The games I played with hitsounds usually made their high damage zone hits higher pitched (e.g. Headshots). and i think that is for a good reason...
Higher pitch sounds more aggressive, higher contrast, strong => stands out more => something special happened
While lower pitch is less aggressive, less contrast, weak...
Going by that logic...
Since we dont have special hitzones, I would make the basic and 90%+ hit sounds the same for everything. (if there were special hit zones with dmg multipliers they would be pitched above that norm)
For the Shotgun example, the 90%+ hit should have the exact same pitch as a hit with a pistol or lmg. The partial (lower damage) hits would be lower pitched than that.
Its not a big difference, but well... at least i would like it more that way, even tho i dont really play anymore :P
So there will be a volume slider? That noise level in your video I honestly find obnoxious but the hit beeps arn't too bad an idea. So assuming a slider I could make it more suttle?
In the post above you I said there's a volume slider
When playing around said slider I found a good volume to be 5-10%, which means they are absurdly loud as you might have figured out at this point (in the video they are 100%), so I'll adjust the volume of the sounds so the slider is not completely useless.
The games I played with hitsounds usually made their high damage zone hits higher pitched (e.g. Headshots). and i think that is for a good reason...
Higher pitch sounds more aggressive, higher contrast, strong => stands out more => something special happened
While lower pitch is less aggressive, less contrast, weak...
Going by that logic...
Since we dont have special hitzones, I would make the basic and 90%+ hit sounds the same for everything. (if there were special hit zones with dmg multipliers they would be pitched above that norm)
For the Shotgun example, the 90%+ hit should have the exact same pitch as a hit with a pistol or lmg. The partial (lower damage) hits would be lower pitched than that.
Its not a big difference, but well... at least i would like it more that way, even tho i dont really play anymore :P
Well, it's super easy to invert the order of the sounds in code, to be honest, but I don't know how many people would expect the option to work that way (if more people want this I can make it happen!). I was also planning to have a higher pitch option, so more pellet hits would be higher pitched since some games do that (TF2).
tbh id want to put the hitsounds to 'off' as I prefer to play without. But knowing mendasp he got a toggle covered.
Default option is off, in fact. I always set the defaults to how vanilla NS2 behaves.
And in related news, I added a preview sound to the menu, so there will be a small button to the left of the option entry where if you click it will play your chosen sound with the chosen volume! Is that awesome or what?
Lower pitch usually makes me think "booooom" "big explosion" "bawwmmm" so lots of damage.. I don't think there's a wrong way to do it.. both make sense to me.
The games I played with hitsounds usually made their high damage zone hits higher pitched (e.g. Headshots). and i think that is for a good reason...
Higher pitch sounds more aggressive, higher contrast, strong => stands out more => something special happened
While lower pitch is less aggressive, less contrast, weak...
Going by that logic...
Since we dont have special hitzones, I would make the basic and 90%+ hit sounds the same for everything. (if there were special hit zones with dmg multipliers they would be pitched above that norm)
For the Shotgun example, the 90%+ hit should have the exact same pitch as a hit with a pistol or lmg. The partial (lower damage) hits would be lower pitched than that.
Its not a big difference, but well... at least i would like it more that way, even tho i dont really play anymore :P
Thank god i'm not the only one thinking like that Since those hitsounds originate from quake 3, where it was that way.
A comparison with the pitch inverted would be great, by looking at the videos I'd assume it would be more intuitive, but I could be wrong.
One thing that disturb me though, is that the sound comes too late on the video. Maybe it doesn't feel that way while playing, .but it really feel that way.
- Added server-confirmed hitsounds.
- Added last life accuracy to the death stats.
- Added extra checks to Mod Updater.
- Updated NSL lights. Smalls changes for veil, summit. Revamp for descent.
- Better method for hiding backgrounds in the alien GUI.
- Renamed Map tab to Misc. The new Hitsounds option is there.
when i first loaded into game after this update the rifle firing noise got stuck, then it happened again like thirty seconds later. dunno if it's related, figured i'd report.
hit sounds are great so far, it's shocking how much swipe no-reges once it's all in your face like this.
when i first loaded into game after this update the rifle firing noise got stuck, then it happened again like thirty seconds later. dunno if it's related, figured i'd report.
hit sounds are great so far, it's shocking how much swipe no-reges once it's all in your face like this.
I just discovered something intended by the hitsounds but could be quite an advantage. Hitsounds only works on players and not structures (Such as eggs). However, it will work on player eggs. If you run into a hive and shoot 1 LMG bullet per egg to find a player, you will be able to find which one it is immediately based off if it makes noise instead of shooting several bullets to see how much health each egg has.
Sigh, i dont want to shit up mendasps thread but you must not understand how consistency checks work.. Any ENSL servers (i dont care about pubs) force consistency on most of the games files, which includes textures/models. What I'm talking about is much lower level and CAN bypass those checks, and would also let you see things through walls etc.
If you can already do this on pubs with textures and such, WTF why are you asking for another mod to do it too?
That is incorrect, You can fix consistency & the mod to only allow the gun to be hidden. Not walls and fluro skulks. You're thinking about the australian who done this exact mod 100 builds ago. However if not done properly your point is valid.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
@nezz - I don't think you realise that while the consistency check is a good system, it is not full-proof. This is what @xDragon is talking about. Consistency can be bypassed, and you can run all-sorts of hacks. Fortunately, as NS2 has such a small playerbase, it is not really a problem.
I just discovered something intended by the hitsounds but could be quite an advantage. Hitsounds only works on players and not structures (Such as eggs). However, it will work on player eggs. If you run into a hive and shoot 1 LMG bullet per egg to find a player, you will be able to find which one it is immediately based off if it makes noise instead of shooting several bullets to see how much health each egg has.
It really bothers me that the hitsounds don't work in pregame or even pregameplus. Is there any chance this will get fixed mendasp, or am I just going to have to get used to this? I wouldn't even mind if the hitsounds were triggered clientside if that's what it takes!
Also, I didn't get a chance to replicate this, so I might be wrong. But does hitsounds reveal hallucinations? It might be that my aim was just rubish and I missed the hallucinations, can anyone confirm?
It really bothers me that the hitsounds don't work in pregame or even pregameplus. Is there any chance this will get fixed mendasp, or am I just going to have to get used to this? I wouldn't even mind if the hitsounds were triggered clientside if that's what it takes!
Also, I didn't get a chance to replicate this, so I might be wrong. But does hitsounds reveal hallucinations? It might be that my aim was just rubish and I missed the hallucinations, can anyone confirm?
Well, it's not that it's "broken", it's just how it works, since the hitsounds are hooked up to the stats tracking I do, and the stats only start working when the game has started.
Hallucinations are no different than another player to your client, so they should be making hitsounds the same.
Is this a known one? It may be that he dropped his weapon or something.
Why does this start at Script Error #3? Anyways, looking at this, you can see that the player has a rifle and it's full, but for some reason it doesn't have an AbilityBar GUIItem... so unless you give me more details or repro steps I can't do anything else. I can check if the item exists I guess...
Sorry, we were testing his mod last night, and this popped up in my logs; Steam kept cutting off my messages, so the only complete section he received was error #3.
I have a total of 7 of these errors in my log. Here's the first one:
I added that extra check so the error shouldn't pop up again. I'm not going to update just yet since I'm in the middle of adding some other stuff, but I'll post here as always when I update and you can re-check again.
Comments
The games I played with hitsounds usually made their high damage zone hits higher pitched (e.g. Headshots). and i think that is for a good reason...
Higher pitch sounds more aggressive, higher contrast, strong => stands out more => something special happened
While lower pitch is less aggressive, less contrast, weak...
Going by that logic...
Since we dont have special hitzones, I would make the basic and 90%+ hit sounds the same for everything. (if there were special hit zones with dmg multipliers they would be pitched above that norm)
For the Shotgun example, the 90%+ hit should have the exact same pitch as a hit with a pistol or lmg. The partial (lower damage) hits would be lower pitched than that.
Its not a big difference, but well... at least i would like it more that way, even tho i dont really play anymore :P
When playing around said slider I found a good volume to be 5-10%, which means they are absurdly loud as you might have figured out at this point (in the video they are 100%), so I'll adjust the volume of the sounds so the slider is not completely useless.
Well, it's super easy to invert the order of the sounds in code, to be honest, but I don't know how many people would expect the option to work that way (if more people want this I can make it happen!). I was also planning to have a higher pitch option, so more pellet hits would be higher pitched since some games do that (TF2).
Default option is off, in fact. I always set the defaults to how vanilla NS2 behaves.
And in related news, I added a preview sound to the menu, so there will be a small button to the left of the option entry where if you click it will play your chosen sound with the chosen volume! Is that awesome or what?
Thank god i'm not the only one thinking like that Since those hitsounds originate from quake 3, where it was that way.
One thing that disturb me though, is that the sound comes too late on the video. Maybe it doesn't feel that way while playing, .but it really feel that way.
Because I don't play on servers that let those cheats on. And because I believe letting the users the choice is always better.
- Added last life accuracy to the death stats.
- Added extra checks to Mod Updater.
- Updated NSL lights. Smalls changes for veil, summit. Revamp for descent.
- Better method for hiding backgrounds in the alien GUI.
- Renamed Map tab to Misc. The new Hitsounds option is there.
hit sounds are great so far, it's shocking how much swipe no-reges once it's all in your face like this.
That is incorrect, You can fix consistency & the mod to only allow the gun to be hidden. Not walls and fluro skulks. You're thinking about the australian who done this exact mod 100 builds ago. However if not done properly your point is valid.
Should be easy to fix, I'll do it later today. Well, of course, they are server confirmed hits, the delay depends on ping.
Also, unexpectedly, higher pitch for higher damage makes much more sense to me.
Edit: Just published a fix. Player eggs won't make hitsounds anymore.
You owe me a fade egg.
Also, I didn't get a chance to replicate this, so I might be wrong. But does hitsounds reveal hallucinations? It might be that my aim was just rubish and I missed the hallucinations, can anyone confirm?
Well, it's not that it's "broken", it's just how it works, since the hitsounds are hooked up to the stats tracking I do, and the stats only start working when the game has started.
Hallucinations are no different than another player to your client, so they should be making hitsounds the same.
I might end up using a slightly different outline for buildings since it also works in reverse (can see buildings through players).
Will this work for the other alien visions?
Got this when a turret was shooting a bot over and over until the bot is killed (the turret stops shooting).
Also saw this one when testing my own mod, but it looks unrelated to my stuff Is this a known one? It may be that he dropped his weapon or something.
Why does this start at Script Error #3? Anyways, looking at this, you can see that the player has a rifle and it's full, but for some reason it doesn't have an AbilityBar GUIItem... so unless you give me more details or repro steps I can't do anything else. I can check if the item exists I guess...
Sorry, we were testing his mod last night, and this popped up in my logs; Steam kept cutting off my messages, so the only complete section he received was error #3.
I have a total of 7 of these errors in my log. Here's the first one:
I can't paste the others, since the post gets too long to be posted, but I believe I was in the command station at the time, if that helps at all.