Hitsounds


(kamikazee) #81

Hey, can’t we have some fun?


(Nail) #82

ya, some of these threads are more fun than many commercial games :lol:


(jalisko) #83

SD should include hitsounds in the stock package. Otherwise, the first mod to be released will include them and become the standard of ET:QW. Of course, there will be some mod sooner or later that will become the server standard, but at least if ET:QW has the hitsounds they will be hitsounds designed by them fitting their style.
Having played all quakes, I do like the beep hitsounds myself, but I must admit I find the “swap, swap” hitsounds from some mod more ET fitting. And both make the same job.


(jalisko) #84

I can’t imagine anything being more useless than 16 hitboxes on a head when playing on inet. It’s hard enough already (for not saying impossible) to code an antilag system capable of accurate compensation on a box of the head size.
Anyway, it’s not like these “reallistic” game designs make any sense. They create ultra sensible impact detection to later on add huge random spreads to weapons. They could just use a random number when firing to say how much damage it did. Seems like it would give the same result.