Onslaught Changes

Discuss all things related to our custom map 32 player ONS server
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DW_ToxicWaste
Site Admin
Posts: 1060
Joined: Tue Dec 27, 2005 12:00 am

Hi everyone, thanks to our resident coding genius Snaggle, as of Saturday night, we have implemented the first in a series of changes which we hope will enhance your gameplay here at the Spam Vikings. The first step is the implementation of Hitsounds.

I will cut and paste a section of the documentation here so you can configure them to your own liking (or turn them off entirely if you don't like them).

Stay tuned, as we are hard at work on new and exciting things. we're going to make this the best four months before UT3 comes out as possible!

Rich (TW)



HitSounds

The rest of the configuration is now client-side. This includes a
client-side enabler and controls for the hitsounds per second and their
volume. Additionally, the hit-sounds are pitched according to level of
damage.

Here are the user-configurable parameters and their default values:
(Note: In the User.ini file)

[DWOnslaught.DWO_Player]
bEnableHitSounds=true
HitSoundVolume=1.0
MaxHitSoundsPerSecond=10

The HitSoundVolume value is restricted to values from 0 up to 4
The MaxHitSoundsPerSecond value is restricted to values from 5 to 20

There are also two user commands that allow control of the hitsounds:

togglehitsounds - This simply turns the hitsounds on if they are
off or off if they are on.

hitsounds [args] - This command displays a usage and the current
state of the client-side hitsounds. The usage
explains how to set the volume & the dinks pers
second (dps) on the client. The hitsounds can
also be turned on or off using this command.
Enter 'hitsounds' without any args to get the
usage and current state.

--------------------------------------------------------------------------

Phase II

Brightskins - You'll notice it's a little easier to see the other players on teh maps now. No more will it be hard to see someone because of the skin they wear, or because they blend into the background because of their team colors.

Bright Skins
| ============
| Bright skins are available and can be configured by the user.
|
| Here are the user-configurable parameters and their default values:
| (Note: In the User.ini file)
|
| [DWOnslaught.DWO_Player]
| bEnableBrightSkins=true
|
| There are also two user commands that allow control of the hitsounds:
|
| togglebrightskins - This simply turns the bright skins on if they are
| off or off if they are on.
|
| brightskins [args] - This command displays a usage and the current
| state of the client-side bright skins. The bright
| skins can be turned on or off using this command.
| Enter 'brightskins' without any args to get the
| usage and current state.

You'll also notice if you play on the server when bots are present, that they will actually remain frozen for the first 10 second of the start of the round in order for you to weapon up and grab a vehicle before they go off on a joy ride.
Last edited by DW_ToxicWaste on Thu Jul 19, 2007 10:01 pm, edited 2 times in total.
* > Tommo
DW_Bomzin
Site Admin
Posts: 2241
Joined: Mon Dec 26, 2005 12:00 am
Xfire: bomzin
Location: Layton,Utah

AGAIN T_Shirt for Snaggle , lovin the hit sounds .
Image
DW_KarmaKat
Site Admin
Posts: 2003
Joined: Thu Mar 23, 2006 12:00 am
Xfire: KarmaKat

How unbelievably cool is this?!?!? :colors:

My behavior on Vent last night will attest to the increase in the amount of fun I had playing ONS with hitsounds in Spam Vikings!

Waaaaaahooooo!!! :cheers: :cheers: :cheers:

Snaggle is da man! :headbang:

KKat
:flower:
Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
DW_damn_weasel
1337 Haxor
Posts: 219
Joined: Fri Jul 07, 2006 11:00 pm

Great great improvements...
Can we do that with Mantas...ok I'm asking too much...
Kudos Snagle...
The things you own end up owning you.
DW>Damn_Weasel
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