Footsteps sounds

Locked
Elaphe
Posts: 3
Joined: Wed Nov 02, 2005 2:43 pm

Footsteps sounds

Post by Elaphe »

Yesterday I installed Quake IV in my computer. I'm insterested only in the multiplayer game. What I liked most are the weapons, with a really great desing, superb to use and fantastic sound. Talking of sound, it's really great, but there's something that really pisses me because it's a fault that should not be in a game like this: the sound of the footsteps. They always sound the same, not matter what surface you're walking on: sand, concrete, metal... it's the same, the footsteps always sound the same. This is really unrealistic and boring. Another detail that I dislike is the sky: it's static! And finally, the lights are superb, with outstanding shadows. However, it's really incredible that there's an explosion by a rocket or a grenade in the middle of a dark corridor, and the walls are not lightened at all!! (same happens in other games such as UT2004). Also, I would really like to see more interaction with he scenary (more phisics and more destruction). I really love this game but I feel that not much attention to detailed has been put int he multiplayer mode. It's a shame because there are other aspects where the mutiplayer shines, no matter if it hasn't got the variety and the quantity of UT2004.
Freakaloin
Posts: 10620
Joined: Tue May 07, 2002 7:00 am

Post by Freakaloin »

did u say something?...
a defining attribute of a government is that it has a monopoly on the legitimate exercise of violence...
NitrousFlare
Posts: 81
Joined: Sun Oct 30, 2005 6:32 am

Post by NitrousFlare »

eh, it's only footsteps. just play the game =p
User avatar
MKJ
Posts: 32581
Joined: Fri Nov 24, 2000 8:00 am

Post by MKJ »

the footsteps are too loud and thus distracting :(
[url=http://profile.mygamercard.net/Emka+Jee][img]http://card.mygamercard.net/sig/Emka+Jee.jpg[/img][/url]
Massive Quasars
Posts: 8696
Joined: Fri Dec 15, 2000 8:00 am

Post by Massive Quasars »

I hope people making mods are reading these complaints.
[url=http://www.marxists.org/][img]http://img442.imageshack.us/img442/3050/avatarmy7.gif[/img][img]http://img506.imageshack.us/img506/1736/leninzbp5.gif[/img][img]http://img506.imageshack.us/img506/1076/modulestalinat6.jpg[/img][img]http://img506.imageshack.us/img506/9239/cheds1.jpg[/img][/url]
User avatar
MKJ
Posts: 32581
Joined: Fri Nov 24, 2000 8:00 am

Post by MKJ »

or better yet, the people making the PRs :)

machinegun sound really needs to be toned down too. i dont mind it being loud when i shoot it, but its so loud that i can hea it full volume when my opponents use it. iwas playing a 16player ffa the other day and the machinegun fire was nonstop - it was so loud i couldnt even hear my own footsteps! :icon32:
[url=http://profile.mygamercard.net/Emka+Jee][img]http://card.mygamercard.net/sig/Emka+Jee.jpg[/img][/url]
CyAne
Posts: 82
Joined: Tue Jun 12, 2001 7:00 am

Post by CyAne »

NitrousFlare wrote:eh, it's only footsteps. just play the game =p
Playing Quake MP: (Stupid FFA not included)
Eyes 30%
Ears 70%


The footsteps are crap.
Most of the sounds are come to think of it.
Victrix
Posts: 33
Joined: Tue Nov 01, 2005 11:51 pm

Post by Victrix »

fwiw, I'm working on a q4ctf mod that is likely going to 'nerf' a lot of the 'gimme' sfx (health/armor shard pickup, machinegun, footsteps, etc)

sound is more of an issue in tdm or 1v1 though, and that isn't really my focus for the mod
User avatar
MKJ
Posts: 32581
Joined: Fri Nov 24, 2000 8:00 am

Post by MKJ »

armor pickup sound needs to be beefed up actually
[url=http://profile.mygamercard.net/Emka+Jee][img]http://card.mygamercard.net/sig/Emka+Jee.jpg[/img][/url]
Grudge
Posts: 8587
Joined: Mon Jan 28, 2002 8:00 am

Post by Grudge »

Weapon pickup/switch sounds also need beefing up.
Tormentius
Posts: 4108
Joined: Sat Dec 14, 2002 8:00 am

Post by Tormentius »

CyAne wrote:
NitrousFlare wrote:eh, it's only footsteps. just play the game =p
Playing Quake MP: (Stupid FFA not included)
Eyes 30%
Ears 70%


The footsteps are crap.
Most of the sounds are come to think of it.
The sounds gets much, much better if OpenAL is enabled.
Victrix
Posts: 33
Joined: Tue Nov 01, 2005 11:51 pm

Post by Victrix »

You know, I didn't even think about that. I've been running OpenAL since I started playing it - in literally every other game I play, period, I don't enable EAX type stuff, EVER

But like... in Q4 it sounds good. I suppose I should go check how it sounds without OAL enabled to hear it before I go changing item sounds willy nilly.
nightwing
Posts: 59
Joined: Wed Oct 19, 2005 12:58 pm

Post by nightwing »

Which sound card is capable of OpenAL?
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

Locked