Footsteps sounds SOLVED and fixed

Developer discussion of experimental fixes, changes, and improvements.

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Postby Tenshihan » Sat Jul 12, 2008 10:21 pm

[-z-] wrote:I believe you config.cfg gets rewritten on shutdown.

Create a file called 'autoexec.cfg' in your data directory and paste it in there.

Note that this is a server-side mutator and will only work when you create a game.


Cool! Will that work with the other mutators I like as well? (low gravity / hook) for sound testing reasons.

If so, what are the codes to put in, and how do I set the low gravity level? I usually use 30 instead of the default 25.

Thanks in advance!
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Postby [-z-] » Sat Jul 12, 2008 11:01 pm

Yes, you can do that with any cvar I believe.

I've written a little tool to help search through the available cmds and cvars, it should help you.

http://www.nexuizninjaz.com/toolz/cvar/ ... earch=hook (g_grappling_hook 1)

http://www.nexuizninjaz.com/toolz/cvar/ ... ch=gravity
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Postby Tenshihan » Sun Jul 13, 2008 1:58 am

[-z-] wrote:Yes, you can do that with any cvar I believe.

I've written a little tool to help search through the available cmds and cvars, it should help you.

http://www.nexuizninjaz.com/toolz/cvar/ ... earch=hook (g_grappling_hook 1)

http://www.nexuizninjaz.com/toolz/cvar/ ... ch=gravity


Woah, thanks! Very cool [-z-]!
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Postby MirceaKitsune » Mon Sep 22, 2008 10:47 pm

Found this topic so I thought to post in it rather then make a new one. I tried that mutator and I like the footsteps sounds a lot (that mutator also enables hurt voices for when the player is hit, the game is much more realistic like that).

I only have a very big wish now; Could you please please please remove the mutator and make this a normal audio option that anyone can turn the volume up or down for? I really see no use to have it as a mutator because footsteps should be an audio setting like in every game, not a server flag. Probably its still too experimental to put it on a volume slider? Anyway Id really appreciate it if we could hear steps on every server we enter without the server having to turn any mutator on, so if you really want to enable footsteps please do change that in the next version. Love the new feel anyway :)
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Postby divVerent » Tue Sep 23, 2008 5:59 am

morfar wrote:The footsteps need diffrent sounds for diffrent models and surface material :) Which requires code changes.
Also I want swimming sounds :P Right now the landing sound is played when swimming to the surface. ;(


The code changes are already there, the Q3A parameters "metalsteps" and "nosteps" are supported.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby divVerent » Tue Sep 23, 2008 6:01 am

MirceaKitsune wrote:I only have a very big wish now; Could you please please please remove the mutator and make this a normal audio option that anyone can turn the volume up or down for? I really see no use to have it as a mutator because footsteps should be an audio setting like in every game, not a server flag. Probably its still too experimental to put it on a volume slider? Anyway Id really appreciate it if we could hear steps on every server we enter without the server having to turn any mutator on, so if you really want to enable footsteps please do change that in the next version. Love the new feel anyway :)


No. Footsteps give away your location. By default, servers have that off for a reason - so you can be sneaky (like in a 1on1 match) by not picking up any items or jumping.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby MirceaKitsune » Tue Sep 23, 2008 9:40 am

divVerent wrote:No. Footsteps give away your location. By default, servers have that off for a reason - so you can be sneaky (like in a 1on1 match) by not picking up any items or jumping.


Hmm... I can half-agree with that and that's probably not a bad idea. I'd still believe it's normal for footsteps to be heard by default as it would seem a normal thing for any 3D space where you control a character that walks over surfaces. In games where I do hear footsteps it's also been hard for me to track down someone's location more then I could without the footstep sounds. Usually I track down one's location by hearing the place they're shooting from though yeah that might be different for 1on1's.

Anyway if making it a default to conceal others location while moving is whats best, I'd think about the following alternatives which could make it up for both wishes of concealing position and hearing the steps if everyone agrees:

1 - I'd find this one the best thing to do; Make a No Footsteps mutator and put things the other way around (footsteps on by default and if someone wants a sneaky-type server enable that mutator to remove the footsteps). I'd put the vote on this one since the "mutation" would normally be removing the footsteps, not hearing them.

2 - If location tracking by footsteps must not be a default, one great alternative would be to allow at least your own footsteps and pain sounds to be heard but no one elses. That will improve the realism and not give away other people's position although it may sound weird to hear your own footsteps and not others but that would still be a big improvement and I see no reason it it wouldn't work out.

3 - Small alternative to the idea above, the default could be hearing your own footsteps at the default / normal volume but only hearing other people's when they are very close and standing next to you. That way you only hear one's position if they're totally close enough. The mutator would then be to hear them at default radius.

4 - Instead of removing other people's footstep sounds completely, when the mutator isn't on a player cannot hear footsteps in stereo mode. That way, they will only hear other people's footsteps at a lower volume if they're far and a higher one when they're close but not the direction they're coming from, just the radius. That would half-conceal people's locations and allow footsteps to be heard for more realism.

So yeah maybe at least one of the above might work, I'd really love hearing at least my own self walking as that couldn't hurt with location giveaway :) Missing footsteps only make the game seem a bit more incomplete I believe.
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Postby Tenshihan » Tue Sep 23, 2008 6:48 pm

I also wish that footsteps were on by default, and that Ninja-mode "silence" should be an optional mutator.

However, footsteps MUST be in Mono, NOT Stereo, otherwise it doesn't work to hear them all over the map simultaneously. The game-engine only recognizes mono-sources as designation for pin-pointing sound, as I mentioned at the beginning of this thread.

Anyway - my newest sound-pack FIXES all of that anyhow, just check my Signature for:

"Tenshihan-V3.5"

Download it, place it in your "Nexuiz/data" folder, then start-up your game, and ENJOY! :)

Also, if you want to ALWAYS have the mutator 'footsteps' on, then make an "autoexec.cfg" fle, (use notepad to create a textpad document called "autoexec" and then rename the extension from ".txt" to ".cfg") and in there, put the following code:

"g_footsteps 1" (without the quotes)

Then put the "autoexec.cfg" file into your "Nexuiz/data" folder as well, ...now every game you start (as server) will have the footsteps on. ;)
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Postby MirceaKitsune » Tue Sep 23, 2008 8:16 pm

Tenshihan wrote:However, footsteps MUST be in Mono, NOT Stereo, otherwise it doesn't work to hear them all over the map simultaneously. The game-engine only recognizes mono-sources as designation for pin-pointing sound, as I mentioned at the beginning of this thread.

Anyway - my newest sound-pack FIXES all of that anyhow, just check my Signature for:


Yeah that sounds logical, since the stereo must be used to play the sound directional in the map, and if that sound is stereo itsself that would be something like playing stereo in stereo.

And I should certainly check that patch soon. Will it also be in a future official release of the game?
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Postby esteel » Tue Sep 23, 2008 8:18 pm

Basicly footsteps are bad as you can see in other games with somewhat similar physics..
Take quake3. People either bunnyjump or sneak (+speed button) making them super slow. Walking around is almost as loud as jumping around so there is no reason to slow down and sneak as sneaking is WAY to slow (unless at some very special occations)
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