Sound effects still played if you have no LoS

Sound effects still played if you have no LoS

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Caydr
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Sound effects still played if you have no LoS

Post by Caydr »

Does anyone else think this is really exploitable? All you need to do is listen to your opponent's base for a minute or so and you know exactly what's going on. I think it's perfectly fair and OTA-ish to be able to see explosions and ground scars where such are occuring, but to be able to hear units as they run off the assembly line....... dunno about that...
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AF
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Post by AF »

I use it sometimes to make sure a piece of building code hasnt buggered NTAI, tis quicker than .cheat .team 1 and saves me enabling and disabling streaks all the time.......

But it's a bad thing and should be got rid of.
Chocapic
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Joined: 16 Oct 2005, 03:35

Post by Chocapic »

yes , ive realized this for ages.
the funnier is still in ffa where you can find by the 3d sound where the battle is taking place.. lol ..
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Zenka
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Post by Zenka »

I use it to get at clue where plasma cannons are. As for looking were a battle is going on, in most maps you just have to look at the terrain deforming. (which is, in some maps, an annoying detection method for entire bases)
Chocapic
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Post by Chocapic »

Zenka wrote:I use it to get at clue where plasma cannons are. As for looking were a battle is going on, in most maps you just have to look at the terrain deforming. (which is, in some maps, an annoying detection method for entire bases)
mostly it is but it might not , if the ground hardness is too high its unnoticable
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Android_X
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Post by Android_X »

The sound should be restricted to your LoS with the exception of really loud things like big plasma cannons or nukes IMO.
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Dragon45
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Post by Dragon45 »

I actually rather like the "universal sound" feature! It adds a new layer of depth/realism to the whole affair, IMHO.
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Android_X
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Post by Android_X »

I actually rather like the "universal sound" feature! It adds a new layer of depth/realism to the whole affair, IMHO.
Realism is not always a good thing in a game and should be balanced with gameplay. A universal ambient sound feature would add depth and preserve gameplay. :-)
Chocapic
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Joined: 16 Oct 2005, 03:35

Post by Chocapic »

I think its a exploitable issue at the moment but its not very bad, you can hardly know what the oponent is doing, you can only know quite accurately the place where he is at wich you probably already know..
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Caydr
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Post by Caydr »

Dragon45 wrote:I actually rather like the "universal sound" feature! It adds a new layer of depth/realism to the whole affair, IMHO.
In what way is it realistic that you, as some kind of formless avatar, can rove about the map and find out exactly what your enemy is doing while not actually being able to see it? I mean, come on, if we're arguing realism here how the hell can a unit not be able to see something that's all of 20 metres away? Even in WW2 they used binocs or whatever and could see a fair distance more than 20 METRES!

Don't argue realism when clearly this is a matter of gameplay. And if this is a matter of gameplay, why not point out that the knowledge that your opponent has just finished a krogoth or a adv vehicle lab or a fusion reactor or any number of other things can REALLY give you an unfair advantage?
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FizWizz
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Post by FizWizz »

I would agree with Caydr, it's just not cool that you can hear things that you don't have LoS on (radar doesn't count).
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AF
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Post by AF »

Realism? Some sounds are only played if they're directly udner your camera, quiet sounds such as a building being started, I cant hear that in my base if I'm listening for the enemy commadner, yet fi I move over to where the enemy startpos is I can hear it, if I zoom in as if I where the enemy commander. Now does this mean that the TA world is permeated by submicroscopic microphones? Why should I be able to hear quiet sounds that occur on the other side of the map out fo LOS just by zooming in on where thye happen by chance.
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