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View Full Version : Suggestion for Weapon sounds


CrazyEd
16th Feb 2000, 10:42 AM
About the weapon sounds...
Their volume when firing them is fine. Loud enough to hear, but not enough to blow your speakers out /infopop/emoticons\icon_wink.gif However, While playing certain large maps, (AS Ressurection) I noticed that the weapon sounds could not be heard at all at long ranges. Is their some value that could be changed so that the sounds "pass through air" further than they currently do? That would make the game seem more like a real firefight kinda like the game "delta force", where you can hear the sounds of gunfire all around you.

Sylvester
16th Feb 2000, 12:49 PM
Very good idea!
This is certainly a must.

It would also be cool to calculate in the speed of sound...(may be a bit difficult). It would be cool that you see a flash from a fireing gun and hear the shot a second later. But this are mearly details... it would just make a perfect game even better.


Sylvester out...

Billdog
16th Feb 2000, 01:42 PM
This is obvious Neo's topic, so don't be surprised if I'm a bit of about it.
Lights and sounds have a certain scale in U and UT, it is so because it makes fine tuning possible and Tim liked it. This also partially prevents you from making CPU killer maps.
So in short the engine don't suport it. Maybe we will change it.

CrazyEd
16th Feb 2000, 04:42 PM
That speed of sound idea would be cool...
But i definately can see now how all these things might hog a cpu, (with a lot of people anyway) Well, maybe we can hope that they implement a unique solution to this problem in future versions /infopop/emoticons\icon_wink.gif

INF_Neo
16th Feb 2000, 04:48 PM
It's up to the coder to set the sound radius. IMO the suppressed sounds have a far too high radius but the normal ones are just fine.
The radious is a problem anyway. It does not consider walls so in small CQB maps you can hear just everything although you shouldn't.

Maybe Beppo could change that.

Billdog
16th Feb 2000, 08:05 PM
How about true acoustics in the next engine?

Beppo
16th Feb 2000, 11:25 PM
nearly impossible in the moment /infopop/emoticons/icon_frown.gif

no 'normal' scripts involved for the radius stuff... its the game-engine itself, that doesn't seem to use the geometry as well...

[This message has been edited by Beppo (edited 02-16-2000).]

deathren
17th Feb 2000, 04:12 AM
accoustics?


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"The world ended when man was created"
-deathren

Catalyst
19th Feb 2000, 07:54 AM
Non-existant. One of the low points of the Unreal engine has been and continues to be it's poor sound implementation. It seems to be you either hear it everywhere or nowhere, with very little leeway in between. We'll try to screw w/ it and see what if anything we can do...