[video]ET hitsound with XT


(Dragonji) #21

As SD cannot include Quake hitsound, they just should let us break the law ourselves :smiley:


(.Chris.) #22

This was such a nice little feature of ET:QW Pro, would be nice to see something similar to return.


(Anti) #23

Who said we don’t? We’ve just not got around to investigating it yet :slight_smile:


(Protekt1) #24

Its better than what we have but I actually don’t like it anyway.


(Hundopercent) #25

Better yet, sell sound packs and do a monthly community sound pack for free.


(Nail) #26

better yet, mix and match vsays, big catalogue, pick the ones you want. Unlock custom vsay code - $2, custom vsay = $.50


(spookify) #27

I love all the money making Ideas for this game and how vast it can be but with being in closed beta already its going to takes another 2 years at the passe we are at before this game is ready… 2 Years on Nexus and people will start talking about XT the game that never because a game or The games that was open to closed beta 2 years ago o boy I cant wait for open beta haha and another 3 years before official release.


(Seanza) #28

I always liked the thought of ET hitsounds being in Extraction. After seeing this video, I’m kind of put off the idea. Could somebody EQ the video to make them feel like they’re in the game instead of just put on top of the existing hitsounds? They seem so out of place here and it makes me sad :frowning:


(Rex) #29

We definitely need something similar! The ET hitsounds are a very good example of how clearly body hits and headshots are distinguishable. That’s not given in Xt at the moment.

I reported this as bug: http://forums.warchest.com/showthread.php/38910-Dislocated-sounds-from-various-weapons


(DB Genome editor) #30

Got to side with the naysayers on this one: I’m all for proper hitsound feedback, but not something that sounds like a cheap pinball machine…


(Kl3ppy) #31

I want Mario, Zelda and of course porn hitsounds!


(Kendle) #32

I’d just like the hit-sounds to be the reverse of what they are now, a higher pitched ā€œdingā€ for a headshot, a lower pitched ā€œdongā€ for a bodyshot. The current hit-sounds are not bad, they’re just the wrong way round IMO.


(montheponies) #33

I’ll go out on a limb and say no to the artificial hitsounds altogether. Visual and localised audio feedback should be sufficient.


(Dragonji) #34

Really? Do you think selling hitsound packs is a good idea?


(attack) #35

better quakelive hitsounds are only avaible with pro acount too


(Hundopercent) #36

Sure. People love customization and involving the community on voting for a monthly free soundpack (made by community members) would hopefully make it stronger.


(stealth6) #37

[QUOTE=Anti;478906]FYI we’re currently working on or planning to do the following related to guns:

[ul]
[li]Updating lots of the weapon sounds[/li][li]Improving hit feedback in a number of ways (different and scaling beeps*, scaling impact effects, scaling blood, kill impulse changes, UI tweaks to name a few)[/li][li]Some first person ā€˜kick’ animations for slower firing higher damage weapons (this is subtle and doesn’t impact weapon behavior)[/li][li]Toggle enabled health bars on hitting enemies[/li][li]We also have a tonne of balance changes we wish to try[/li][/ul]

Many of these will probably take us a good while to get fully working and in, but just wanted to give a heads up we’re still looking at it[/QUOTE]
*Emphasis mine

Maybe you haven’t gotten around to investigating custom hitsounds yet, but when can we see other changes to the hitsound system? Hitsounds being indisctive has been a complaint since the beginning of the closed alpha.

If this isn’t even on the priority list then maybe you could point us in the right direction how we might fix it ourselves (as Mustang already said we’ve previously tried and failed)? Or maybe you could replace the ā€œplaceholdersā€ with other more destinctive placeholders as other have requested.

Alternatively you could just say you’re happy with the current hitsounds and that is the direction you are moving in: ā€œDeal with itā€ (instead of giving us false hope)


(Loffy) #38

I would pay for being able to play as Proxy and have Bongoboy’s theatre-fake-female voice going ā€œIt’s a sixā€ when I use my cricket bat.


(Anti) #39

[QUOTE=stealth6;486590]*Emphasis mine

Maybe you haven’t gotten around to investigating custom hitsounds yet, but when can we see other changes to the hitsound system? Hitsounds being indisctive has been a complaint since the beginning of the closed alpha.

If this isn’t even on the priority list then maybe you could point us in the right direction how we might fix it ourselves (as Mustang already said we’ve previously tried and failed)? Or maybe you could replace the ā€œplaceholdersā€ with other more destinctive placeholders as other have requested.

Alternatively you could just say you’re happy with the current hitsounds and that is the direction you are moving in: ā€œDeal with itā€ (instead of giving us false hope)[/QUOTE]

I can ask about replacements for the time being, I don’t believe work on the scaling system has started yet.


(acQu) #40

Just throw the commercial hitsounds in. I mean WTF! Better than nothing. Yes, too much head, just make a complete chaos with xT. There is almost no future anyway (sorry to say it so clear).