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
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]
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.
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
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
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
>
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,
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
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:
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