Turret sound annoyance
Moderators: jelco, bert_the_turtle
Turret sound annoyance
when you have a turret and control it to shoot with, the sound of it firing is so loud.
at least twice as loud as the normal sound of gameplay.
also another turret annoyance is now and then its crosshair will jerk to the right and take a second to drift back to where it was shooting.
at least twice as loud as the normal sound of gameplay.
also another turret annoyance is now and then its crosshair will jerk to the right and take a second to drift back to where it was shooting.
Last edited by patto on Fri Oct 03, 2008 12:58 am, edited 2 times in total.
- The GoldFish
- level5
- Posts: 3961
- Joined: Fri Mar 01, 2002 9:01 pm
- Location: Bowl / South UK
- Contact:
Yeah the control twitches have been around since Darwinia I think, where it would often twitch on the world map. Obviously, this is very bad if you're controlling a flame or rocket turret...
Anyway, it may be possible to ghost a sound file over the top of the existing one to tone down the volume... (ie a cheap hack, not really a solution but may make your life a little easier until the day there's a better solution for you)
Anyway, it may be possible to ghost a sound file over the top of the existing one to tone down the volume... (ie a cheap hack, not really a solution but may make your life a little easier until the day there's a better solution for you)
That would be a very cheap hack indeed. And one you could perform without resorting to changing the actual sound files.
sounds.txt
I think that would leave you with no turretsound (ie. too low to hear) when you're not manning the turret.
This might be solvable through means of TypeRangedRandom or TypeLinked, but I have no idea how to use those.
sounds.txt
Code: Select all
[...]
# =========================================================
BUILDING GunTurret
EVENT FireShell
SOUNDNAME turretfire
SOURCETYPE 1
POSITIONTYPE 2
INSTANCETYPE 0
LOOPTYPE 0
TEAMMATCHTYPE 0
MINDISTANCE 91.92
VOLUME PARAMETER TypeFixedValue 10.00 UpdateOncePerLoop
FREQUENCY PARAMETER TypeRangedRandom 0.94 1.16 0.00 UpdateOncePerLoop
END
[...]
EVENT FireFlame
SOUNDNAME flameturretfire
SOURCETYPE 1
POSITIONTYPE 1
INSTANCETYPE 0
LOOPTYPE 0
TEAMMATCHTYPE 0
MINDISTANCE 100.00
VOLUME PARAMETER TypeFixedValue 10.00 UpdateConstantly
FREQUENCY PARAMETER TypeRangedRandom 0.92 1.55 0.00 UpdateOncePerLoop
END
[...]
I think that would leave you with no turretsound (ie. too low to hear) when you're not manning the turret.
This might be solvable through means of TypeRangedRandom or TypeLinked, but I have no idea how to use those.
-
- level5
- Posts: 2414
- Joined: Fri Nov 18, 2005 10:09 pm
-
- level1
- Posts: 17
- Joined: Wed Mar 31, 2010 9:07 am
- Location: In a Virtual Planet(Darwinia) far,far away
- Contact:
-
- level1
- Posts: 17
- Joined: Wed Mar 31, 2010 9:07 am
- Location: In a Virtual Planet(Darwinia) far,far away
- Contact:
- bert_the_turtle
- level5
- Posts: 4795
- Joined: Fri Oct 13, 2006 6:11 pm
- Location: Cologne
- Contact:
We see that. You should care. That's why he posted. I use easy words. Just for you.blaster339 wrote:don't care bout that LOL
Less patronizing: On this forum, we don't like it if people 'bump' old threads. If you have a super new insight into an old topic, of course you are free to post it. But you haven't, so you should let old threads alone. Nobody is going to pick up the discussion again, because either they don't feel like rereading the topic to get into it again or because they feel everything that can be said has already be said. Most people will just be annoyed.
Who is online
Users browsing this forum: No registered users and 7 guests