All hitsounds options may have the addition of:
client-side muting (handicap)
This means that game could feature them, but you don’t have to listen to them if you don’t want to (everyone else will)
All hitsounds options may have the addition of:
client-side muting (handicap)
This means that game could feature them, but you don’t have to listen to them if you don’t want to (everyone else will)
Wait and see, if you dont like the result make a mod. Im really annoyed with you "Oooo oh noes there are X in the game, we must whine !!1111 cus we now that it will sux0rz” people.
Wait, test and make up youre mind then. Please. :cyclops:
I dont think the hit sounds were the “beeping” people are so worried about. I assumed it was just a slightly different “thud.”
If there is someone in the beta that would like to correct me thats fine.
I’m sure the people in the Beta would be sworn to secrecy! My guess is that you get a cow sound for body shots, an elephant sound for head shots and tapir sounds for shots 2" below the belt. All to go along with the improved goat sound for backstabs.
Totally agree. Personally it doesn’t matter to me if there is hitsounds or not. I’m sure it will be fun either way.
client side toggle should be a poll option too me thinks, so if people didn’t want them they don’t need to have em on. Also, it depends on what the hitsounds actually are. If they’re anything like Jaymod then absolutely not, I can’t stand that sound. Sounds like a weird whooshing noise. Bleh.
FYI, older versions of Jaymod allowed client to select hitsounds style. Etpro is the ‘whooshing’ style the other ois ‘beep’ style. Servers of course can easily replace sound files via custom .pk3 . Newer versions of Jaymod in the experimental branch are stock with the ‘beep’ style hitsounds which are different for head (metal-ping), hands (higher-pitch beep), torso (beep) and feet (lower-pitch beep) hits.
If you read the previous hitsound thread you will see that noone ever asked for hitsounds to be completely removed.
Theres certanly no point in making them cliet side toggle. Theres no real choice here - if you dont use hit sounds then you will be at a disadvantage to others which is unfair. So, whether you like it or not, you will use them unless the entire server has hitsounds switched off.
Server side toggle is something that is implied - but thats not the point
The only real question is wether to have hitsounds that will fade with distance or have classic Q3/etpro sounds. And since hitsounds make aiming significantly easyer on long distaces I see no reason too keep the Q3/etpro style sounds. Not to mention that Q3 hitsounds are designed for an entirely diffrent kind of fps so Im quiet shure that SD will not use them.
Edit: omg 100th post
IF the hit sounds are full blast. I would probably end up finding them annoying and in that case would prefer to have them off. But I don’t think them being annoying will be the case.
The problem with the server-side toggle is the mixup you get when joining servers. But having choices is usually good.
voted for “fade at distance”. I find hitsounds most useful at close combat, when I can measure my (hopefully improving) ability to dodge & aim at the head at the same time.
As said by somebody in that other thread, hitsounds allow people to snipe with a thompson and that shouldn’t happen for realism’s sake.
This is sure an arcade game, but not as arcade-ish as a brainless shooter or else they wouldn’t have bothered to implement vehicle physics and such.
It’s the Thompson implementation that should be blamed for this. It’s hardly the fault of the hit sounds that the Thompson is accurate at long range.
It’s the Thompson implementation that should be blamed for this. It’s hardly the fault of the hit sounds that the Thompson is accurate at long range.[/quote]Well then, we say we don’t like that. What do you think is the lesser of two evils: further nerfing the Thompson or modifying the hitsounds implementation?
I’d say it would be far easier to modify the hitsounds. And most of all, close tot medium distance combat would completely remain the same.
It’s the Thompson implementation that should be blamed for this. It’s hardly the fault of the hit sounds that the Thompson is accurate at long range.[/quote]
Actualy its not Thompsons fault. Its becouse of the help of hitsounds that your aiming gets that sniper accuracy edge.
Huh ? What in the world does vehicle physics have to do with the realism of the guns :?
RTCW and ET weren’t “realistic” games, and neither were any of the Quake games
It would be quite a surprise then if ET:QW was :moo:
So if you had hit sounds (and I’ll throw in a scope also since ET provides a cross hair) in real life you would be able to snipe with a Thomson?
You got it a bit mixed up, the goat sound has been replaced w/ the cries of a tapir, a moo sounds for headshots