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Messages - hib

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General / Re: Silent Spawns/Removing Sounds. Other bugs/problems.
« on: May 05, 2018, 03:02:04 pm »
I may be wrong but I suspect mumble's positional audio feature may also have a hand in the muting of sounds. Try discord as well and see if it occurs with either.

General / Re: Silent Spawns/Removing Sounds. Other bugs/problems.
« on: May 05, 2018, 01:35:16 am »
Also, I forgot to mention, you may want to see this thread.

Keep in mind that Special Infected used to make noises as ghosts, and has been muted so the problem may be related to that.

General / Re: Silent Spawns/Removing Sounds. Other bugs/problems.
« on: May 05, 2018, 01:15:24 am »
Hmmm, well just in case you didn't know, bacteria sounds are in the game. And if your excuse is that you don't play the game to know, then why do you talk about it?

And honestly, "it's pretty stupid" is a strong point, so I'm not sure how to refute, But if you could dumb it down for me and make some points that a layman like me could understand, I'd appreciate it.

From my experience playing, and keep in mind that I play with snd_musicvolume 0, I've only have heard jockey's bacteria sound plays when it spawns because we had a history of the jockey not making noise as it spawns. Other than that, I am unaware of other SI bacteria sounds that play. If you could add a respond on your experiences, it would not only benefit me but also the players in this community.

On my previous post, I'll admit, I didn't put much thought onto what I was writing and it's a flaw to who I am but for the most part, to me the game is much more fun due to it's realistic nature of sounds which includes the ambient ones you mentioned previously.

To my understanding, your request is to remove ambient and other sound you deem "unnecessary" in an attempt to find out whether it affects SI related sounds. Personally, I'd like to figure out what is causes SI sounds to become silent due to the affect of the game itself. However, it seems that the way you want to go about this is through the removal of multiple sounds until you get your desired outcome. In my opinion, this sound be done on a test server and not be implemented with future patches to configs themselves. Again, to my main point, I like the game to be realistic with different sounds rather than playing the way Antero did by removing several different sound files except for SI and gun sounds because it seems impractical and doesn't seem appealing in an auditory manner.

The usage of snd_restart is a cowardly way to escape from sounds, and shouldn't be a function of the game. If it was up to me, I'd block that function so that we would not be able to exploit it. Also, it may be advantageous and cheap whereas player A may use it once a round, while player B may use it multiple times within the round. Especially, since not all players know the way snd_restart functions as in which situations it can be beneficial and where it can detrimental. And these findings have not been made open to the public so whomever has spent more time to test it and figures out how it works gets an unfair advantage over other players.

General / Re: Silent Spawns/Removing Sounds. Other bugs/problems.
« on: May 05, 2018, 12:29:00 am »
I've seen two instances in the past two times I've played where a tank throwing a rock is completely silent.  I think it's important to make a distinction between things people just don't hear and things that are truly SILENT.  If a caption popped up for you, it's not silent.  But in these cases, there was no caption nor any sound from the tank picking up the rock which I haven't ever encountered otherwise in all my time playing L4D2.  Granted there are ways like long charges to make them totally silent (no caption or sound) but trying that is wholly impractical.  On a map like Hard Rain where the rain noise is inherent in the design of the map, it's iffy whether or not it should be muted.  Personally, I love that idea as I hate accidentally snd_restarting and having my ears and asshole blown out by the wind.  It's a touchy subject and I feel muting most sounds as a baseline removes advantages anyone could gain from using a program like Audacity to alter their sounds to their advantage.  It would be an interesting change and I feel the level of survivor play and teamplay in general would increase with such a change. 

Just make mathacks and deleted sounds legal and let's call it a day.

If I'm not mistaken, this has been a problem in the past and I was able to find a countermeasure for it using consistency checks. I'm not sure how the sound consistency checker works however, from previous tests and understanding, it compares the filesize and the integrity of the contents of the file. There shouldn't be a way to alter sounds but if there is, it's not something that I or other config developers are aware of.

General / Re: Silent Spawns/Removing Sounds. Other bugs/problems.
« on: May 02, 2018, 05:01:42 am »
Basically Adam is saying, might as well mute the alarms since you can SND_RESTART...but i think overall it's pretty stupid how we are taking sounds away from the game.. just add the fucking bacteria sounds and we're gucci :)

General / Re: Looking to "start" but not sure how...
« on: March 16, 2018, 11:57:25 pm »
great advice apathy

I'm also available to ring, just let me know when?
Cannot do Saturday Morning pst/est. :3

Reminder to all teams that we are trying to promote a professional setting here. That starts with treating these threads seriously and only posting relevant match info. Not going to name any names here but it would certainly be a shame if team sorry for getting bravo were to become sorry for getting bravo.

fixed ;)

News / Re: MavWar Hype Tournament: Unity (2018)
« on: January 20, 2018, 01:18:48 pm »
ill participate  8)

News / Re: SirPlease: Cold Reboot - Small Tournament
« on: December 15, 2017, 10:15:51 pm »
Will there ever be props added for survivors at the saferoom tank on dark carny 1? Its very difficult to LOS especially when the tank uses that ledge which you can't see from the trees..

Survivors can just counter him by playing more aggressive. But yeah, it would definitely help so SI could get spawns as well.

I personally recommended that we make a wall near that billboard area so SI's can come from a lot closer. Also removing the back bush towards the right side of the saferoom (the one near the car to the right)

News / Re: SirPlease: Cold Reboot - Small Tournament
« on: December 13, 2017, 10:48:16 pm »
Good job Artificial Intelligen ... er I mean Sir.

General / Re: Promod, [e]Freak and Upcoming Tournament
« on: December 04, 2017, 11:23:05 pm »
Great job Jacob!

News / Re: SirPlease: Cold Reboot - Small Tournament
« on: December 04, 2017, 11:19:03 pm »

not sure why this got posted..

General / Re: Promod, [e]Freak and Upcoming Tournament
« on: November 25, 2017, 11:24:59 pm »
give me double jockeys, double chargers, and double smokers FUCK IT

make it so that if you have a quad capper, it will random from the 4 cappers (hunter, charger, jockey, smoker).

so instead of getting the ability of a second hunter, you can get a second other capper as well.


General / Re: Promod, [e]Freak and Upcoming Tournament
« on: November 22, 2017, 11:35:31 am »
Quad caps are okay, but really don't deal a lot of damage especially how easily hunters die in this config. Honestly, the game was alot better and fun in promod 3.2~ era.

Dusty, I understand some of the main points you have but keep in mind, the game is not being catered to your liking. The self clear on smokers shouldn't really be a thing, especially with the lotted time you have. You should be given half the time to self-clear, instead of the 5 seconds or whatever gap you have to shoot before you become paralyzed. Either that or add more recoil to the survivor while getting pulled.

Just grant people the ability to m2, shotgun and uzi. Give only 1 m2, so that you cannot spam it and get away with it. Give hunters a bit more hp, so that they don't instantly die. Skeeting is way too easy now, i see people with "not so good" aim being able to kill hunters easily. Jump rocks are cool but with the scripting occuring, and ability to know who's scripting it, it's removal seems more appropriate (it sucks and sad that people have to resort to scripting to be able to do this maneuver, I'm sure bravo would agree).

For the spitter, IF POSSIBLE, make the spread of the spit more larger while making the ticks of damage less, so that it balances out (i guess). Allow jockeys to do DPs. Give tank LOS ability like the old promod/EQ versions. Tanks that are really good at maintaining LOS should be rewarded. Also, the infected team should be rewarded to play a longer tank, if they work together and land rocks.

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