Not to sure how the skulk change actually was allowed.
But, comparing it to "in reality" is possibly the most stupidest thing I've heard. In comparison I should be able to hear a shotgun blast in shipping from warehouse given that metal on metal is really loud IRL
Did fade get a sound increase as well when they walk/land between jumps? Before I had trouble hearing a fade coming but now I can hear them pretty easily, not as loud as a skulk but they don't catch me off guard anymore.
These skulk sounds are really highlighting the issues with ns2's surround sound code as well. The positioning is all off. Hopefully that will get fixed as well in the process.. (or not most probably)
With regards to skulk sounds, in addition to toning down the sounds, I'd like it if they made jumping sounds (off anything but the floor) and landing sounds (maybe anywhere, but perhaps disclude the floor) to be completely silent (perhaps only if you're holding shift) - but walljumps (i.e. chained jumps) and floor jumps still make a sound. Maybe it already works like that but I doubt it.
@ZycaR
Kek, yea. I was just thrown off the multiple use of floor and temp variables.
Actually they should never calculate time stuff themselfe, there lies evil in it.
How about they cut off a leg or two from the skulk model, atleast that'd made it consistent with the crippled beeing Skulks are.
Not to sure how the skulk change actually was allowed.
But, comparing it to "in reality" is possibly the most stupidest thing I've heard. In comparison I should be able to hear a shotgun blast in shipping from warehouse given that metal on metal is really loud IRL
These skulk sounds are really highlighting the issues with ns2's surround sound code as well. The positioning is all off. Hopefully that will get fixed as well in the process.. (or not most probably)
Silver lining to every cloud blah blah.
This pretty much, was so weird coming from ns1 to b259 and getting acustomed to the sound difference. Having said that, i don't really mind the current sounds skulks are making..
From the comments on my server, most people are unhappy with this new patch, not only is docking off the table but basically skulks are too loud and giving some people headaches, lol
Damnit i can hear the skulk it must be close where is it? WHERE IS IT AHHH
|||||||meanwhile 2 rooms away in an entirely different part of the map from the marine|||||||||||||
Skulk " whats that kamm? I can't hear you over the sound of My jumping."
These skulk sounds are really highlighting the issues with ns2's surround sound code as well. The positioning is all off. Hopefully that will get fixed as well in the process.. (or not most probably)
Silver lining to every cloud blah blah.
You mean like hearing crevice power go up standing in glass hallway? lol
@ZycaR
Kek, yea. I was just thrown off the multiple use of floor and temp variables.
Actually they should never calculate time stuff themselfe, there lies evil in it.
...
Yeah I know that ... it's hilarious spaghetti code (just look at ... seconds = seconds -minutes * 60 - hours * 3600)
fortunately this function shows time spend on server (calculate diff. between two state of heartbeats) nothing with real-world datetime
I don't know if this has been brought up yet, but it's getting pretty annoying to look at a server info dialogue of a friend and see a wall of "Unknowns" instead of player names. Will this be hot-fixed soon?
From the comments on my server, most people are unhappy with this new patch, not only is docking off the table but basically skulks are too loud and giving some people headaches, lol
You do realize I not only posted a link in the thread here, but also sent out a message to all server admins with a link to a fixed Docking...
You also realize @Mendasp lowered Skulk sounds in cHUD right?
I don't know if this has been brought up yet, but it's getting pretty annoying to look at a server info dialogue of a friend and see a wall of "Unknowns" instead of player names. Will this be hot-fixed soon?
This has been mentioned many times in this thread and is on the list of things to fix.
From the comments on my server, most people are unhappy with this new patch, not only is docking off the table but basically skulks are too loud and giving some people headaches, lol
You do realize I not only posted a link in the thread here, but also sent out a message to all server admins with a link to a fixed Docking...
From the comments on my server, most people are unhappy with this new patch, not only is docking off the table but basically skulks are too loud and giving some people headaches, lol
You do realize I not only posted a link in the thread here, but also sent out a message to all server admins with a link to a fixed Docking...
What's wrong with Docking?
There is too short a distance between terminal and locker rooms. Stability and Maintenance can be locked down through constant marine pressure way too easily, rendering all alien expansion extremely difficult. Cafe tech point is too close to both lockers and terminal. The landing pad is essentially a waste of space. Gorges keep placing tunnels in the shower room in lockers and clogging them in, which is terrible because then all marines have to do is aim at a small gap between clogs and the tunnel is rendered totally useless (okay that last one isn't the map's fault).
Oh, did you mean what changed in this patch? Dunno, I try to avoid docking most of the time :P
DC_DarklingJoin Date: 2003-07-10Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
This patch makes my poor ears go nuts. If in a skulk pack they explode, my poor ears.
Meanwhile as marine I judge distance position and speed completely wrong to the point that I may aswell throw down my weapon and stare at the ground. I have a better chance to notice the skulk correct like that.
seriously though, skulk sounds are truly bad this patch.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
I was ready to complain like hell about the messed up sound when I first played this patch, I couldn't get a single location or direction right, after 4 hours I took my headphones off, and realised I had them on the wrong way round.. :P
I was ready to complain like hell about the messed up sound when I first played this patch, I couldn't get a single location or direction right, after 4 hours I took my headphones off, and realised I had them on the wrong way round.. :P
Been there. Done that. Figured it out quicker especially since I didn't have a new patch to blame it on. I would hear a skulk to my left so look left to have a skulk kill me from behind. lol
Comments
But, comparing it to "in reality" is possibly the most stupidest thing I've heard. In comparison I should be able to hear a shotgun blast in shipping from warehouse given that metal on metal is really loud IRL
Silver lining to every cloud blah blah.
Kek, yea. I was just thrown off the multiple use of floor and temp variables.
Actually they should never calculate time stuff themselfe, there lies evil in it.
How about they cut off a leg or two from the skulk model, atleast that'd made it consistent with the crippled beeing Skulks are.
dont forget those are nanite-bullets
Damnit i can hear the skulk it must be close where is it? WHERE IS IT AHHH
|||||||meanwhile 2 rooms away in an entirely different part of the map from the marine|||||||||||||
Skulk " whats that kamm? I can't hear you over the sound of My jumping."
You mean like hearing crevice power go up standing in glass hallway? lol
Yeah I know that ... it's hilarious spaghetti code (just look at ... seconds = seconds -minutes * 60 - hours * 3600)
fortunately this function shows time spend on server (calculate diff. between two state of heartbeats) nothing with real-world datetime
I heard the snails emblem makes you smell funny. Go for the Titus emblem.
I can see how you would get those mixed up.
Wasn't the Golden emblem the one that makes you lose your fade to turrets?
You also realize @Mendasp lowered Skulk sounds in cHUD right?
If not, you should get on that This has been mentioned many times in this thread and is on the list of things to fix.
What's wrong with Docking?
There is too short a distance between terminal and locker rooms. Stability and Maintenance can be locked down through constant marine pressure way too easily, rendering all alien expansion extremely difficult. Cafe tech point is too close to both lockers and terminal. The landing pad is essentially a waste of space. Gorges keep placing tunnels in the shower room in lockers and clogging them in, which is terrible because then all marines have to do is aim at a small gap between clogs and the tunnel is rendered totally useless (okay that last one isn't the map's fault).
Oh, did you mean what changed in this patch? Dunno, I try to avoid docking most of the time :P
Meanwhile as marine I judge distance position and speed completely wrong to the point that I may aswell throw down my weapon and stare at the ground. I have a better chance to notice the skulk correct like that.
seriously though, skulk sounds are truly bad this patch.
Be idle on the floor, then strafe left and right continuously... enjoy the disgruntled lerk.