I've only ever used stopsound on cs_office when that outer door from CT start loops. I don't even have it bound in NS and have never found it necessary.
We've already established that powersilo isn't MEANT to be that loud, though for now it is, and I swear I'm going to get complaints about my PHAT speakers causing structural damage when I visit that hive. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Yeah guys, as greyfox said, most of these maps that have incredibly loud ambient sounds that loop over and over and dont even let you hear your own thoughts are NOT meant to be that way. Its ok to use stopsound to hear people. Remember, ambient sounds are there to give ATMOSPHERE, not to balance a map out.
That being said, i believe stopsound is a valid command.
Or you could just edit the sound files to play at lower volume.... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
What a stupid thing to be arguing about... I Happen to need the StopSound console command because sounds for the HMG/Welder and some ambient noises keep looping on me.
And until the powersilo ambient sounds are fixed its needed
I personally like the concept of certain map locations making it tough to hear incoming enemies. I always assumed that was why they were there. Just as an example, the "Threshold" area on ns_nothing, outside Cargo Bay, has a steam vent and a nice little skulk ledge right above it. I always think of that as a perfect place for a skulk ambush because I can run up behind the incoming marines and my footsteps are masked by the steam. Adds an extra dimension of cleverness to my skulk game pre-silence (and if the marines are equally clever, they watch their backs). It kinda sucks if the marines can negate my cleverness by whacking a key on their keyboard - it's almost (but not quite) like negating the cleverness of a good hiding spot by using a wallhack.
To those people whose ears bleed: maybe you should turn down your sound a little? I never find any of the ambient sounds too loud. I guess if you've become dependent on the taboo command, you turn your sound waaaay up so you can hear every little skulk footstep, and at the same time give yourself an excuse for using the command...?
All that's been going around this thread are the same rationals that have been thrown around on other exploit threads. It's amusing that none of the people that are pro-exploiting catch on <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--babygirl+Mar 17 2003, 12:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (babygirl @ Mar 17 2003, 12:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have NEVER had a sound looping problem. Ever.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> It's apparent you aren't very familiar with the Half-Life engine and it's famous bugs.
You obviously have NOT been playing Half-Life very long if you haven't seen an elevator/door/etc get "stuck" and loop it's sounds.
<!--QuoteBegin--babygirl+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (babygirl)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Samwise gets the babygirl seal of approval. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Is that at all like a cookie? And if so, what flavor?
<!--QuoteBegin--Propagandhi+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Propagandhi)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You obviously have NOT been playing Half-Life very long if you haven't seen an elevator/door/etc get "stuck" and loop it's sounds. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Don't try to confuse the issue here. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> What we're talking about as an exploit is using stopsound to turn off ambient sounds that were built into the map, not using stopsound to stop buggy looping sound. There's a big ol' difference.
Though for what it's worth, I've never had to use stopsound on an NS map, because the elevators are generally relatively quiet, and far away from my base, so they aren't constantly annoying. (Contrast cs_office, where the stuck door absolutely deafened everyone near the CT spawn because it was so loud, or cs_militia, with its grating high-pitched squeaky doors that made you want "can of oil" to be on the shopping list so you could grease 'em.)
Let's just turn all image models to hulking cones that show exact hitboxes and switch the sounds of all aliens to a loud clanking sound that can be heard for miles around. I'm not saying stopsound is bad, I've even had to use it once. The game is too exploitable right now, making scrubs out of many players simply because they do not exploit these rules to their advantage or even know about them. Ala Quake, I have seen many players that have done this. How do you know? Go spectate servers for a day instead of play. Not just one server but many. And make sure they're big ones, those are the ones the cheaters like to inhabit because there's less of a chance to be caught. I have seen aliens AND marines both wait or jump out at a moment when they should not have been able to see and/or hear the marine/alien nearby.
Wallhack, aimbot, and other minor hacks are rampant currently and it's really decreasing many people's enjoyment of gameplay. Personally, I believe this sortof falls back to the developer's responsibility...if not them...who else is supposed to detect it? We can't all hire 24/7 server admins to babysit our servers and even then they can make mistakes. So...now what?
<!--QuoteBegin--Propagandhi+Mar 18 2003, 02:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Propagandhi @ Mar 18 2003, 02:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> She just made it sound like it was everyone else's fault for getting sound loops.
I haven't come across too many sound loops on NS maps either. Though, one time I remember the elevator by the Ventilation hive in ns_caged loop'd..... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> It's not your fault for getting a loop. But it's your fault if you use that to justify binding a key to stopsound "just in case". You can see where I'm going with this. =P
I have noticed in some maps on looping sound stopsound dosn't stop the sound it stops it but it begins to replay again im not sure if this is my computer or the mapper has done this some how (dont no not a mapper) but if this is true then stopsound should be able to used when ever you want because if the sound if there for a reason it will keep playing after stopsound anyway.
<!--QuoteBegin--greyfox555+Mar 18 2003, 04:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (greyfox555 @ Mar 18 2003, 04:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Stopsound is NOT AN EXPLOT people!!!
It if fine to use, map ambiance sounds are to provide AMBIANCE SOUND!! Not to balance the map out. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Thats what I believe as well. Do certain ambient sounds add to the atmosphere of the game? Absolutely. There is no disputing that. However, do certain extremely LOUD ambient sounds distract from the game and negate the atmosphere? In my opinion, yes. I use stopsound to remove those extremely and overly loud sounds that detract from the GAMEPLAY experience.
Keep in mind, that if someone is constantly spamming stopsound (say in powersilo, to remove the loud noise there), they are also removing all the other sounds. They cant hear anyone on voice comms, and they certainly can't hear skulks approaching.
Anything that gives one player an advantage over another like this IS EXPLOITING and CHEATING.
You guys are as thick as the Hoover Dam! If you can hear me coming up on you where you otherwise couldn't then you are freaking cheating. To argue otherwise would be like using a command that allows you to pass through walls like a ghost because "it's too hard to get to where I need to go".
B f'ing S!!!
Turning off the sounds except those of footsteps or gunshots or what ever is the sound equivalent of a wall hack. Wall hacks allow you to see people you can't see so as to not get killed by them. THIS IS CHEATING. END OF STORY!
<!--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-->greyfox555 Posted on Mar 18 2003, 05:40 PM -------------------------------------------------------------------------------- Stopsound is NOT AN EXPLOIT people!!!
It if fine to use, map ambiance sounds are to provide AMBIANCE SOUND!! Not to balance the map out. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
He ends all argument right there. And besides, when you hit stopsound in the hive in question here (powersilo), it doesn't stop the sound anyways.
No, I don't know what sounds you people are hearing or not hearing. All I know is this.
It's <b>really</b> simple. If someone can use a command to alter their gameplay so as to hear other players where they otherwise would not hear them, then they are <b>cheating</b>. That's the end of the arguement.
<!--QuoteBegin--Heresy_Fnord+Mar 18 2003, 11:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Heresy_Fnord @ Mar 18 2003, 11:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This thread needs to end.
Anything that gives one player an advantage over another like this IS EXPLOITING and CHEATING.
You guys are as thick as the Hoover Dam! If you can hear me coming up on you where you otherwise couldn't then you are freaking cheating. To argue otherwise would be like using a command that allows you to pass through walls like a ghost because "it's too hard to get to where I need to go".
B f'ing S!!!
Turning off the sounds except those of footsteps or gunshots or what ever is the sound equivalent of a wall hack. Wall hacks allow you to see people you can't see so as to not get killed by them. THIS IS CHEATING. END OF STORY! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Lol. I guess the guy with the 3 gig p4 is cheating, cuz his processor is faster than mine and gives him an advantage when there are lots of buildings and stuff on the screen.
Not to sound like a broken record, but it's in there for a reason, so why not use it?
<!--QuoteBegin--greyfox555+Mar 18 2003, 05:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (greyfox555 @ Mar 18 2003, 05:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Stopsound is NOT AN EXPLOT people!!!
It if fine to use, map ambiance sounds are to provide AMBIANCE SOUND!! Not to balance the map out. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> yeah what about rdrawviewmodel? are skulk teeth a balance issue or ambience?
i realize that statement is highly flammable and off topic, my point is deeper.
we dont know what is part of the game as a balance issue or simply eye candy (or ear in this instance). i would prefer any overly loud sounds be tailored to a proper volume (whether its intentionally loud or intentionally quiet, the point is that it is intentional) and then any such game changing commands should be locked!
if CAL wont let me use WolfWing's pretty new hivesight sprites then i have to live with the poopy original ones or pray that 1.1 comes out with some nicer ones.
main point: we should paly the game as was intended. and we dont know exactly how the game is intended until we hear from someone "up there"
<!--QuoteBegin--Jon Vincible+Mar 18 2003, 04:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jon Vincible @ Mar 18 2003, 04:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Lol. I guess the guy with the 3 gig p4 is cheating, cuz his processor is faster than mine and gives him an advantage when there are lots of buildings and stuff on the screen.
Not to sound like a broken record, but it's in there for a reason, so why not use it? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> There's a difference between a machine that is faster giving better framerates and someone that uses a command to get rid of sounds that are allowing that person to hear better.
Maybe if you came up with an anology that dealt with the issue at hand it would make more sense.
This isn't an issue of framerate, this is an issue of commands being used to give someone an advantage. If <b>everyone</b> used the command it would be one thing. This is like saying that someone who uses steroids on a football team isn't cheating as long as the other players are already fast/strong. It IS cheating.
<b>If</b> you were meant to not hear the sounds, they'd already not be there.
That's a very strict interpretation. I prefer the loose interpretation, if you can do it, then either you are meant to, or it will be fixed. To try to police everyone using this "exploit" is impossible, that's the dev's job.
<!--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-->If you were meant to not hear the sounds, they'd already not be there. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You're right, assuming the devs are space robots trying to take over the world by making NS into a new drug. Because we all know robots don't make mistakes.
Oh wait, but they're human aren't they? That means they can make mistakes that accidentally made it in to 1.1 or they got rushed due to the pressure of the release date for NS, or, maybe they just didn't think it was too much of a big deal and decided to release it anyways.
The point being: It has already been stated by the mappers that it is a bug and not a balance issue. The sounds will be reduced in volume for 1.1 or whichever version they desire to fix it on, and until then, people will try to mute their incrdibly loud ambient sound because it hurts some people's ears. Now, personally, i play with my volume reasonably high, but not high enough to damage my hearing. This sound makes my eardrums beg for help, threfore i just use the stopsound command to prevent hearing loss. Should i become deaf to please the whims of people who say "omg he can hear my footsteaps so he r teh h4x!!!111"?
<!--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 prefer the loose interpretation, if you can do it, then either you are meant to, or it will be fixed.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--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-->Anything that gives one player an advantage over another like this IS EXPLOITING and CHEATING.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Let this be a lesson to all you people who have your keys in a more convenient configuration then the all-knowing voice of reason here. You must change them back now! In fact, everyone using a mic must stop because voice comm is clearly cheating. Anyone with decent speakers instead of tinny small ones is also cheating since you can hear more clearly. Anyone who adjusts the resolution of NS must also be cheating since the on-screen sprites take up a different amount of screen space.
<!--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-->You guys are as thick as the Hoover Dam! If you can hear me coming up on you where you otherwise couldn't then you are freaking cheating.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This in spite of the fact that different people have different speakers, and that several playtesters / map makers have clearly identified the ultra-loud sounds as a bug.
<!--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-->To argue otherwise would be like using a command that allows you to pass through walls like a ghost because "it's too hard to get to where I need to go".<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Oooh-just thought you'd throw this one in here for kicks huh. Even though it's not really related at all.
Here is a prime example of a truely intellectual, well thought out argument.
<!--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-->Turning off the sounds except those of footsteps or gunshots <b>or what ever</b> is the sound equivalent of a wall hack.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
"You can't do anything except what I think is OK or it's cheating".
If the developers label it as a cheat or an exploit, then the community should accept that and moves should be made to disable the cheat/exploit. Until that time however, I have no problem with those who choose to turn off or down the sounds. I haven't personally done so yet, but I may get around to it one of these days.
end of story... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> This said by the same player who uses r_drawviewmodel 0.
If the sounds are so loud for everyone, why don't you just go edit the sounds, and lower the volume? Personally, I don't think this is a great idea either, but still, it's better than you removing all sounds entirely.
PowerSilo makes your 'ears bleed'? Good grief! Either you have overly sensitive ears, or you have your sounds turned up too high. Sure, the sounds are louder than others. But it's hardly <b>that</b> bad. I just played ns_nothing today, and I didn't think the sounds were making 'my ears beg for mercy'.
Comments
I've only ever used stopsound on cs_office when that outer door from CT start loops. I don't even have it bound in NS and have never found it necessary.
We've already established that powersilo isn't MEANT to be that loud, though for now it is, and I swear I'm going to get complaints about my PHAT speakers causing structural damage when I visit that hive. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
That being said, i believe stopsound is a valid command.
And until the powersilo ambient sounds are fixed its needed
Just wanted to say that
To those people whose ears bleed: maybe you should turn down your sound a little? I never find any of the ambient sounds too loud. I guess if you've become dependent on the taboo command, you turn your sound waaaay up so you can hear every little skulk footstep, and at the same time give yourself an excuse for using the command...?
All that's been going around this thread are the same rationals that have been thrown around on other exploit threads. It's amusing that none of the people that are pro-exploiting catch on <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
It's apparent you aren't very familiar with the Half-Life engine and it's famous bugs.
You obviously have NOT been playing Half-Life very long if you haven't seen an elevator/door/etc get "stuck" and loop it's sounds.
I'm not attacking you, BTW.
Samwise gets the babygirl seal of approval.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Is that at all like a cookie? And if so, what flavor?
<!--QuoteBegin--Propagandhi+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Propagandhi)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
You obviously have NOT been playing Half-Life very long if you haven't seen an elevator/door/etc get "stuck" and loop it's sounds.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Don't try to confuse the issue here. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> What we're talking about as an exploit is using stopsound to turn off ambient sounds that were built into the map, not using stopsound to stop buggy looping sound. There's a big ol' difference.
Though for what it's worth, I've never had to use stopsound on an NS map, because the elevators are generally relatively quiet, and far away from my base, so they aren't constantly annoying. (Contrast cs_office, where the stuck door absolutely deafened everyone near the CT spawn because it was so loud, or cs_militia, with its grating high-pitched squeaky doors that made you want "can of oil" to be on the shopping list so you could grease 'em.)
I haven't come across too many sound loops on NS maps either.
Though, one time I remember the elevator by the Ventilation hive in ns_caged loop'd.....
Wallhack, aimbot, and other minor hacks are rampant currently and it's really decreasing many people's enjoyment of gameplay. Personally, I believe this sortof falls back to the developer's responsibility...if not them...who else is supposed to detect it? We can't all hire 24/7 server admins to babysit our servers and even then they can make mistakes. So...now what?
I haven't come across too many sound loops on NS maps either.
Though, one time I remember the elevator by the Ventilation hive in ns_caged loop'd..... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
It's not your fault for getting a loop. But it's your fault if you use that to justify binding a key to stopsound "just in case". You can see where I'm going with this. =P
It if fine to use, map ambiance sounds are to provide AMBIANCE SOUND!! Not to balance the map out.
*my 20c*
It if fine to use, map ambiance sounds are to provide AMBIANCE SOUND!! Not to balance the map out. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Thats what I believe as well. Do certain ambient sounds add to the atmosphere of the game? Absolutely. There is no disputing that. However, do certain extremely LOUD ambient sounds distract from the game and negate the atmosphere? In my opinion, yes. I use stopsound to remove those extremely and overly loud sounds that detract from the GAMEPLAY experience.
Keep in mind, that if someone is constantly spamming stopsound (say in powersilo, to remove the loud noise there), they are also removing all the other sounds. They cant hear anyone on voice comms, and they certainly can't hear skulks approaching.
[Edit: Great minds think alike, Sandrocky. =) ]
Sheesh. I even saw a post which claimed custom crosshairs was cheating.
Anything that gives one player an advantage over another like this IS EXPLOITING and CHEATING.
You guys are as thick as the Hoover Dam! If you can hear me coming up on you where you otherwise couldn't then you are freaking cheating. To argue otherwise would be like using a command that allows you to pass through walls like a ghost because "it's too hard to get to where I need to go".
B f'ing S!!!
Turning off the sounds except those of footsteps or gunshots or what ever is the sound equivalent of a wall hack. Wall hacks allow you to see people you can't see so as to not get killed by them. THIS IS CHEATING. END OF STORY!
--------------------------------------------------------------------------------
Stopsound is NOT AN EXPLOIT people!!!
It if fine to use, map ambiance sounds are to provide AMBIANCE SOUND!! Not to balance the map out. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
He ends all argument right there. And besides, when you hit stopsound in the hive in question here (powersilo), it doesn't stop the sound anyways.
It's <b>really</b> simple. If someone can use a command to alter their gameplay so as to hear other players where they otherwise would not hear them, then they are <b>cheating</b>. That's the end of the arguement.
Anything that gives one player an advantage over another like this IS EXPLOITING and CHEATING.
You guys are as thick as the Hoover Dam! If you can hear me coming up on you where you otherwise couldn't then you are freaking cheating. To argue otherwise would be like using a command that allows you to pass through walls like a ghost because "it's too hard to get to where I need to go".
B f'ing S!!!
Turning off the sounds except those of footsteps or gunshots or what ever is the sound equivalent of a wall hack. Wall hacks allow you to see people you can't see so as to not get killed by them. THIS IS CHEATING. END OF STORY! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Lol. I guess the guy with the 3 gig p4 is cheating, cuz his processor is faster than mine and gives him an advantage when there are lots of buildings and stuff on the screen.
Not to sound like a broken record, but it's in there for a reason, so why not use it?
It if fine to use, map ambiance sounds are to provide AMBIANCE SOUND!! Not to balance the map out. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
yeah what about rdrawviewmodel? are skulk teeth a balance issue or ambience?
i realize that statement is highly flammable and off topic, my point is deeper.
we dont know what is part of the game as a balance issue or simply eye candy (or ear in this instance). i would prefer any overly loud sounds be tailored to a proper volume (whether its intentionally loud or intentionally quiet, the point is that it is intentional) and then any such game changing commands should be locked!
if CAL wont let me use WolfWing's pretty new hivesight sprites then i have to live with the poopy original ones or pray that 1.1 comes out with some nicer ones.
main point: we should paly the game as was intended. and we dont know exactly how the game is intended until we hear from someone "up there"
Lol. I guess the guy with the 3 gig p4 is cheating, cuz his processor is faster than mine and gives him an advantage when there are lots of buildings and stuff on the screen.
Not to sound like a broken record, but it's in there for a reason, so why not use it? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
There's a difference between a machine that is faster giving better framerates and someone that uses a command to get rid of sounds that are allowing that person to hear better.
Maybe if you came up with an anology that dealt with the issue at hand it would make more sense.
This isn't an issue of framerate, this is an issue of commands being used to give someone an advantage. If <b>everyone</b> used the command it would be one thing. This is like saying that someone who uses steroids on a football team isn't cheating as long as the other players are already fast/strong. It IS cheating.
<b>If</b> you were meant to not hear the sounds, they'd already not be there.
You're right, assuming the devs are space robots trying to take over the world by making NS into a new drug. Because we all know robots don't make mistakes.
Oh wait, but they're human aren't they? That means they can make mistakes that accidentally made it in to 1.1 or they got rushed due to the pressure of the release date for NS, or, maybe they just didn't think it was too much of a big deal and decided to release it anyways.
The point being: It has already been stated by the mappers that it is a bug and not a balance issue. The sounds will be reduced in volume for 1.1 or whichever version they desire to fix it on, and until then, people will try to mute their incrdibly loud ambient sound because it hurts some people's ears. Now, personally, i play with my volume reasonably high, but not high enough to damage my hearing. This sound makes my eardrums beg for help, threfore i just use the stopsound command to prevent hearing loss. Should i become deaf to please the whims of people who say "omg he can hear my footsteaps so he r teh h4x!!!111"?
I doubt i would do such a thing.
I can install OGC.......
Let this be a lesson to all you people who have your keys in a more convenient configuration then the all-knowing voice of reason here. You must change them back now! In fact, everyone using a mic must stop because voice comm is clearly cheating. Anyone with decent speakers instead of tinny small ones is also cheating since you can hear more clearly. Anyone who adjusts the resolution of NS must also be cheating since the on-screen sprites take up a different amount of screen space.
<!--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-->You guys are as thick as the Hoover Dam! If you can hear me coming up on you where you otherwise couldn't then you are freaking cheating.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This in spite of the fact that different people have different speakers, and that several playtesters / map makers have clearly identified the ultra-loud sounds as a bug.
<!--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-->To argue otherwise would be like using a command that allows you to pass through walls like a ghost because "it's too hard to get to where I need to go".<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Oooh-just thought you'd throw this one in here for kicks huh. Even though it's not really related at all.
<!--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-->B f'ing S!!!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Here is a prime example of a truely intellectual, well thought out argument.
<!--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-->Turning off the sounds except those of footsteps or gunshots <b>or what ever</b> is the sound equivalent of a wall hack.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
"You can't do anything except what I think is OK or it's cheating".
If the developers label it as a cheat or an exploit, then the community should accept that and moves should be made to disable the cheat/exploit. Until that time however, I have no problem with those who choose to turn off or down the sounds. I haven't personally done so yet, but I may get around to it one of these days.
half life command
end of story...
half life command
end of story... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This said by the same player who uses r_drawviewmodel 0.
If the sounds are so loud for everyone, why don't you just go edit the sounds, and lower the volume? Personally, I don't think this is a great idea either, but still, it's better than you removing all sounds entirely.
PowerSilo makes your 'ears bleed'? Good grief! Either you have overly sensitive ears, or you have your sounds turned up too high. Sure, the sounds are louder than others. But it's hardly <b>that</b> bad. I just played ns_nothing today, and I didn't think the sounds were making 'my ears beg for mercy'.