Author Topic: Railgun hum..  (Read 11286 times)

Offline Acer

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Re: Railgun hum..
« Reply #15 on: October 11, 2011, 06:23:16 AM »
if you turn ambient sounds off it disables your own railgun hum so I could see how it could be a used for advantage...not against it personally but to each his own I suppose.

As far as I know, using s_ambient 0 will turn off all ambient sounds in the map, including weapon hums and grenade ticks, so you won't hear any rg_hum at all.
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Offline playboy

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Re: Railgun hum..
« Reply #16 on: October 11, 2011, 06:40:20 AM »
ambient sound turns off the railgun hum? I thought those were just "map" sounds, which in turn would not include the rg_hum
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Offline Whirlingdervish

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Re: Railgun hum..
« Reply #17 on: October 11, 2011, 07:56:12 AM »
all told this "debate" is pointless. they ARE checked, and for a good reason that almost everyone else can see.

if you have one that isn't advantageous SUBMIT IT FOR REVIEW.


Well, since the Q3 rail hum people seem to use a lot, I don't think it should be flagged as a cheat. If you're going to flag rg_hum as a cheat sound, you might as well blacklist sounds like the watr_in sound that gives off a loud buzzing noise whenever you enter, or player sounds that say "75" or "50".

Blacklist is the wrong word. Whitelist is what you are looking for.
A blacklist would be a list of all possible bad ones. A whitelist is a list of all possible good ones.

AC works with a whitelist.
Things that don't match the whitelist are not "flagged as a cheat" unless it's in your mind and you are a fucktard like Jaqueero who does not understand the most simple nuance.

They show as bad files, which means "not stock or approved for use on this server".


If you want your "quake 3 rg hum" sound, submit the sound file to quadz or the server admin who runs the server you want to use it on, otherwise they can't make the hash value necessary to whitelist the sound.

If you are suggesting that you would rather have all useful sounds checked, that can be done with ease.

If you are suggesting that no sounds should be checked because some people like to change them at will and nobody would ever use that to their advantage, then I say you are stupid and/or trying to undermine the security of the servers.

Which is it?


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Offline Arm0r

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Re: Railgun hum..
« Reply #18 on: October 11, 2011, 08:04:40 AM »
ambient sound turns off the railgun hum? I thought those were just "map" sounds, which in turn would not include the rg_hum

with ambient off I know I can't hear my own railgun hum and can hear other peoples.
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Offline Barton

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Re: Railgun hum..
« Reply #19 on: October 11, 2011, 09:16:39 AM »
I agree with you...the water out noise, loud re-spawn noises, "kill me now" all kind of fall along the same lines.  It's not that you couldn't learn the 75/50/25 health sounds for male/female with any large degree of difficulty, but when it screams out "kill me now" it definitely takes the skill of having to learn the differentiation out of the equation entirely.


It doesn't take much skill to be able to distinguish all of the hit grunts from each other, so it just comes down to what's more convenient. Personally I never liked Q2's hit grunts compared to other Quake games, which have ones that are decent enough to the point where I feel no need to have custom hit grunts in those games that count of my opponent's health. Having the numbers for the hit grunts just makes the game a bit more convenient or easier to play without negatively affecting the metagame.
« Last Edit: October 11, 2011, 09:19:17 AM by Barton »
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Offline fdrjk

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Re: Railgun hum..
« Reply #20 on: October 11, 2011, 11:55:39 AM »
all told this "debate" is pointless. they ARE checked, and for a good reason that almost everyone else can see.

if you have one that isn't advantageous SUBMIT IT FOR REVIEW.


Well, since the Q3 rail hum people seem to use a lot, I don't think it should be flagged as a cheat. If you're going to flag rg_hum as a cheat sound, you might as well blacklist sounds like the watr_in sound that gives off a loud buzzing noise whenever you enter, or player sounds that say "75" or "50".

Blacklist is the wrong word. Whitelist is what you are looking for.
A blacklist would be a list of all possible bad ones. A whitelist is a list of all possible good ones.

AC works with a whitelist.
Things that don't match the whitelist are not "flagged as a cheat" unless it's in your mind and you are a fucktard like Jaqueero who does not understand the most simple nuance.

They show as bad files, which means "not stock or approved for use on this server".


If you want your "quake 3 rg hum" sound, submit the sound file to quadz or the server admin who runs the server you want to use it on, otherwise they can't make the hash value necessary to whitelist the sound.

If you are suggesting that you would rather have all useful sounds checked, that can be done with ease.

If you are suggesting that no sounds should be checked because some people like to change them at will and nobody would ever use that to their advantage, then I say you are stupid and/or trying to undermine the security of the servers.

Which is it?




The rail_hum I'm talking about is just the regular stock quake 3/ quake live railgun hum. It's in almost every single pak out there, because a lot of people like the quake 3 rail hum to the quake 2 one.

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Offline Whirlingdervish

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Re: Railgun hum..
« Reply #21 on: October 11, 2011, 12:21:08 PM »
the hash file entry for that sound is:

Code: [Select]
sound/weapons/rg_hum.wav ba7acb39c053b8aa05ac1798d48faa18a50da145
On any server where you want it whitelisted, I would recommend pointing the admin this way for the value he/she would need to add to their ac hash files.

I will apply this on irtdm2 so you can test it.
« Last Edit: October 11, 2011, 12:25:30 PM by Whirlingdervish »
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Offline ztev0

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Re: Railgun hum..
« Reply #22 on: October 11, 2011, 12:32:11 PM »
just out of curiosity, if one were to take say a stock q2 sound like a jump, run it through audacity and amplify the sound 10 fold, would it come up as a failed file? and if not wouldn't that be considered cheating too? i mean you could amplify a sound 100 fold
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Offline Whirlingdervish

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Re: Railgun hum..
« Reply #23 on: October 11, 2011, 12:46:27 PM »
The sum tools use the contents of the actual file to calculate the hash value for each unique file, so yes any change of the sound in a sound editor would be represented by a different hash value.

Even a toned down rg_hum would show as a failed file check (I think recycled did this with his)
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Offline haunted

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Re: Railgun hum..
« Reply #24 on: October 11, 2011, 01:42:09 PM »
There is nothing like q2 stock noises. Some are more prone to being muffled by other noises, and some are more difficult to hear. When you just take one individual noise and say "it just sounds better" or it's more "convenient", it sounds well...not too bad.

But what about when you evaluate all of these reasons together though? Loud footsteps, bright skins, louder rg hum, and ALL of that good stuff......then the whole process is going to compliment each other in an advantageous way. "Convenience" is a good word, aka easier, or several small convenient shortcuts adding up here..

The main thing is, these convenient shortcuts make a BIG difference when you are in a serious competitive match. People do dumb shit in matches, choke, get nervous, or whatever(some of the most common examples: missing sounds, or reacting poorly to sounds)... it's the tournament atmosphere. And in particular, these more convenient sound cues without a doubt assist one in an advantageous way, in this environment.

Fader, although it's not some big deal or anything, I would think q2's railgun hum blends in with the cacophony of q2 noises more so in comparison than the .wav you posted from q3....

..there's nothing like q2 stock noises. My choice to use them has little to do with preference or me actually liking them. It's from my idea of the competitive/tournament atmosphere.
« Last Edit: October 11, 2011, 03:35:48 PM by haunted »
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Offline [BTF] Reflex

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Re: Railgun hum..
« Reply #25 on: October 11, 2011, 01:55:53 PM »
ambient sound turns off the railgun hum? I thought those were just "map" sounds, which in turn would not include the rg_hum

I have a pak with all ambient sounds muted...


I'll dig up my steps for white listing..

1 and 4 are the same i think, so are 2 and 3
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Offline Whirlingdervish

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Re: Railgun hum..
« Reply #26 on: October 11, 2011, 02:45:42 PM »
they should work on irtdm/2 now flex

Code: [Select]
// reflex steps
sound/player/step1.wav b9f16d0a4b20712e756568c690efbc1872f32441
sound/player/step2.wav 7197f3494d5278444849a121b96ee9a0a35dd338
sound/player/step3.wav 7197f3494d5278444849a121b96ee9a0a35dd338
sound/player/step4.wav b9f16d0a4b20712e756568c690efbc1872f32441

 ;)
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Offline fdrjk

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Re: Railgun hum..
« Reply #27 on: October 12, 2011, 04:08:36 AM »
 :evilking:
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Offline Arm0r

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Re: Railgun hum..
« Reply #28 on: November 01, 2011, 07:10:16 PM »
I think I got my RG hum from a pak reflex posted.  It sounds like screams captured in the railgun, pretty cool.
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Offline [BTF] Reflex

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Re: Railgun hum..
« Reply #29 on: November 01, 2011, 10:10:45 PM »
I think I got my RG hum from a pak reflex posted.  It sounds like screams captured in the railgun, pretty cool.


Yeah,  that is eeerie as hell.  Love it.

My pride and joy being that it was the only thing from my pak that quadz liked enough to use :)
I'm still clueless where I pulled that from,  used to think it was from NIN but not so sure anymore.

File->  http://tastyspleen.net/quake/forums/index.php?action=dlattach;topic=9377.0;id=6606
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