I haven't been online over the Christmas break, I assume things haven't changed while I was away, but have been meaning to write something about this for some time...
(Happy New Year to everyone BTW)
Anyway...what has happened to the hit sound? It used to be a clear indication of hitting the target, now there are lots of different sounds and I can't tell whether I'm hitting an enemy or a friendly.
Anyone else having this trouble?
Hit sounds
Hit sounds
Play it safe, do what Droopy says..."Always double tap!"
Re: Hit sounds
CEONSS has been using new hitsounds code by Wormbo over the past month, this UTPlusStandaloneHitSounds pack you downloaded when you first got 'em. This pack includes extended, adjustable options regarding the sound and volume of hitsounds which can be edited from within your User.ini file (in your UT2004's System subdir). Open it and look for the following section:
Change the options around as you wish (basically, revert all categs, minus the Team, back to '0'), or import new sounds if you want (note: they need to be 22050Hz mono PCM wavs). I haven't looked into the specifics of that last bit to tell you exactly where the wavs should be placed or how the paths and filenames should be formed for that to work, but if nobody else explains this before I figure it out, I'll add the info here when I take the time to do so. Hope that helped.
Edit: The official introductory thread about this offers some more info (but not any specific examples in terms of adding new, standalone sound files); you might wanna check that out too.
Code: Select all
[Client UTPlusSettings]
HitSoundEnemy=0
HitSoundVehicle=2
HitSoundEmptyVehicle=6
HitSoundTeam=4
HitSoundObjective=3
HitSoundVolume=1.500000
bHitSoundDamagePitch=True
HitSoundNames=Quake3
HitSoundNames=Quake3Friendly
HitSoundNames=TTM
HitSoundNames=UTPure
HitSoundNames=TournamentFriendly
HitSoundNames=TournamentProtected
HitSoundNames=UTPlusEmpty
Edit: The official introductory thread about this offers some more info (but not any specific examples in terms of adding new, standalone sound files); you might wanna check that out too.
Eyes in the skies.

Re: Hit sounds
Thanks for that Pegasus.
I'm sure this feature will be useful...I just need to put in some sounds that make sense to me (if someone will tell me exactly what I need to do
)

I'm sure this feature will be useful...I just need to put in some sounds that make sense to me (if someone will tell me exactly what I need to do

Play it safe, do what Droopy says..."Always double tap!"
Re: Hit sounds
I guess I could have made the damage priority configurable or fixed in some way different than it is now. Basically, the hit sound tells you what you damaged the most. However, "the most" is weighted in that damage to enemies (vehicles or players) counts with triple the amount, damage to objectives (nodes and cores, but also destroyable Assault objectives) and friendly players or vehicles count double and empty vehicles count single. The highest-scoring of these is played back.
Granted, the variety of hit sounds and their varying pitch (deeper = more damage) makes memorizing them a bit more difficult. But I'm sure you will find them useful once you memorized them.
If you don't care what you hit, just set Enemy, Vehicle and Objective to the same index. Quake3 (0) is what many old-school hit sound mods use, TTM (2) is the hit sound used by UTComp nowadays and UTPure (3) is a hit sound used by the security mutator of that name in UT1. If you find the hit sound for team mates too confusing, you might want to set it to Quake3Friendly (1) instead. I think that's a widely recognized sound, but I just don't like it enough to make it the default.
The part about 22kHz isn't quite correct, btw. You can use any sampling rate and both 8 and 16 bit sample sizes, as long as the file is mono PCM.
Granted, the variety of hit sounds and their varying pitch (deeper = more damage) makes memorizing them a bit more difficult. But I'm sure you will find them useful once you memorized them.
If you don't care what you hit, just set Enemy, Vehicle and Objective to the same index. Quake3 (0) is what many old-school hit sound mods use, TTM (2) is the hit sound used by UTComp nowadays and UTPure (3) is a hit sound used by the security mutator of that name in UT1. If you find the hit sound for team mates too confusing, you might want to set it to Quake3Friendly (1) instead. I think that's a widely recognized sound, but I just don't like it enough to make it the default.

The part about 22kHz isn't quite correct, btw. You can use any sampling rate and both 8 and 16 bit sample sizes, as long as the file is mono PCM.