Closed Raptor007 closed 7 years ago
I checked; using a non-whole value between 0 and 1 does cause a sound to carry farther. I'm not sure if I can set the attenuation for llsound though.
Added loud_guns
cvar for attenuation 0.4, which is audible across actcity3: https://github.com/Raptor007/aq2-tng/commit/6085ae7ce93832fbe0a45f7656190841e633593e
This has been thoroughly tested now. I was afraid it might mess up the perceived distance of enemies, but you get used to it really quickly. Everyone who tested this with me seemed to really like the change, so I will have it enabled by default.
Unsilenced shots should carry farther. Since this would be pretty significantly game-changing, it will be a server cvar. (The attenuation value in gi.sound is floating-point, not integer, yay!)