Originally posted by splitterface
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The focus of kleshik and the "small mod compilation" is different it seems.
As you know, it try with the "small mod compilation" not to change the gameplay or the difficulty. I try to implement small things, that feel as if they belong to the original game. That is why I never was interested in kleshik I guess.
Originally posted by splitterface
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I dont see any in the file.
Not every monster has footstep sounds. Missing:
- enforcer
- hellknight
- Ogre
Originally posted by gdiddy62
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Only if some people like to increase the difficulty or want to go for a ghost hunt, they can use this fun-feature via auto_cvar. A different cvar for all monsters is a bit overdone I guess. Or do you want to have it ? Keep in mind that the pure amount of already existing auto_cvars can be confusing at times (autoexec gets longer and longer)
Originally posted by gdiddy62
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Which smoke do you mean ? The footstep particxles have only one block. No seperate smoke particles. This would impact the performance, which I do not want.
And what does "sweet spot" means ?
Originally posted by ezzetabi
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a) The default of this fun-feature will always be disabled
b) The "small mod compilation" uses auto_cvars that allows you to set your own game settings (just like engine cvars, but for QC), so a formula like you described is not necessary.
Originally posted by ezzetabi
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If you want you can look into smc source for examples of additional sounds.
Thank you for your feedback.
Seven
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