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[RC] UrT 4.3 Release Candidate 4

#71 User is offline   Fragged Icon

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Posted 29 June 2016 - 09:31 PM

View PostIye, on 29 June 2016 - 05:38 PM, said:

the incorrect scaling on item icons was fixed already.

The new magnum recoil looks way better than the original one. (shoutout to Kronik)
The Magnum is supposed to be something like a high risk, high reward weapon (kind of in line with the benelli and the sr8), but the recent discussion on balance changes might also affect it - assuming that a real need/reason to change anything is seen.
(For the shine: remember what happened with the "new" DE model? it generated lags...)


Ok cool, that makes sense. Suppose I didn't read in deep enough :)

More balancing would be great, keeps it competitive :)

#72 User is offline   KroniK Icon

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Posted 30 June 2016 - 07:42 AM

View PostIye, on 29 June 2016 - 05:38 PM, said:

the incorrect scaling on item icons was fixed already.

The new magnum recoil looks way better than the original one. (shoutout to Kronik)
The Magnum is supposed to be something like a high risk, high reward weapon (kind of in line with the benelli and the sr8), but the recent discussion on balance changes might also affect it - assuming that a real need/reason to change anything is seen.
(For the shine: remember what happened with the "new" DE model? it generated lags...)


Maybe its just me but the Magnum in the 4.3 RC4 release has a "shine" on my client. Granted it is not super shiny, but the shine is noticeable.

#73 User is offline   Fragged Icon

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Posted 01 July 2016 - 03:50 AM

View PostKroniK, on 30 June 2016 - 07:42 AM, said:

Maybe its just me but the Magnum in the 4.3 RC4 release has a "shine" on my client. Granted it is not super shiny, but the shine is noticeable.


Maybe I need to tinker a little then, suspected a driver issue on this setup in any case.

#74 User is offline   garcassgrinder Icon

Posted 13 September 2016 - 11:25 PM

View PostBarbatos, on 24 April 2016 - 07:04 PM, said:

Release Candidate!

• Weapons: New sounds for the following weapons: Magnum, Benelli, Colt 1911, FR-F1, Mac 11, P90 and PSG1




How to save the current cool sexy Colt 1911 sound? ... :'(

#75 User is offline   dynomite33 Icon

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Posted 16 September 2016 - 05:04 PM

View Postgarcassgrinder, on 13 September 2016 - 11:25 PM, said:

How to save the current cool sexy Colt 1911 sound? ... :'(


Find the current sounds in 4.2s PK3 files, save them.

When 4.3 comes out, find the 1911 files in it's PK3s

Drag-drop old sounds onto new ones



This will not work on servers with sv_pure enabled (1911 will not have sound on these)

This post has been edited by dynomite33: 16 September 2016 - 05:04 PM

IGN : Ernst

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#76 User is offline   raffa Icon

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Posted 18 September 2016 - 07:10 PM

ERROR:

Quake3-UrT can not be opened because of a problem.
See the developer to ensure that Quake3-UrT is compatible with this version of OS X. You may need to reinstall the application. Be sure to install all available updates for the application and OS X.
(4.3.0 RC5)

I'm using OS X 10.9.5

#77 User is offline   garcassgrinder Icon

Posted 22 September 2016 - 08:50 PM

View Postdynomite33, on 16 September 2016 - 05:04 PM, said:

Find the current sounds in 4.2s PK3 files, save them.

When 4.3 comes out, find the 1911 files in it's PK3s

Drag-drop old sounds onto new ones



This will not work on servers with sv_pure enabled (1911 will not have sound on these)


Thx, the question was more like: why FS need to chance that awesome sound?

And it would be better to separate the sound into a pk3 file. But thats appears so patch work style and the sound is not by default. However seams I have to deal with it. :)

#78 User is offline   Iye Icon

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Posted 22 September 2016 - 08:53 PM

View Postgarcassgrinder, on 22 September 2016 - 08:50 PM, said:

And it would be better to separate the sound into a pk3 file. But that's appears so patch work style and the sound is not by default.


huh? basically RC is packed into a single pk3 because you have to download the entire thing anyways. i would guess for release it will be split into somewhat similar sized packages (as it was done with 4.2) so that the updater doesnt have to DL everything or a lot of stuff that isnt needed in the end.
Sorry for my bad spelling - I am still asleep. :)

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#79 User is offline   garcassgrinder Icon

Posted 23 September 2016 - 05:19 AM

View PostNounou, on 08 May 2016 - 02:49 PM, said:

I'm not a sound designer at all and I'm really wondering how the DE's sound can be that loud and overlap without any problem.



Loudness is not only because of a high signal level. The feeling of loudness can be created by simply double the signal. This makes the saturation of the sound high and it feels louder.

Real live sample: Music Bands with heavy guitar sounds double their guitar tracks just by play the same song 2,3 or 4th time. (or more)
After all the tracks will bei overlayed to one track. That track can have the same signal level as one single guitar track but it sounds louder.

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