.

KOVACS

Fair points but imo the visual representation of damage in this game is much worse than the audio.

Blood spatter much at higher interp?? If you raise interp from 0.015 to 0.033 there is a massive difference in the amount of blood spatter you get per shot with scatter gun, similarly if you raise from 0.033 to higher interp.

Most would argue that you choose an interp setting and stick to it anyway but there are occasions where its worth raising, i.e. playing on servers where you ping higher or vs higher pinging team.

Since the blood spatter is also client side and not server side it can often give a totally false representation of registered damage on the player, making you think he’s low since he’s literally covered in blood and it turns out he’s not even in red hp.

Also this new feature so you can see when players are overhealed is buggy as shit. I still get the visual que that he’s overhealed for several seconds after registered damage, so often recently I find myself playing unnecessarily defensive against a scout/sol/demo who LOOKS overhealed after I’ve shot him a couple of times (thinking he’s still overhealed or high health) then I fire off a couple of mid range pistol bullets and to my own surprise he drops dead.

It’s not even remotely intuitive.

Also hate the inability to turn off ambient sound which dominates over other game sounds on certain settings (i.e. its louder on headphones setting than on 2 speakers).

compton

cvx|

Hitsounds would be awesome

Would be awesome.

Not sure though if *hit*-sounds are the way to go (as in, you get a noise when u hit someone with splash/projectile/hitscan), just the painsounds depending how much health they lost/are at now and the blood being appropriate to damage received should be enough imo.

Doubt anything like this is ever gonna happen unless someone makes a mod, but would be nice anyway. Valve are busy making hats now.

klu

-[MG]-
MG//

one sound for splash damage then another (louder?) sound for direct hits is the way to go.

compton

cvx|

Or a linear model that modifies the hitsound pitch in relation to the damage. You’d hear exactly how much damage the enemy has taken.

klu

-[MG]-
MG//

Or a linear model that modifies the hitsound pitch in relation to the damage. You’d hear exactly how much damage the enemy has taken.

yea that would work

FireStorm

-9m-

Hit sounds thats a interesting one, coming from a cod 2 background originally I am used to the ‘hit blip’ which is very useful but there is a reason in which you only get it in q3 based games.

There is no lag compensation in these games so they must supply the player with feedback otherwise there is actually no other way to know if your hitting your target. The hit blip is there so you can learn how much you have to lead your target to get a hit.

Since there is lag compensation in source you don’t get it since in theory you don’t need it.

nvc

there has been lag compensation in the cpma mod for q3 and also quake live since release :P

FireStorm

-9m-

the words ‘mod’ and ‘quake live’ these are newer improvements. They not gonna take the hit blip out now are they :P

klu

-[MG]-
MG//

Someone contact MikeJS, I’m sure he’d be able to make this work with a mod in no time.

Gaarulf

UP|

MikeJS already have hitsounds in Duel Arena…

It’s great.

eoN^

MikeJS already have hitsounds in Duel Arena…

It’s great.

If anyone can get that mod working please add me and tell me :> Or post here, wanting to add it to my server but when i did whenever i launched the game and joined the server it would time out.

Played some dm with hit blips at PingTimeout (194.187.214.64:27016)

100% Pure WIN!

Cycles

lolwow

I am loving what they’ve added to pingtimeout! Is there anywhere I can get this plugin for my own server?

Add A Reply Pages: « Previous 1 2 3 4 Next »