Moderators: Pardner, TheDoctor
sparcdr wrote:Shouldn't be using SDL itself for sound, rather OpenAL... it should improve sound, but some sound cards have issues. What kind of sound card do you have?
------ Initializing Sound ------
SDL_Init( SDL_INIT_AUDIO )... OK
SDL audio driver is "waveout".
SDL_AudioSpec:
Format: AUDIO_S16LSB
Freq: 22050
Samples: 5512
Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
1 stereo
131072 samples
16 samplebits
1 submission_chunk
22050 speed
04011FD0 dma buffer
No background file.
----------------------
Sound initialization successful.
--------------------------------
Sound memory manager started
seta s_UseOpenAL "1"
moRtem wrote:what about adding serverside cvars and leave the price-choice up to the serveradmins?
usually this will allow some developement and after some trial and error there'll be a 'favourite setting' which will be used on the majority of the servers
/quit
Ugly wrote:If we're not allowed to mess with the stats of the weapons to maintain the work the team did on making the weapons historically accurate then I guess the only thing we have to play with is price.
Would you care to expand on that, Red? More or less accurate? I'm just curious.ReD NeCKersoN wrote: As someone who shoots rifles from time to time, I'm not so sure the accuracy stats are as historically correct as previously thought.
rane wrote:Maybe rifles should be... less accurate? Maybe bigger spread would allow you to hit opponent even if you don't have your rifle pointed exactly at him?
I believe that would allow for some uncertainty when shooting and to score hits even without perfect aiming.
Now if you aim even half a pixel from enemy's hitbox, you have 100% miss since rifle is so damn accurate. With bigger spread you'd have 50% chance the bullet will wander towards enemy and actually hit him although your aim wasn't perfect... That would actually increase accuracy instead of lowering it.
What do you think?