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PPSH Long Range sound


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#1
OFFLINE   Zelly

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Hello again

When I am being fired at by the ppsh from a long range I do not hear the sound.

I just get knockback/screenshake and my health goes down without any knowledge of where its coming from. (Like the silenced weapons)

Is the ppsh supposed to be like this? If not is it possible for me to fix it.
 

Thanks in advance.



#2
OFFLINE   clan DIABOLIK

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WARNING if you play with Legacy client, the sound of PPSH is bugged (I've noticed it when using PPSH, not when being fired by PPSH)



#3
OFFLINE   TheSilencerPL

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the sound of PPSH is bugged

What do you mean by that?



#4
OFFLINE   clan DIABOLIK

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With Legacy client, reload your PPSH to get full 40ammos, and when you fire, the sound is OK but it stops after 20-30 bullets : the last bullets make no sound at all. (but I am offtopic - as always xD - because Zelly talks when he is fired by PPSH)



#5
OFFLINE   gaoesa

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When I am being fired at by the ppsh from a long range I do not hear the sound.

 

I have never experienced this and on this part, the weapons are not different from each others. There is a sound that is played, and the intensity is a calculation on distance. We will need to test if there is something on this. Can you please define what the long range means more accurately, for testing purposes. Two points in a map would work well.



#6
OFFLINE   clan DIABOLIK

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What do you mean by that?

 

I apologize, just tested with ET:L 2.71rc3 version and all is right now !

Sorry to Legacy for ban announce and to Zelly for off-topic



#7
OFFLINE   Zelly

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I figured it out it has something to do with that cg_effectDistance I asked for a while ago

I had it set to 0 but at 4000 (default) it makes the sound like it should.

 

using my lua i got the distance at about 1500 where i stopped hearing the sounds.

Distance on fueldump
Attached File  wet-20131127-142227.png   1.4MB   0 downloads
Attached File  wet-20131127-142239.png   1.36MB   0 downloads

EDIT: Forgot to say im not using ET Legacy or any other modified ET.exe


Edited by Zelly, 27 November 2013 - 09:34 PM.


#8
OFFLINE   TheSilencerPL

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ET over customization allowance ;) it's good but sometimes bad as we can see.

Good to hear you guys figured it out.



#9
OFFLINE   Zelly

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In the description of the client cvar it says its not supposed to affect sound. :lol:

cg_effectDistance Description Players can adjust what is the maximum distance that bullet effects are drawn. This can give slight performance improvement in maps with large open areas by not drawing effects to a distance player can't see them anyway. These effects include trails in the water, splashes, smoke pufs and different impact marks on the surfaces. This setting does not effect the sounds or the tracers. Usage cg_effectDistance [integer] Default 4000


Edited by Zelly, 27 November 2013 - 10:02 PM.


#10
OFFLINE   TheSilencerPL

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So it looks like it is a bug. Thx.



#11
OFFLINE   gaoesa

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What is the sound that you don't hear? I was first thought about gun sounds, but those are not behind this cvar. There are some impact sounds. Could mean that the PPSh is not forming proper bullet hit events. If in addition this bug concerns only the PPSh.



#12
OFFLINE   Zelly

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Umm I beleive both sounds. If i have it on the normal setting, the ppsh will play an off in the distance sound in the direction the player is shooting me from, and it will it play the bullet impact sound of hitting a player.

If i have cg_effectDistance set to 0 then it will not play the ppsh distance sound and I won't hear the impact sound either. (Though it still shakes my screen and makes me lose health correctly)
I have only noticed it with ppsh so far, but ill try testing some other guns when I get the chance.

I can give the steps to reproduce (From what I can tell cg_effectDistance is the only cvar affecting this)
1. set cg_effectDistance "0"
2. TargetPlayer and ShootingPlayer(With ppsh) stands about 1700 units(Or whatever they are called) apart. (See picture above to see that aproximate distance)
3. ShootingPlayer shoots TargetPlayer with ppsh.
4. Target player should not hear any sounds but it should still shake his screen and lose health.



#13
OFFLINE   gaoesa

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I couldn't reproduce the missing gun sound with cg_effectDistance 0. We didn't stand on 1700 units distance, but far enough anyway for the cg_effectDistance 0 to kick in. The bullet impact sounds were missing completely as they are part of the impact effects. But I don't think the impact sounds should be played, despite of the document, if the impact markers are not drawn.

 

EDIT:

But the sound is indeed little thinner. It could be that it fades away faster because of this. It should impact every weapon though.



#14
OFFLINE   gaoesa

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This should be fixed in 0.8.2 in which all the sounds should be played. There is indeed a quiet pushing effect that feels weird when getting hit from far distances. This is caused by not having the impact sounds on yourself on these occations. That was unintended. Thank you for reporting this bug.






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