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issueid=189 07-21-2009 05:33 AM
Taunt
Preset the client side cvar "cl_customsounds" to "1" by default.

The command is built in from Valve themselves into the engine, it allows a custom sound of less than 128kb to be uploaded to the server and downloaded to the client. The same thing as a spray but represented as an audio file.

Just requesting that this cvar be enabled clientside by default. It can simply be disabled by setting it to zero.

I've made a thread explaining how people can already do this in here.
Issue Details
Issue Type Feature
Project Fortress Forever
Category Installation
Status Rejected
Priority 10 - Lowest
Suggested Version 2.4
Implemented Version (none)
Votes for this feature 5
Votes against this feature 6
Assigned Users (none)
Tags (none)

07-21-2009 06:39 AM
 
easy enough fix even if I wouldn't ever use it. I vote yes.
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07-21-2009 07:56 AM
Gets tickled by FF
 
I think it could be quite amusing. I guess its as simple as putting it in the default config. But I'm not having a final say on this.
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07-21-2009 08:14 AM
 
Only big issue would be having some young kid hearing bad language and the possibility of his/her parents hearing it. I know FF doesn't have a ESRB rating but if the Dev's ever wanted to go down this route then something like this may effect it.
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07-21-2009 08:39 AM
Gets tickled by FF
 
but we cannot be responsible for custom content bully... what about porn sprays and bad language in general... so I can't see this being a real issue.

I want my own sound "Elllllllllllllllllllllllmoooooooooooooooooooooooo o"... many times have I done that in life while drunk. I need it recorded so you know when I'm coming :p

coming in the sense of "to arrive"... erm... "to arrive as a being in a place"
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07-21-2009 08:48 AM
 
Haha yeah that would be funny, don't get me wrong tho, i'm all for more fun. Just trying to see it from a different perspective but it brings up the question of a disclaimer about custom content. Do we have one ?
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07-21-2009 01:52 PM
Title title title title
 
This might get annoying though, and people could use sounds from the game that would confuse players, such as a grenade click (for priming) or the sound of them dying (which could confuse players who can't see them but can hear them)
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07-21-2009 02:15 PM
 
lol it's not as it we're coding this in. It already exists and can be done, he's just requesting that the cvar get put to 1 as default. You would still have to know what your doing and shit to even get it to work and if you do that, then your gonna do it either way.
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07-21-2009 02:24 PM
QUAD ROCKET
 
Imo this cvar should have the cheat flag on it. It's a cool concept, but like gibz said, players can abuse it by using game sounds to confuse the enemy.
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07-21-2009 03:21 PM
 
For some reason this cvar doesn't want to stay saved in the config.cfg if you leave the file properties as unchecked as "read-only." The only way I'm finding this value to remain constant from start-up is by adding it into my autoexec.cfg.

The only way you can really confuse anyone in my eyes with this is if you were literally standing right next to someone. Even then it would only play mostly in one speaker since the sound is coming from the game player and we all know you can tell the direction of something by sound in this game. The sound can be interrupted simply by shooting your weapon.

People already spray fake signs on the walls sometimes or even a spray of a spy or something. I've seen it before and found myself falling victim to it many times on TFC/source games but in the end it only ment a few bullets and a good laugh at the end. Might as well disable sprays too then because it has distracted me and many others before.

You guys can already test this command, if you ever see Bob[RNS] in the game I'll be willing to show an example of what this command sounds like and does.

Nothing more fun than backstabbing someone and having my "I'm a killing machine" sound play right afterward. :D
Reply
07-22-2009 05:00 AM
 
Been thinking about this, and I changed my mind. I think this cvar needs to be locked tbh
Reply
07-22-2009 01:31 PM
Title title title title
 
Quote:
Originally Posted by Dr.Satan View Post
It's not that far fetched and would be pretty much an exploit. Same with the landing noise, reloading, nade prime, ragdoll hitting the floor, death, medic, engy, the list goes on.
Any normal game sound can confuse people. Just my point.
Reply
07-22-2009 02:29 PM
 
Quote:
Originally Posted by gibz
Any normal game sound can confuse people. Just my point.
exactly...that's why I'm saying it's an exploit
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07-23-2009 10:58 AM
Heartless Threadkiller
 
Then we need to get rid of sprays as well.

(slippery slope......)
Reply
07-23-2009 01:36 PM
Title title title title
 
Sprays in FF have never been used for that, and probably won't be.
Besides, almost everyone who falls for a spray of a sniper, or a spy, or whatever, finds out eventually that it's just a spray, then laughs about it.
I don't think anyone would find it that funny to find out that you made them think you were going to prime a nade when you really weren't.
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07-23-2009 03:57 PM
 
FIXED.

taunts in FF have never been used for that, and probably won't be.
Besides, almost everyone who falls for a taunt of a priming grenade, or whatever, finds out eventually that it's just a fake, then laughs about it.
I think anyone would find it that funny to find out that you made them think you were going to prime a nade when you really weren't because you completely tricked them. Run the other way bitch.

Since we're on the topic of massive exploits. Lets talk about throwing grenades infront of the spawn and killing people on the very moment they spawn. Lets remove grenades too because the spawn makes me feel safe and that player tricked me into thinking I was safe when I really wasn't.
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07-23-2009 04:51 PM
Keep On Keepin' On
 
I wouldn't find it the least bit amusing.
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07-23-2009 04:54 PM
Title title title title
 
They think you are going to prime a nade, so they probably will run away (or prepare to get a nade lobbed towards them, if they are a good player) and that's when you take your railgun out.
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07-23-2009 05:17 PM
 
the difference is that this exploit can be used during combat whereas a spray is much less interactive. If I'm in the middle of a dm, and I hear the enemy prime a nade, I prepare for that. Or if I hear the click that signalizes I'm out of ammo I quickswitch to something else. The point is that it can effect a battle and the way people play and otentially give you a slight advantage.

ergo exploit
Reply
07-23-2009 07:10 PM
 
I can just play the whole grenade priming timer though my mic and I bet I can change the whole battle right there. I'll create the same effect as you describe only that I had to work 20 times less to get the same effect.
Reply
07-23-2009 07:26 PM
 
I really don't see the problem with those situations you are exposing to be honest, Satan.

If I hear the enemy prime a grenade, I'll either close my distance on him so he's more likely to hurt himself with it; or go back while I'm pelting him. Either way is not affecting the fact that I'll fight him - if in the end he was faking the sound, worse for him because probably I didn't, if he had really primed a grenade I'll already taken the action I think is the best for that situation. This is a bit different if I'm playing Defense and I hear a prime from a Scout/Medic. He can fake a conc prime, and I'll get ready to stop an offender coming from that direction, so I'll be ready either if he comes or not - at most I'll waste a bit of ammo while he loses some precious security down seconds.

If I hear the enemy out of bullets it's not going to change how I'm fighting him - if I'm fighting him, of course. A Soldier without rockets still has his SShotgun and grenades to fight, so it's no excuse for not going all out on him. At most it will be a problem if you are a Scout/Medic trying to save a conc if you think he's out of rockets, which is still a bad move for your part - if you think on saving a conc it means you don't have it primed, which means he has plenty of time to reload at least a rocket.
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