Re: [hlds] Separating Sounds FX and Voice on different volumes

2008-08-11 Thread Tony Paloma
voice_scale? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Ulbrich Sent: Monday, August 11, 2008 7:06 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Separating Sounds FX and Voice on different volumes Sound FX and then th

Re: [hlds] Separating Sounds FX and Voice on different volumes

2008-08-11 Thread Roman Hatsiev
Seemk like you are looking for client-side variable voice_overdrive which makes in-game sound effects "voice_overdrive" times quieter while someone is speaking. Default value is 2. You may also want to play with voice_overdrivefadetime. Regards, Roman On 8/12/08, David Ulbrich <[EMAIL PROTECTED]

Re: [hlds] Separating Sounds FX and Voice on different volumes

2008-08-11 Thread chillicane
ah this one! The game sound fx volume is independent of the voice recieve volume, they are on separate tabs in game. Each client needs to have their windows microphone volume set correctly (this can be fiddly with some sound card drivers) and their voice transmit and receive volume set to maximum.

Re: [hlds] Separating Sounds FX and Voice on different volumes

2008-08-11 Thread Jonah Hirsch
Basically he wants to only to be able to hear voice chat in game, and nothing else, so the opposite of voice_enable 1 David Ulbrich wrote: > Sound FX and then the in game voice aka chatting with your microphone. > > -VM > > > > >> Date: Tue, 12 Aug 2008 11:21:54 +1000> From: [EMAIL PROTECTED

Re: [hlds] Separating Sounds FX and Voice on different volumes

2008-08-11 Thread David Ulbrich
Sound FX and then the in game voice aka chatting with your microphone. -VM > Date: Tue, 12 Aug 2008 11:21:54 +1000> From: [EMAIL PROTECTED]> To: > hlds@list.valvesoftware.com> Subject: Re: [hlds] Separating Sounds FX and > Voice on different volumes> > Could you please clarify what the diffe

Re: [hlds] Separating Sounds FX and Voice on different volumes

2008-08-11 Thread chillicane
Could you please clarify what the difference between 'Sound FX' volume and 'in-game' volume is? This question does not make a lot of sense to me. On Tue, Aug 12, 2008 at 11:14 AM, David Ulbrich <[EMAIL PROTECTED]>wrote: > So I am not sure if this is something that I can do on the server end of >

[hlds] Separating Sounds FX and Voice on different volumes

2008-08-11 Thread David Ulbrich
So I am not sure if this is something that I can do on the server end of has to be done on the client end, but does anyone know how to turn down the Sound FX and keep the in game volume turned up? I have had a couple people ask me about this on our server and I want to know as well. Thanks,

Re: [hlds] 2000fps

2008-08-11 Thread Kveri
and why not 10 000fps? :) 30 clients with 2000fps? on one core? is it even possible? I don't know but 1000fps 12 clients eats 25-30% of one core on xeon E5335 (quad 2GHz) processor. Kveri Nephyrin Zey wrote / napĂ­sal(a): > Yes it is possible. The 1000 cap is artificial and has to do with the

[hlds] Problems with Garry's Mod Server

2008-08-11 Thread Jake E
Here are the 3 major problems: 1. PingKicker.Lua displays this error: /postprocess/pingkicker.lua:13: attempt to call method 'UniqueID' (a nil value) 2. Time delay for spawning objects 3. Frequent 3-second disconnections when spawning objects Timer Error: -- I don't have a sig -_- ___