Footsteps sounds SOLVED and fixed

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

Postby MirceaKitsune » Tue Sep 23, 2008 10:29 pm

esteel wrote: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)


Footsteps could be disabled for sneaking and crouch-walking if that's what you meant. How about the idea of each hearing only their own footsteps when the Steps mutator isn't on? That could make those who want them happier and would also not do a position giveaway. Dun want it if there's really no way to do that though so if not we'll just stick with that patch and the current mutator but I hope it may get tried.
MirceaKitsune
Keyboard killer
 
Posts: 593
Joined: Thu Aug 14, 2008 6:48 am
Location: Romania - Bucharest

Postby divVerent » Wed Sep 24, 2008 4:53 am

Always playing your OWN footsteps may sound good, but it also means it is not easy to know if footsteps are on on a server or not.

May otherwise be a considerable alternative.

But for the 1on1 crowd, footsteps should stay off by default. Again, your OWN footsteps may be fine to enable, but it makes it harder to know what the server is set up to.
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.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby Alien » Wed Sep 24, 2008 6:52 am

So to summarize there is a suggestion to make g_footsteps 1 instead of g_footsteps 0 default.

The gameplay is not affected cause physics/audio experience stays the same. So the whole deal is a matter of convenience for server admin. Therefore it's not very important cause you can enable/disable it with several clicks or one command.

Yet, there might be a client cvar to hear his own footsteps even it might disturb his multiplayer match. This cvar could be liked by those who prefer visual/audio pretiness rather than competitive setup.
Alien
Forum addon
 
Posts: 1212
Joined: Tue Apr 22, 2008 7:12 am

Postby esteel » Thu Sep 25, 2008 6:25 pm

Gameplay is not affected by g_footsteps 1???????????????
It will be quite a lot and for the bad in my opinion..

As for a client side option, its an awkward idea.. if there should be one it should be off by default as beginners will only be confused by it and the sound will make it even harder for them to hear stuff in the map.. But people that feel like they need it could enable it.
Doubt its useful though
esteel
Site admin and forum addon
 
Posts: 3924
Joined: Wed Mar 01, 2006 8:27 am

Postby Alien » Fri Sep 26, 2008 4:51 am

Meh, esteel, gameplay is not affected because qc code stays the same. Only default value changes from 0 to 1 in server config. So now you need to click disable footsteps instead of enable them.
Alien
Forum addon
 
Posts: 1212
Joined: Tue Apr 22, 2008 7:12 am

Postby esteel » Mon Sep 29, 2008 7:47 pm

No.. i meant gameplay (actually playing..) will change because of the sounds.. you make noices when moving. And if it were only client side it would be very strange as i said, and client side ONLY it should be disabled by default as i makes stuff harder to hear and makes no sense at all
esteel
Site admin and forum addon
 
Posts: 3924
Joined: Wed Mar 01, 2006 8:27 am

Postby MirceaKitsune » Mon Sep 29, 2008 11:27 pm

divVerent wrote:Always playing your OWN footsteps may sound good, but it also means it is not easy to know if footsteps are on on a server or not.

May otherwise be a considerable alternative.

But for the 1on1 crowd, footsteps should stay off by default. Again, your OWN footsteps may be fine to enable, but it makes it harder to know what the server is set up to.


Well there are and probably will be many mutators who's effects won't be instantly noticed when you enter a server, so that surely wouldn't be the only case. There is the server info button (default "i") which lists the server information and settings, including the mutators the server has enabled, so personally I don't think this would confuse people too much and they can check if the mutator is on or not (or will just notice soon as it would be pretty obvious when only your footsteps are heard or others too I think).

esteel wrote:No.. i meant gameplay (actually playing..) will change because of the sounds.. you make noices when moving. And if it were only client side it would be very strange as i said, and client side ONLY it should be disabled by default as i makes stuff harder to hear and makes no sense at all


I personally don't believe that can affect gameplay much at all. It's just an ambient sound for realism you'd hear while walking which most games have so people are generally used to it. When I tested with the mutator on it did not affect the way I played any bit. Of course others know the game far better then me so I may be wrong but so far I don't believe that can happen from what I noticed. Also footsteps don't need to have a very high volume I think, so own footsteps can be left at the volume where they are heard the most but also bother the least.

Anyway now that that's been brought up, is there currently any client console command to enable own footsteps on any server? Though I'm guessing separate own footsteps are not implemented in the current version so it's possible the mutator is the only way now.
MirceaKitsune
Keyboard killer
 
Posts: 593
Joined: Thu Aug 14, 2008 6:48 am
Location: Romania - Bucharest

Postby nifrek » Tue Sep 30, 2008 1:40 am

MirceaKitsune wrote:I personally don't believe that can affect gameplay much at all. It's just an ambient sound for realism you'd hear while walking which most games have so people are generally used to it. When I tested with the mutator on it did not affect the way I played any bit. Of course others know the game far better then me so I may be wrong but so far I don't believe that can happen from what I noticed. Also footsteps don't need to have a very high volume I think, so own footsteps can be left at the volume where they are heard the most but also bother the least.

Anyway now that that's been brought up, is there currently any client console command to enable own footsteps on any server? Though I'm guessing separate own footsteps are not implemented in the current version so it's possible the mutator is the only way now.


I agree with esteel and anyone experienced in 1v1 would, too. If you want to enable your own footsteps sounds for yourself that's fine I suppose, you'll just be distracted and miss important sounds coming from your opponent. It's the same thing as having music while playing. I would vote against having this option enabled by default.

I do not claim to have the absolute truth, but I don't think nexuiz is meant to be "realistic" like Counter Strike type games. Nexuiz is very fast paced, footstep sounds would dramatically change gameplay, IMO in a bad way. And anyone whining about spawnkills, well with footsteps it would be 10x worse. Playing against a good player, you'd get spammed with rockets in your face at every corner you're about to turn because there would be no way to be sneaky. ;) And having to crouch to be sneaky would slow the game down too much.
nifrek
Alien
 
Posts: 208
Joined: Fri Sep 22, 2006 6:43 am

Postby MirceaKitsune » Tue Sep 30, 2008 10:05 am

nifrek wrote:I agree with esteel and anyone experienced in 1v1 would, too. If you want to enable your own footsteps sounds for yourself that's fine I suppose, you'll just be distracted and miss important sounds coming from your opponent. It's the same thing as having music while playing. I would vote against having this option enabled by default.

I do not claim to have the absolute truth, but I don't think nexuiz is meant to be "realistic" like Counter Strike type games. Nexuiz is very fast paced, footstep sounds would dramatically change gameplay, IMO in a bad way. And anyone whining about spawnkills, well with footsteps it would be 10x worse. Playing against a good player, you'd get spammed with rockets in your face at every corner you're about to turn because there would be no way to be sneaky. ;) And having to crouch to be sneaky would slow the game down too much.


There is already a Footsteps volume slider in the Misc menu under settings (in SVN) though that slider affects all footsteps, be them yours or someone elses with the mutator. A simple "Own footsteps" checkmark to turn the setting on or off would be perfect I think, and sure there's no need to make it a default.. just have it there for those who want it. Or maybe at least a cl_ console command so one can enable them from the console with a cvar directive.

I'm not saying Nexuiz is supposed to be a realistic combat simulator either, it just seems wrong to me when you walk like a ghost floating above a surface that way. Just how I personally feel.. that's something that feels different for each player in part. I think there are generally two categories of players: Those who want a fast and easy way to play most simply and at the highest performance, and those who also want more realism and types of effects into the game to make it seem more real (I'm one who's crazy about all kinds of nice effects in games too :P ). So yeah I'd be glad to see a non-default option in Settings, or at least a console cvar for this... that would probably make both sides as happy as they could be :)
MirceaKitsune
Keyboard killer
 
Posts: 593
Joined: Thu Aug 14, 2008 6:48 am
Location: Romania - Bucharest

Postby MirceaKitsune » Wed Jan 21, 2009 1:09 pm

Not sure if there's a point to reviving this here or not but I made a patch which implements what was discussed above, the own footsteps optional sounds. It's indeed disabled by default and enables only local footsteps when used unless g_footsteps is enabled on the server in which case the new cvar is ignored and you hear everyone's steps.

You can find the patch in THIS POST. I tested them and they sound very good to me :) Basically the g_footsteps mutator remains a system used to track other people's position through walls (especially in 1on1 games) while the cl_own_footsteps cvar is used as a nice sounding optional effect which changes the feel when walking.
MirceaKitsune
Keyboard killer
 
Posts: 593
Joined: Thu Aug 14, 2008 6:48 am
Location: Romania - Bucharest

Previous

Return to Nexuiz - Development

Who is online

Users browsing this forum: No registered users and 1 guest

cron