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39 posts on 2 pages
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Member 61 posts
Registered: Mar 2006
since I've been playin' too much Quake 3 lately, I've decided to play Quake 2 and 1.
Well, not really 2... but more 1 though.
Quake 3 has hitsounds in it and I'm sure we all know what those are. Does anyone know if I could use hitsounds in QuakeWorld as well?
Also, sort of offtopic but wouldn't it be better to use a teal/blue brightskin rather than a white one?
Member 53 posts
Registered: Mar 2006
I don't think hitsounds would fit QuakeWorld that well, since there's no rail and most of the actions is in short distance. The shaft is much more leathal in QW, so you don't need to hear a sound while shafting someone, it's pretty obvious if someone dies or not.
And about the brightskins, it's all up to you what skin you want to use. There's a lot of different skinpacks to download, and you can even make the skins yourself.
Member 1754 posts
Registered: Jan 2006
there are allready ouch-sounds from the quake-dudes, listen to those instead
Member 1435 posts
Registered: Jan 2006
QuakeWorld doesn't work this way. E.g. If you fire a grenade, run away and an enemy gets hit by it while you are in other room, in Q3 you'll hear the *beep* sound normally. but in QW you'll just hear the 'pain' sound from those distant places.
Member 1754 posts
Registered: Jan 2006
or explosion in the grenades case
Member 355 posts
Registered: Jun 2006
The game (or atleast some servers) detect when you hit someone because your weapon stats update. Could this be manipulated to create hitsounds?
Member 76 posts
Registered: Jan 2006
Of course it's possible to create hitsounds in server mods (like ktpro, ktx, etc.).
Member 950 posts
Registered: Apr 2006
But then again, what you be the point?! If you're shooting at someone, you can see blood spills (depending on the weapon) and hear ouch-sounds. I don't see the point. It's not like you are going to nail someone from really far distances.
Administrator 2059 posts
Registered: Jan 2006
But then again, what you be the point?! If you're shooting at someone, you can see blood spills (depending on the weapon) and hear ouch-sounds. I don't see the point. It's not like you are going to nail someone from really far distances. In the longshots where you really don't know if you hit someone, you still get the hit sound in CPMA and it is as loud as if the distance would've been really short. This would give the attacker a slight edge because he would know if he maybe should go for the kill or not, or at least report "enemy weak". www.facebook.com/QuakeWorld
Member 1754 posts
Registered: Jan 2006
so put it in KTX and try?
Administrator 2059 posts
Registered: Jan 2006
No, because such things are evil and should be BANNED. But i'll pretend it's not there if you wanna try it. www.facebook.com/QuakeWorld
Member 950 posts
Registered: Apr 2006
Could be there and toggleable I gues... But I really don't think it's that necessary compared to games like RTCW or ET...
Member 1754 posts
Registered: Jan 2006
probably not, but the ability to have it!
Member 85 posts
Registered: May 2006
ugh please stop this discussion, its hurting quakeworld.
Member 355 posts
Registered: Jun 2006
ugh please stop this discussion, its hurting quakeworld. Why? I know there are other sounds that are made, but I would rather hear a hitsound. I just think it's a really nice feature.
Administrator 1864 posts
Registered: Feb 2006
there are q3 hitsounds in Pro-X the ra3 mod for quakeworld, they work just like in q3
Member 61 posts
Registered: Mar 2006
there are q3 hitsounds in Pro-X the ra3 mod for quakeworld, they work just like in q3 It would be possible to integrate hitsounds in a sourceport though (like ezquake) correct?
Administrator 1864 posts
Registered: Feb 2006
you just need a qwprogs.dat with hitsounds, it is done serverside
Administrator 1265 posts
Registered: Jan 2006
plz.... hitsound + footstep sound = too ez, ruins gameplay never argue with an idiot. they'll bring you back to their level and then beat you with experience.
Member 355 posts
Registered: Jun 2006
How would it ruin gameplay? There are other noises and effects that are made, I would just prefer a hitsound instead of hearing a pain sound.
Member 950 posts
Registered: Apr 2006
I guess it wouldn't ruin anything since it could be admin toggeable... Why not incorporate new things even if they are not "how-it-should-be-done TM"? I think little requests like that could be taken into account since the QW community is not that wide compared to other games... and would benefit from positive responses to ideas from new players
Administrator 2059 posts
Registered: Jan 2006
If by hitsound you mean different strenghts of the sound = different amount of damage made, then i'm not too fond of the idea. Always thought it was quite silly in CPMA when you could here that deep beep from your rocket even when you where like 9999999999999m away from your enemy and gave him a full hit. If you just want the painsound different though you are always free to change it in the paks and noone will care. :p www.facebook.com/QuakeWorld
Member 485 posts
Registered: Feb 2006
I guess it wouldn't ruin anything since it could be admin toggeable... IMO, "broken ankle" ruins gameplay despite being admin toggleable. Hitsound would be another controversial feature to argue about in prewar. No thanks.
Member 1754 posts
Registered: Jan 2006
yeah, no hitsounds or broken ankles please
Member 950 posts
Registered: Apr 2006
Bah, that's what keeps QW that far in the played list of games I think... Why would you care if you can set it to 0 :/ Still my favorite game anyway, but I was converted 10 years ago.
Administrator 2059 posts
Registered: Jan 2006
Bah, that's what keeps QW that far in the played list of games I think... Why would you care if you can set it to 0 :/ Still my favorite game anyway, but I was converted 10 years ago. I always thought it was because it is so old and hard to master. Todays games = $$$ graphics and realistic gameplay. Even new shooters like Q4 don't got a very big following. www.facebook.com/QuakeWorld
Member 950 posts
Registered: Apr 2006
True, but things like BF2 or CS (another old one) still do
Member 13 posts
Registered: Mar 2006
You don't need hitsounds in quake. Remember in q3 the guy can take a gazillion hits to die, in which case hitsounds could be useful. However!!! Even in q3, experienced players know how much damage their doing anyways and probably don't even need them (they are just used to hearing the sound). Especially with the rail! As long as they know it hit, based on the game situation they can estimate the guy's health to a good degree of accuracy, at least accurate enough to plot the next decision correctly.
In quake this estimation is much easier, because you don't have armor ticking down, and players die a lot more often/quickly.
Also that broken angle crap is obviously no good for fps games imo. I like that in fps games I can fly around like superman and fall from great distances without consequence. If I wanted reality i'd stay there : P
-Volshebnik Волшебник
Administrator 2059 posts
Registered: Jan 2006
True, but things like BF2 or CS (another old one) still do And those are "realistic" shooters that are easy to setup, get into and own some people every now and then = newbie friendly. www.facebook.com/QuakeWorld
Member 950 posts
Registered: Apr 2006
Yeah but if QW was newbie friendly too, it woudl be more played IMO.
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39 posts on 2 pages
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