grenade sound
#1
Hello,
The sound grenade_pull.ogg work just when i pull a grenade .
I dont hear the sound when a other player pull his grenade .
Is it normal ?

The version is 1.104.
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#2
I have a small feeling it's normal but I could be wrong. I don't recall ever hearing it. Instead of listening I try to run away from 'naders :)
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#3
While we're at it. I've been playing without any visual nade on screen for over a year. Tried to fix it a couple of times, but to no avail. If anyone could help me with that, I'd appreciate it.(sorry for ying this thread, don't continue my issue here).
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#4
(26 Feb 13, 12:22PM)888 Wrote: Hello,
The sound grenade_pull.ogg work just when i pull a grenade .
I dont hear the sound when a other player pull his grenade .
Is it normal ?

The version is 1.104.

You have to be really close to the other player to hear it.

Of course I'm only going off of when I changed the sound for it once a few years back. I do remember it has a very small radius though.
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#5
(26 Feb 13, 11:10PM)Felix-The-Ghost Wrote:
(26 Feb 13, 12:22PM)888 Wrote: Hello,
The sound grenade_pull.ogg work just when i pull a grenade .
I dont hear the sound when a other player pull his grenade .
Is it normal ?

The version is 1.104.

You have to be really close to the other player to hear it.





Of course I'm only going off of when I changed the sound for it once a few years back. I do remember it has a very small radius though.

Ok .
In the new version ,you should improve the radius of this sound .
I prefer hearding this sound instead of (crouch in or crouch out .... and diferent sound useless ...)
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#6
I just looked and I didn't see any code that would give the grenade pull sound any different treatment. I think it just happens to be hard to hear when it's not your own.

In the new version (maybe current as well) you can disable specific sounds such as crouching.

Append: Ah, it is not in the source code but in the sounds.cfg where you edit audible radius. I absolutely agree the grenade_pull needs to have a larger radius, but I don't know everyone's stance on editing sounds.cfg (when it is external and thus easily editable :P)

If you want to test what values would be acceptable for an upcoming release, please edit that line to this syntax:
registersound "weapon/grenade_pull" <volume> <0> <radius>
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#7
(26 Feb 13, 11:57PM)Felix-The-Ghost Wrote: I just looked and I didn't see any code that would give the grenade pull sound any different treatment. I think it just happens to be hard to hear when it's not your own.

In the new version (maybe current as well) you can disable specific sounds such as crouching.

Append: Ah, it is not in the source code but in the sounds.cfg where you edit audible radius. I absolutely agree the grenade_pull needs to have a larger radius, but I don't know everyone's stance on editing sounds.cfg (when it is external and thus easily editable :P)

If you want to test what values would be acceptable for an upcoming release, please edit that line to this syntax:
registersound "weapon/grenade_pull" <volume> <0> <radius>

When i edit the sound in the file sound.cfg .
It dont work .

I resolve my problem .
I use a script who allow to know when a player pull his grenade .
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#8
(27 Feb 13, 09:53AM)888 Wrote: When i edit the sound in the file sound.cfg .
It dont work .

Could you elaborate a bit on this? Do you mean the sound no longer plays, or it does not have the results you expect? Could you post what you are changing it to?
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#9
I try :
registersound "weapon/grenade_pull" 0 0 20 // 41 - S_GRENADEPULL
registersound "weapon/grenade_pull" 80 0 2000 // 41 - S_GRENADEPULL
registersound "weapon/grenade_pull" 200 1 20 // 41 - S_GRENADEPULL

Its dont work.
I dont hear the sound of ennemy .
When i try
Quote:registersound "weapon/grenade_pull" 200 1 20 // 41 - S_GRENADEPULL
,the sound repeat him just when i lauch my grenade .
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#10
(27 Feb 13, 10:41AM)888 Wrote: I try :
registersound "weapon/grenade_pull" 0 0 20 // 41 - S_GRENADEPULL
registersound "weapon/grenade_pull" 80 0 2000 // 41 - S_GRENADEPULL
registersound "weapon/grenade_pull" 200 1 20 // 41 - S_GRENADEPULL

Its dont work.
I dont hear the sound of ennemy .
When i try
Quote:registersound "weapon/grenade_pull" 200 1 20 // 41 - S_GRENADEPULL
,the sound repeat him just when i lauch my grenade .

You want the 1 to be 0 or else it will loop.
Try registersound "weapon/grenade_pull" 100 0 20.
It should work according to the surrounding context.
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#11
(27 Feb 13, 03:18PM)Felix-The-Ghost Wrote:
(27 Feb 13, 10:41AM)888 Wrote: I try :
registersound "weapon/grenade_pull" 0 0 20 // 41 - S_GRENADEPULL
registersound "weapon/grenade_pull" 80 0 2000 // 41 - S_GRENADEPULL
registersound "weapon/grenade_pull" 200 1 20 // 41 - S_GRENADEPULL

Its dont work.
I dont hear the sound of ennemy .
When i try
Quote:registersound "weapon/grenade_pull" 200 1 20 // 41 - S_GRENADEPULL
,the sound repeat him just when i lauch my grenade .

You want the 1 to be 0 or else it will loop.
Try registersound "weapon/grenade_pull" 100 0 20.
It should work according to the surrounding context.

The problem is the same ...
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#12
(26 Feb 13, 07:28PM)Mr.OpTic Wrote: While we're at it. I've been playing without any visual nade on screen for over a year. Tried to fix it a couple of times, but to no avail. If anyone could help me with that, I'd appreciate it.(sorry for ying this thread, don't continue my issue here).

This happens to me with mods if I just change the default folder to a mod folder instead of overwriting. Lots of times mods just have a skin and an md3, instead of all of the files it needs to work. Try downloading just the grenade folder from the sourceforge files (tarball or whatever you can use) and replacing it in your files.
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