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FineArtOfSucking
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| Suggestions: force model sounds & timeout |
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Utcomp allows me to force the enemy and the teammate models.But what it doesnt do,is change their sounds.Even if I force enemy models to Ambrosia (a female model),my enemies jumping,hurting etc sounds will still be whatever their real,personally chosen model had.The same thing with teammates-forcing model doesnt force their sounds,except for the dying phrase.I want to be able to force sounds so that I can force all my teammates to some male model and enemeies to a female one,and then I will always be able to hear if thats a teammate or the enemy behind me,or around the corner etc.I remember than in q3 model sounds were forced as well as the model itself.
Also,in UT you can pause the game once you log in as the server admin.But in OSP for q3 any player could request a timeout anytime during a game.And thats very useful,for when a mosquito keeps landing on you,a dog is pulling on your pants or your mom/wife comes in asking you to help around the house,unwilling to understand the importance of the game you're playing,etc..
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| 02/24/05 07:12 |
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FineArtOfSucking
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| Re: Suggestions: force model sounds & timeout |
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Would actually be nice if your could force sounds even without forcing models..like in q3,I think there was a variable "enemysounds" or something like that.
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| 02/27/05 02:29 |
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Powerslave
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| Re: Suggestions: force model sounds & timeout |
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I've actually mentioned that about the model sounds to my clan mates a couple times recently. In Q3 Threewave I force that fat robot thing, so when I hear clanking sounds (their footsteps) I know it's an enemy. UT2004 doesn't have different walking sounds for every model though, so it wouldn't work as well, although I see what you're saying and I think it'd be useful as an option.
***THIS POST HAS BEEN EDITED***
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| 02/27/05 07:12 |
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FineArtOfSucking
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| Re: Suggestions: force model sounds & timeout |
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Im waiting for Lotus to respond to this thread.
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| 02/27/05 21:30 |
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xenos
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| Re: Suggestions: force model sounds & timeout |
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omgosh RESPOND... I want to know too. I am from Q3 and q3 mods are <3
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| 03/03/05 18:17 |
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Fathom
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| Re: Suggestions: force model sounds & timeout |
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doesnt seem like something that needs to be changed. :P
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| 03/07/05 16:33 |
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Lotus
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| Re: Suggestions: force model sounds & timeout |
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If its a utcomp bug ill fix it, if it isn't which it seems is how you are describing it, I won't be touching it.
***THIS POST HAS BEEN EDITED***
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| 03/07/05 17:02 |
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FineArtOfSucking
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| Re: Suggestions: force model sounds & timeout |
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Why the hell not?In 1v1 u can always listen for your enemy and play based on that.In TDM,are you suggesting its better as it is,that you cant rely on sound?Doesnt it make the game more random when you dont know whom to expect to face and get killed from behind all the time?
***THIS POST HAS BEEN EDITED***
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| 03/07/05 19:56 |
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Powerslave
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| Re: Suggestions: force model sounds & timeout |
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Well, in TDM, when you hear someone spawn, if your team has good communication (and you pay attention to death messages) you should know wether it's an enemy or team mate.
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| 03/07/05 22:21 |
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The_Fragile
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| Re: Suggestions: force model sounds & timeout |
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I like the timeout idea. It is extremely useful. It was used to quickly to go over a new strategy or take a quick bathroom break. And yes, it was used in pro events in q3 OSP CTF.
1 minute timeouts or something. They would own. PlayOwnFootSteps wasn't a bug, so why did you touch it :]
Because it is a necessity for some players, as this timeout option may be as well.
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| 03/07/05 22:31 |
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Lotus
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| Re: Suggestions: force model sounds & timeout |
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I *DIDNT* touch it, i added a menu option for it. You can still set it whenever you want, without utcomp.
***THIS POST HAS BEEN EDITED***
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| 03/07/05 23:03 |
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FineArtOfSucking
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| Re: Suggestions: force model sounds & timeout |
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| QUOTE | | Well, in TDM, when you hear someone spawn, if your team has good communication (and you pay attention to death messages) you should know wether it's an enemy or team mate. |
When you hear someone spawn..what about when you're on Antalus waiting for 100/DD and somebody is coming but you dont know who,and you combo a teammate,or let the enemy come in freely?What if you're fighting somebody and you hear another person closing in from behind,you think its teammate and you get full flak primary in your body,or you think its an enemy turn around and see its a teammate,while getting shot at by an enemy you were fighting while you're turning your screen all freaked out?
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| 03/08/05 00:10 |
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s0n1cm4yh3m
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| Re: Suggestions: force model sounds & timeout |
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| QUOTE | | QUOTE | | Well, in TDM, when you hear someone spawn, if your team has good communication (and you pay attention to death messages) you should know wether it's an enemy or team mate. |
When you hear someone spawn..what about when you're on Antalus waiting for 100/DD and somebody is coming but you dont know who,and you combo a teammate,or let the enemy come in freely?What if you're fighting somebody and you hear another person closing in from behind,you think its teammate and you get full flak primary in your body,or you think its an enemy turn around and see its a teammate,while getting shot at by an enemy you were fighting while you're turning your screen all freaked out? |
I agree w/ you, i think force sounds is a good idea... after all, it wouldnt change the overall gameplay, only improve a minor detail... and who doesnt think is plain weird to hear gorge scream like a little girl???
but in those situations you could simply take a look at the team overlay to identify if the person near to you is friend of foe...
if you guys are improving a big part of the netcode, and brought brightskins in the game, why not forcesounds?
timeout is nice too... but i believe it would mess up the demo recording... and i dont think it is extremely necessary (random disconnects arent that common anymore i believe)
***THIS POST HAS BEEN EDITED***
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| 03/08/05 07:21 |
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