Author Topic: Hit Indicator sound  (Read 755 times)

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Offline Humbug

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Hit Indicator sound
« on: January 06, 2011, 06:02:07 PM »
Is there any reason for removing the option to switch this off? It gives a decent advantage in many situations knowing if you hit or not but I find the constant bleeping just annoys me and breaks the immersion. The immersion of this game is simply staggering and every small detail helps to make it even better. I'm not that familiar with manual file-editing for Crysis Wars, is there a file you can edit to switch hit indication off perhaps?

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Re: Hit Indicator sound
« Reply #1 on: January 06, 2011, 06:10:38 PM »


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Offline Humbug

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Re: Hit Indicator sound
« Reply #2 on: January 06, 2011, 06:42:13 PM »
Thanks for the swift reply. However, do I really need to install a whole mod to be able to turn hit indication off, and can I run both EX and MWLL at the same time without screwing something up? I'm crashing often enough as it is and I don't really want to introduce any more.

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Re: Hit Indicator sound
« Reply #3 on: January 06, 2011, 06:57:19 PM »
Thanks for the swift reply. However, do I really need to install a whole mod to be able to turn hit indication off...

The command is server side only and is loaded whether you load Crysis Wars or MWLL. For running MWLL you will need a complete install of that MOD.

... can I run both EX and MWLL at the same time without screwing something up?

That is not possible afaik. You can have a config to run stock Crysis Wars and one for MWLL and switch as wanted/needed.


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Offline Humbug

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Re: Hit Indicator sound
« Reply #4 on: January 06, 2011, 07:06:45 PM »
Well that's a shame. Why is the option there under the sound settings in vanilla Wars then? Just window dressing? A thing such as this shouldn't IMHO be a server side setting (if possible). The people who want it on will have it on and the people who don't want it won't get any advantage from having it off, on the contrary.

Offline GB-72AT Talon

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Re: Hit Indicator sound
« Reply #5 on: January 06, 2011, 07:10:53 PM »
i have a question in regards to the beep.

since it is server side, if i dont hear a beep and i clearly hit the guy point blank, did it register the hit on the server if i dont hear a beep? 

and recently, on all different servers and maps, Narc beacons are really hard to get to stick...it's as if they are wiped in vaseline on the way out of the barrell.....i can fire one off straight shot, in range...and it appears to hit but i get no beep and no indicator on hud....fire another one...same thing....fire a third one...now it sticks and activates.....

is this also a server side issue?



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Offline (TLL)KitLightning

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Re: Hit Indicator sound
« Reply #6 on: January 06, 2011, 07:14:46 PM »
Well that's a shame. Why is the option there under the sound settings in vanilla Wars then? Just window dressing? A thing such as this shouldn't IMHO be a server side setting (if possible). The people who want it on will have it on and the people who don't want it won't get any advantage from having it off, on the contrary.

I totally misread the cvars... It is Client side, sorry for the confusion. Switch it on or off by the EX.

i have a question in regards to the beep.

since it is server side, if i dont hear a beep and i clearly hit the guy point blank, did it register the hit on the server if i dont hear a beep?

Players having Low Latency may still hit even if the sound is not heard. Only sure indication of a hit is looking at the C-Bill increase.

Quote
and recently, on all different servers and maps, Narc beacons are really hard to get to stick...it's as if they are wiped in vaseline on the way out of the barrell.....i can fire one off straight shot, in range...and it appears to hit but i get no beep and no indicator on hud....fire another one...same thing....fire a third one...now it sticks and activates.....

is this also a server side issue?

That may be Latency/Ping related, the NARC can be disable/detached by EMP shots, and yes they do tend to fall of their intended host.


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Offline Humbug

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Re: Hit Indicator sound
« Reply #7 on: January 06, 2011, 08:01:46 PM »
I totally misread the cvars... It is Client side, sorry for the confusion. Switch it on or off by the EX.

Yes I am a bit confused right now actually. You said I can't use EX and MWLL at the same time. I just want to play MWLL on the existing servers with hit indicator sound off. Is that possible or not? Thanks for your patience and sorry if I'm being a pain in the arse.  ;)

Offline Blu_Haze

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Re: Hit Indicator sound
« Reply #8 on: January 06, 2011, 10:07:37 PM »
In case you don't ever manage to disable it, I did want to say something regarding the immersion aspect which hopefully might make it easier to live with.

If this were a WWII FPS or something similar I would completely agree with you. However you have to keep in mind that we're, from an immersion standpoint, the person strapped into the cockpit of a futuristic, bipedal mechanized war machine. One that comes complete with sophisticated targeting and positioning sensors. With that mindset it's really not that big of a stretch, for me at least, to think that it might also include some sort of hit detection with an audible alert built into its sensor suite. I guess that's why the little bleep when I hit something never really bothered me. In a way it even kinda makes sense from that viewpoint.

To be honest I'm surprised that there aren't a lot more audible alerts, beeps, boops, and whistles going off at all times. Compared to the cockpit of a modern day air superiority fighter, our mechs are actually a little on the quiet side.  :P

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Re: Hit Indicator sound
« Reply #9 on: January 06, 2011, 10:31:59 PM »
Try:
 
g_useHitSoundFeedback [0,1] - This setting controls the new sound effect which occurs whenever your bullets hit the enemy. By default it is enabled, and any time you successfully hit an enemy target, even over a long distance, you'll hear a slight but distinctive 'thud'. If you wish to disable this and return to the way things were prior to the 1.2 patch, set this variable to =0.
 
We don't change the name of the event for MWLL, just the sound effect used.
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Offline GB-72AT Talon

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Re: Hit Indicator sound
« Reply #10 on: January 06, 2011, 10:49:21 PM »

i have a question in regards to the beep.

since it is server side, if i dont hear a beep and i clearly hit the guy point blank, did it register the hit on the server if i dont hear a beep?

Players having Low Latency may still hit even if the sound is not heard. Only sure indication of a hit is looking at the C-Bill increase.

So having a really good ping can cause this?

Quote
and recently, on all different servers and maps, Narc beacons are really hard to get to stick...it's as if they are wiped in vaseline on the way out of the barrell.....i can fire one off straight shot, in range...and it appears to hit but i get no beep and no indicator on hud....fire another one...same thing....fire a third one...now it sticks and activates.....

is this also a server side issue?

That may be Latency/Ping related, the NARC can be disable/detached by EMP shots, and yes they do tend to fall of their intended host.

There was nobody else in sight, middle of nowhere on that new grey moon looking map.....no ppc's anywhere.....

The reason I mentioned it is happening on multiple servers is because I knew this could be latency related.  That's why I tried a couple other servers, servers where I have a 15-25 ping as well as servers where my ping averages 125'ish.   Same thing happening.  I didn't have this issue before 0.4.0. 

What gets me is I hear the beep that tells me the narc hit him but the normal indicator never happens. 

Oh yeah, if I were to narc an enemy mech would my own ppc blast remove it or just his friendly ppc?   



Sure it felt different but so did my wife after the kids were born. A little loose but it still gets me off every time. -- Suspect

Offline Humbug

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Re: Hit Indicator sound
« Reply #11 on: January 06, 2011, 10:52:05 PM »
*snip*

Yes, I agree. It's not THAT far fetched to have a hit indicator sound. Still, while the Battletech universe is very futuristic it is also at the same time very gritty and non futuristic. I'm a big fan of this grittiness and while the sound itself could be considered to be suspension of disbelief I would personally still prefer it to be off. This to me would feel more authentic. Thanks for your well written reply though, +rep for you.

Try:
 
g_useHitSoundFeedback [0,1] - This setting controls the new sound effect which occurs whenever your bullets hit the enemy. By default it is enabled, and any time you successfully hit an enemy target, even over a long distance, you'll hear a slight but distinctive 'thud'. If you wish to disable this and return to the way things were prior to the 1.2 patch, set this variable to =0.
 
We don't change the name of the event for MWLL, just the sound effect used.

Hmm, that's interesting. To me it doesn't sound like a thud at all. Instead it's more of a sharp bleeping noise. Could there be something wrong with my install somehow?

Thank you for that console command though, I'll try it out.

Edit: I tried it. Setting g_useHitSoundFeedback to 0 didn't remove the hit indication sound.  :/
« Last Edit: January 07, 2011, 12:16:00 AM by Humbug »

Offline GB-72AT Talon

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Re: Hit Indicator sound
« Reply #12 on: January 07, 2011, 05:24:59 AM »
so again tonight, totally different server, new one actually...close to me and running 32 man config.  narcs sticking only once in a while....also LRM's with lock are having a really hard time hitting time after time...i think i emptied a hawkmoth a few times and i bet you at least 30% of the salvos fired with lock went into the mech and exploded but no points awarded....also, NARC beacon on mech, fire LRM's in range, they just fly off in the direction i was facing like MRM's......

i think there might be something wrong with the 32 man load...something the server is not able to deal with



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Offline (TLL)KitLightning

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Re: Hit Indicator sound
« Reply #13 on: January 07, 2011, 05:55:38 AM »
There was nobody else in sight, middle of nowhere on that new grey moon looking map.....no ppc's anywhere.....

The reason I mentioned it is happening on multiple servers is because I knew this could be latency related.  That's why I tried a couple other servers, servers where I have a 15-25 ping as well as servers where my ping averages 125'ish.   Same thing happening.  I didn't have this issue before 0.4.0. 

As I've said in this topic and elsewhere the NARC at times will not attach itself on the intended host. This may be due to the angle the NARC hits the host or latency, either on the Client firing the NARC or the intended host.

Quote
What gets me is I hear the beep that tells me the narc hit him but the normal indicator never happens. 

Other Players, including me, have this funky issue.

Quote
Oh yeah, if I were to narc an enemy mech would my own ppc blast remove it or just his friendly ppc?   

All EMP shots, e.g. shots from mPPC or PPC, whether friendly or hostile, will cause the NARC to be disabled.

...
i think there might be something wrong with the 32 man load...something the server is not able to deal with

(TLL)Matchbox servers switched to 24 slot servers due to an extreme decrease in performance on 32 slot servers. Above 24 Clients the server began to give a very sluggish feedback to the clients.


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Offline GB-72AT Talon

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Re: Hit Indicator sound
« Reply #14 on: January 07, 2011, 01:18:35 PM »
OK...I just wanted to make clear this happened since 0.4.3



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