The Sound Removing Console Command

AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
<div class="IPBDescription">Is it really unfair?</div> Now, I don't use it very often, but mostly on noisy maps, so I wont hurt my ears... however, in-game, I said (after using it) "/me uses *"(* being the command.), which was followed by a guy saying "/me uses admin_ban".
I was rather surprised that he thought it unfair(he wasn't an admin fortunately, so we could discuss it abit), but it got me thinking. Its kind-of the same as other cheats, but its also kindof like ex_interp(search for that on these forums if you dont know), ie you get a minor/major advantage over those that dont use it, or especially, <b>those that dont know about it.</b>

But it can't be THAT big an advantage...or?
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Comments

  • DeepShadowsDeepShadows Join Date: 2003-02-11 Member: 13408Members, Constellation
    As he randomly trails out and back into his inner monologue -


    my head exlodes.
  • MedHeadMedHead Join Date: 2002-12-19 Member: 11115Members, Constellation
    This removes all background sound, right? Try protecting Power Silo in ns_nothing. Not exactly easy to do with that constant noise in the background. One can barely hear anything. But with this command, it makes it possible to hear every sound the enemy makes nearby. I think that can give an advantage - more so than one may think.

    At the servers I frequent, the majority of players consider it a taboo command.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    You guys aren't talking about stopsound are you?
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    <!--QuoteBegin--MMZ>Torak+Mar 17 2003, 07:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MMZ>Torak @ Mar 17 2003, 07:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You guys aren't talking about stopsound are you? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    im sure they are, which is funny even though i don't use it.
  • SandrockSandrock Join Date: 2002-12-16 Member: 10905Members, Constellation, Reinforced - Shadow
    I dont think its wrong to use it at all. In some areas on some of the maps, the ambient noises are very loud, making it hard to listen for incoming enemies. Sound is a key to this game, and having some stupid steam sound totally block your ability to listen for the enemy is kind lame, IMO. Besides, it wont make your aim better, wont make you move or shoot faster, and wont necessarily make you live longer.

    For example, on ns_nancy, in the small hallway between marine base and messhall, there is steam shooting out of the wall and the noise created is very loud. It's very hard to sit in that corridor and listen for incoming skulks. Especially early in the game, knowing where those enemies are is important.

    Personally, I see nothing wrong with using it. It's only useful in certain situations. But thats just my opinion.

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> listens.
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> can't hear <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> because of NOISE!
    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> eats <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • SandrockSandrock Join Date: 2002-12-16 Member: 10905Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin--MedHead+Mar 17 2003, 09:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MedHead @ Mar 17 2003, 09:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This removes all background sound, right? Try protecting Power Silo in ns_nothing. Not exactly easy to do with that constant noise in the background. One can barely hear anything. But with this command, it makes it possible to hear every sound the enemy makes nearby. I think that can give an advantage - more so than one may think.

    At the servers I frequent, the majority of players consider it a taboo command. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Actually, it doesn't work too well with Powersilo. You can use the command, but the loud gestating noise comes right back. You'd have to constantly be using the command or spamming a key to totally block the sound, but then you'd be too preoccupied and wouldn't be able to shoot anyways. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->In some areas on some of the maps, the ambient noises are very loud, making it hard to listen for incoming enemies. Sound is a key to this game, and having some stupid steam sound totally block your ability to listen for the enemy is kind lame, IMO. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yea, sound is key, not being able to hear things in certain places is part of the game.
  • babygirlbabygirl Join Date: 2003-01-16 Member: 12378Members
    <!--QuoteBegin--Sandrocky+Mar 17 2003, 11:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sandrocky @ Mar 17 2003, 11:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I dont think its wrong to use it at all. In some areas on some of the maps, the ambient noises are very loud, making it hard to listen for incoming enemies. Sound is a key to this game, and having some stupid steam sound totally block your ability to listen for the enemy is kind lame, IMO. Besides, it wont make your aim better, wont make you move or shoot faster, and wont necessarily make you live longer.

    For example, on ns_nancy, in the small hallway between marine base and messhall, there is steam shooting out of the wall and the noise created is very loud. It's very hard to sit in that corridor and listen for incoming skulks. Especially early in the game, knowing where those enemies are is important.

    Personally, I see nothing wrong with using it. It's only useful in certain situations. But thats just my opinion.

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> listens.
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> can't hear <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> because of NOISE!
    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> eats <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I've never seen someone shoot themselves in the foot so unknowingly.

    Of COURSE it's going to make you live longer if you can hear something coming from a mile away. It was never meant that you could from any of those positions! Ambient sounds provide some balance - did you ever notice that many of the 'louder' areas are key locations? They're specifically put there so that the assaulting team will have a slightly easier time getting the place back. Without them, it's pretty hard. Whenever someone is coming, you can just point in the direction you hear the sound and wait.

    In my opinion, the command should be disabled in future versions.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I dont think its wrong to use it at all. In some areas on some of the maps, the ambient noises are very loud, making it hard to listen for incoming enemies. Sound is a key to this game, and having some stupid steam sound totally block your ability to listen for the enemy is kind lame, IMO<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    That's the entire point.

    Say you're parasited. The skulks know exactly where you are, and how much you're moving. If you can hear them perfectly too, you know when they arrive, which way they're coming from, and if you have 3d sound, you can be pretty damn precise.

    Therefore, it gives you an advantage over those who don't use it. Unfairly.

    Idioms;
    Take advantage of;

    2. To profit selfishly by; exploit: took advantage of the customer.
  • MedHeadMedHead Join Date: 2002-12-19 Member: 11115Members, Constellation
    <!--QuoteBegin--MMZ>Torak+Mar 17 2003, 10:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MMZ>Torak @ Mar 17 2003, 10:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You guys aren't talking about stopsound are you? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Since we were debating the issue of it being taboo, it seems we all figured we wouldn't mention the exact command, to avoid any further use of it.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    It only stops client side sound and as was previously stated, you'd have to practically spam it to be effective. So pointless, and anyway, why do people persist in trying to find ways to cheat?
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    You guys have the perspective

    it shouldn't be a used
    obviously the ambient noises are part of atmosphere

    but maybe it should be an upgrade :-)
  • HoMIciDaL_PuPPyHoMIciDaL_PuPPy Join Date: 2002-11-27 Member: 10091Members
    ok babygirl said it should be disabled ! lol

    wWat happens if an elevator sound begins to loudly loop over and over again non-stop??? i guess you would rejoin?!?!? wow thats kinda lame...
  • MedHeadMedHead Join Date: 2002-12-19 Member: 11115Members, Constellation
    The only time sounds loop for me is when my computer locks up. So, I am somewhat forced to restart the game.
  • Bob_the_BurritoBob_the_Burrito Join Date: 2002-12-19 Member: 11175Members, Constellation
    edited March 2003
    [edit] This post has been "Pointlessified" by popular demand! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    I aim to please.

    -Burrito
  • JowerJower Join Date: 2003-02-12 Member: 13448Members
    Aint that just repeating what's been said Bob ?
    And yes, I know this is even more pointless but that's me
    Pointlessified
  • MouseyMousey Join Date: 2002-11-07 Member: 7637Members
    I think babygirl said it best. The ambient sounds are there to make it harder for the defenders, it's there for a reason, and taking that out messes with the designers balance of the game, I personally think the command should be removed.

    And if a sound loops, well, hey it happens. It can be irritating sure, but you can always rejoin, or just buckle down and handle it.
  • babygirlbabygirl Join Date: 2003-01-16 Member: 12378Members
    edited March 2003
    I have NEVER had a sound looping problem. Ever.

    Sure, if aliens build under some doors/elevators, the sound might start repeating. But there is not one case of this where it is loud and annoying, as those sounds don't travel well. In fact, NS has the nicest door/lift sounds I've ever heard. They aren't grating, a la cs_milita (I can still hear it in my sleep <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> ). And really, if a door or lift was blocked like that in real life and didn't have any way of stopping once it was started, don't you think if would make some noise? =P Try finding an old garage door that was made before the new saftey standards were put in. That thing will chug away until it touches bottom.

    So, in conclusion, block it. The only reason to use it is to gain an unfair advantage.
  • 2of12B0RG2of12B0RG Join Date: 2002-12-21 Member: 11285Members
    I have stopsound bound to a key, and as soon as each map begins, I use it. Certain noises cause my ears to bleed and I'm tired of blood pouring down my face and dripping onto my keyboard.

    Stopsound doesn't work on TONS of the loud annoying sounds that I wish it would. (powersilo and viaduct are the first two that come to mind) And if the devs thought it to be an unfair advantage, then I'm sure they would make the sounds they don't want being ceased like the ones that won't cease.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    Gotta love the "if the devs didn't want me to do it they woulda taken it out" excuse. Perhaps the devs thought the gaming public was more adult than it is...
  • MedHeadMedHead Join Date: 2002-12-19 Member: 11115Members, Constellation
    edited March 2003
    <!--QuoteBegin--2of12[B0RG]+Mar 17 2003, 03:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (2of12[B0RG] @ Mar 17 2003, 03:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have stopsound bound to a key, and as soon as each map begins, I use it. Certain noises cause my ears to bleed and I'm tired of blood pouring down my face and dripping onto my keyboard. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    So it does stop some sounds permanently? Please explain.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Stopsound just stops all sounds currently playing.

    If you haven't heard looping sounds before, you probably haven't been playing HL for a very long time since it's a common bug.

    I wonder if the level of sound is really meant to be that loud though. It really does (physically) hurt to be in those areas.
  • MedHeadMedHead Join Date: 2002-12-19 Member: 11115Members, Constellation
    <!--QuoteBegin--Ahnteis+Mar 17 2003, 03:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Mar 17 2003, 03:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Stopsound just stops all sounds currently playing.

    If you haven't heard looping sounds before, you probably haven't been playing HL for a very long time since it's a common bug.

    I wonder if the level of sound is really meant to be that loud though. It really does (physically) hurt to be in those areas. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I have been playing Half Life for years.
  • MadjaiMadjai Join Date: 2002-11-01 Member: 2986Members
    ive noticed it stops some sounds that are triggered and loop, like an elevator that gets stuck. but other sounds are just part of the map and cant be perm stopped.
  • JowerJower Join Date: 2003-02-12 Member: 13448Members
    The only sound I've ever been annoyed by is the one in powersilo
    If you get annoyed by any other's I hereby pronounce you weak
    lol
  • KarriNKarriN Join Date: 2002-11-03 Member: 6617Members
    <!--QuoteBegin--Sandrocky+Mar 17 2003, 04:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sandrocky @ Mar 17 2003, 04:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I dont think its wrong to use it at all. In some areas on some of the maps, the ambient noises are very loud, making it hard to listen for incoming enemies. Sound is a key to this game, and having some stupid steam sound totally block your ability to listen for the enemy is kind lame, IMO. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    What a totally idiotic post. It's like saying it's not wrong to take the sounds of the nades falling on the ground in Day of Defeat and cranking the volume up on those so you can more easily spot falling nades and evade or throw them back. Or replacing the skulk walking sounds with heavier ones.

    Wallhacking etc. includes two types of cheating: either fooling yourself and trying to fool others or the other type, just annoying others.

    Then there's this third type, numbskulls who for some reason think things like stopsound aren't wrong. The only arguments to why he thinks it isn't wrong are: "But I can't hear the enemies!" and "The ambient noises are lame". Ever think they were MEANT to be that way? Go make your own mod which doesn't have any ambient noise so everyone playing feels like they're in a vacuum.
  • JowerJower Join Date: 2003-02-12 Member: 13448Members
    First you say it includes 2 types and then you say it's 3....
    hehe
    And vacuum is a cool word
    Vacuum ! Vacuuuuuuuum !
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    stopsound is meant to be used to be used to stop sound from looping. Yes, to use it for anything else degrades gameplay and is a bug exploit.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    <!--QuoteBegin--Ahnteis+Mar 17 2003, 09:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Mar 17 2003, 09:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I wonder if the level of sound is really meant to be that loud though. It really does (physically) hurt to be in those areas. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I feel the same way, especially the background noises in silo, I have to run away from defending the hive if it's under attack because it makes my ears feel like they're going to bleed.
  • greyfox5greyfox5 Join Date: 2002-02-14 Member: 217Members
    No, the ambiant sounds are not ment to freaking rip peoples ears out. Many maps I have played/tested have MASSIVELY LOUD ambiant sounds. Most of these will be fixed.
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