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GameAmp: Hit detection sounds?

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Forum >> Main >> General Discussion >> Hit detection sounds?

 
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fleetze Profile
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Hit detection sounds? 

This is most likely a newbie question but, well I'm a newbie ;)

On all of the demos I was watching, I heard a little *plink* noise whenever a player connected with a hit. Seems like I remember this being a default sound on Quake 3. It could be very useful for me to improve my game. I can't seem to get this to work, and I was wondering is it a mod I need to download? Or have I simply missed the button to activate it in the options menu? Or is it only available in demos?

Thanks for the help!



06/21/05 01:04 Login to rate this user's post!
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Re: Hit detection sounds? 

http://ut2004.gameamp.com/ut2004/viewUtcomp

You need UTComp. It's a serverside mutator meaning you will only be able to use its features on servers with it enabled. Read more about it on the site I posted.. that's hosted here, heh.



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06/21/05 09:37 Login to rate this user's post!
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Re: Hit detection sounds? 

Speaking of Quake hitsounds, Raffi_B made a nice post @ BuF about using Quake3 hitsounds with UTComp.



06/21/05 12:22 Login to rate this user's post!
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Re: Hit detection sounds? 

ok guys thanks for the info. Sadly i think i'll have to pass on it. I'm mostly practicing up for LAN parties and I don't think any of the players are going to have UTComp installed..

I was wondering though, are there any mods that aren't serverside that I could use to give me an edge at a LAN party? Also, I don't have any human players to play against, could i expect to be competitive by practicing against only the bots?



06/22/05 03:00 Login to rate this user's post!
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Re: Hit detection sounds? 

QUOTE
ok guys thanks for the info.  Sadly i think i'll have to pass on it.  I'm mostly practicing up for LAN parties and I don't think any of the players are going to have UTComp installed.. 
Players don't need to have UTComp installed. It's installed & configured on the server itself. Clients just download the required packages & play.

QUOTE
I was wondering though, are there any mods that aren't serverside that I could use to give me an edge at a LAN party?
Not that I know of. In any case, you're talking about upsetting a fair play balance.

QUOTE
Also, I don't have any human players to play against, could i expect to be competitive by practicing against only the bots?
You'll only get good at beating bots if you do this. Sure, you might get better, but human competitors are MUCH more difficult to beat than bots.



06/22/05 08:42 Login to rate this user's post!
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Re: Hit detection sounds? 

QUOTE
I was wondering though, are there any mods that aren't serverside that I could use to give me an edge at a LAN party? 


That's what I'd like to call cheating.

QUOTE
Also, I don't have any human players to play against, could i expect to be competitive by practicing against only the bots?


Well, I can beat a godlike bot by about 40-50 in a 15 minute 1v1. So no, not really.



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06/22/05 11:48 Login to rate this user's post!
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Re: Hit detection sounds? 

Scumgrief wrote:

QUOTE
Players don't need to have UTComp installed. It's installed & configured on the server itself. Clients just download the required packages & play.


What I took from the brief description I got about UT Comp is that the host has to have it, and I don't think any players there, whoever hosts, will have it.

QUOTE
Not that I know of. In any case, you're talking about upsetting a fair play balance.


Of course, as is the same with practicing, or having a superior key setup.

dawgpound wrote:

QUOTE
That's what I'd like to call cheating.


Right, cause that's what I REALLY meant when I asked for a mod I could use, I wanted the auto aim program.. (Where's the rolling eyes smiley when you need it?)

Actually I was simply talking about something similar to a quake package I used to use in my Q1 days.. It made guys easier to see. I have a horrible problem spotting some of the models, especially on the blue team. However, I read a very helpful UT2k4 guide since my last post, and have learned about force model and apparently an option that makes people far away stand out more.

QUOTE
Well, I can beat a godlike bot by about 40-50 in a 15 minute 1v1. So no, not really.


At first I thought you meant the final score was you 50, and the bot 40.. and I was thinking well that's um.. not THAT great. But then I realized you're probably talking about the difference in the two scores.., getting a 50 point lead on it in 15 minutes is incredibly impressive. Still though, the bots are more than a match for me at this point, if I ever outdo them on a regular basis maybe I'll be able to find a difficult bot mod to download or something.

Thanks for the info guys.



06/23/05 02:07 Login to rate this user's post!
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Re: Hit detection sounds? 

Any type of client side program that you run along side the game is considered a cheat. It doesn't have to be an auto aim (ie aimbot), it's anything. Case in point if you were to run client side neon skins, and hitsounds so as to use them on a server without UTcomp. It's best not to look into such things as you can end up banned on several servers really fast, or even have your cd-key revoked.

Bots are not good practice, and playing them will not make you any better. The problem with bots is that they are stupid. Even on godlike they are a joke.

The only thing the bots have going for them is near perfect aim, and a great reaction time to splash damage. However they run around the map in predictable routes, and can't adapt to a change in their situation.

The end result of this is that if you play against bots, you become very good at killing bots, and exploiting the huge gaps in their pathetic AI system. A human player may not have the same level of aim the bot has, but is much harder because he/she can think, and adapt to the situation. So everything you learned from playing the bots is now worthless, or a bad habit that the human can exploit.




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06/23/05 15:01 Login to rate this user's post!
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Re: Hit detection sounds? 

Simply put: bots don't predict and spam.



06/25/05 14:14 Login to rate this user's post!

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