[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 donā€™t? Weā€™ve just not got around to investigating it yet :slight_smile:


(Protekt1) #24

Its better than what we have but I actually donā€™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 readyā€¦ 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, Iā€™m kind of put off the idea. Could somebody EQ the video to make them feel like theyā€™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. Thatā€™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: Iā€™m all for proper hitsound feedback, but not something that sounds like a cheap pinball machineā€¦


(Kl3ppy) #31

I want Mario, Zelda and of course porn hitsounds!


(Kendle) #32

Iā€™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, theyā€™re just the wrong way round IMO.


(montheponies) #33

Iā€™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 weā€™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€˜kickā€™ animations for slower firing higher damage weapons (this is subtle and doesnā€™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 weā€™re still looking at it[/QUOTE]
*Emphasis mine

Maybe you havenā€™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 isnā€™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 weā€™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 youā€™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 Bongoboyā€™s theatre-fake-female voice going ā€œItā€™s a sixā€ when I use my cricket bat.


(Anti) #39

[QUOTE=stealth6;486590]*Emphasis mine

Maybe you havenā€™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 isnā€™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 weā€™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 youā€™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 donā€™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).