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Go test this in overload control room. Assault side room dampens sound so down you can hardly hear flashes or nades exploding in room (of course no movement sounds from outside or inside either) you switch to defense side room, suddenly you can hear any movements inside the assault side room.
Both rooms have the same floor and walls.. go figure.
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The devs are the ones that set the max footstep distance I'm just hearing the max they are allowing me to sorry if my hardware/setup is better than everyone else's.
Yes although I havnt tested overload but every map testing what I hear has been fine its when I get into live play 12v12 mostly where these random things like not hearing a guy over here happen. (Even though I am not shooting and nothing is going on around me)
I have the overload sound experience from playing 12v12 and didnt test it on empty server.
But I have tested lower gallery sounds on inner. When 2 players walk in lower gallery. You don't hear the other player behind you at all. But when you step out of lower gallery into the gallery you can hear the same player walking in lower gallery just fine (player you are listening to is walking at all times on carpet in lower gallery) This makes no sense to me, how stepping out could alter the sound perception this much.
This made me laugh so hard because i do the same thing.
Same. So many times I run from nades and then they blow up so far away from me.
Even though we have a new engine, sound is still way too inconsistent. I have the same setup as Colts (although I don't think my settings are the same). I can hear guys all over the place, but I have no idea if they're 5 or 20 meters away. Then in other instances I get choked from behind by some guy I had no idea where he came from. If I'm moving at normal speed, then there's no way the guy did anything but sprint up to me.
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This has been a test of the emergency flame-fest system. Please do not adjust your set.
I have beyerdynamic dt 990 pro 250ohms with xfi titanium hd did you get rid of that Asus sound card you had?
BTW: I have no problems knowing where pins are being pulled from or the grenade call out is being made from, I also can tell where someone is by them firing their weapon. I rarely get choked(I did in the beginning of the new sound engine) But now I I hear them eventually so if they try to choke I use turn around in time to kill them. I also have no trouble telling how far away the footsteps are and how close they are. My only issues are in 12v12 maps and sometimes 6v6 maps, I will not hear someone when they are say 5 metres away from me but If they were lets say 15-25 metres away I would hear them. This is also when nothing is going on I am not shooting my gun, etc. (Then there is also the fact that those distances are inconsistent..For example: If you hear someone 15 metres forward you may not hear them if they are 15 metres on your right. Things like that. But in a 1v1 those problems are not there. Its very inconsistent.
Well a some point in the new sound engine development they increased the footstep distance (I can't seem to find the patch notes where this occured but I do remember reading it and I also noticed the change when playing the game right away - I thought the old distance was fine, Think it was 20m) because everyone was complaining about not hearing people up close(Those with bad sound - say onboard and 10$ headphones - they will likely not hear people very well, so they complained. You had me complaining say I could hear people at a distance fine but upclose was inconsistent and messed up. So I guess in an attempt to fix this they just upped the footstep distance. Which didnt fix anything but the make you hear further.
Oh didn't realize yo had the xfi titanium hd. Thought you had the Sound Blaster Z. I got the SB Z now. Same headphones as you.
Then your sbz surround is not setup properly. Message me on steam.