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Footsteps sounds

Posted: Wed Nov 02, 2005 2:55 pm
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.

Posted: Wed Nov 02, 2005 10:52 pm
by Freakaloin
did u say something?...

Posted: Thu Nov 03, 2005 1:51 am
by NitrousFlare
eh, it's only footsteps. just play the game =p

Posted: Thu Nov 03, 2005 8:35 am
by MKJ
the footsteps are too loud and thus distracting :(

Posted: Thu Nov 03, 2005 11:53 am
by Massive Quasars
I hope people making mods are reading these complaints.

Posted: Thu Nov 03, 2005 11:59 am
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:

Posted: Thu Nov 03, 2005 12:57 pm
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.

Posted: Thu Nov 03, 2005 2:07 pm
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

Posted: Thu Nov 03, 2005 2:32 pm
by MKJ
armor pickup sound needs to be beefed up actually

Posted: Thu Nov 03, 2005 2:52 pm
by Grudge
Weapon pickup/switch sounds also need beefing up.

Posted: Thu Nov 03, 2005 4:50 pm
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.

Posted: Thu Nov 03, 2005 4:56 pm
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.

Posted: Thu Nov 03, 2005 5:43 pm
by nightwing
Which sound card is capable of OpenAL?

Posted: Thu Nov 03, 2005 6:13 pm
by jester!