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Re: Stank sounds [message #233108] Wed, 06 December 2006 03:25 Go to previous messageGo to next message
Spoony  is currently offline Spoony  
Messages: 3915
Registered: January 2006
General (3 Stars)
Tactics & Strategies Moderator
From: *dynamic.dsl.as9105.com
Blazer wrote on Tue, 05 December 2006 15:45

I agree that there should be an option of disabling nonapproved stank sounds, I will make sure this is part of RG 1.04. I may even be able to implement it now, not sure, I will let you guys know.

Excellent, thank you.


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Renedrama [ren-i-drah-muh]
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1. the inevitable criticism one receives after doing something awful
Re: Stank sounds [message #235113] Wed, 20 December 2006 11:40 Go to previous message
JasonKnight  is currently offline JasonKnight  
Messages: 117
Registered: September 2006
Recruit
From: *phlapa.east.verizon.net
I understand what the problem is about sounds making a huge difference, and how skins can make a huge difference, and my may be the only person to do this, but I have been making sounds and using skins that make the game a little more difficult, Since this is a topic about the stealth idel sound, here is the idel sound I use for the stank. Its a tad bit quieter then the normal one, but instad of a high pitch whine, its a now a low pitch rumble.

http://jb.volrathscastle.com/tank_stealth_idle.wav

As for skins, I currently have all dark brown/black cameo for all nod units, infantry and so forth, and all GDI have light brown cameo. The snipers I used to have 1 little spot on them that made them easer to see, on the black hand sniper the goggles where red, like normal, and on dead eye his leg patch was red. saks has dark colors, and the havoc is in the XCOM dark blue skins.

I think the standard skins are too easy to play with, expecially if your fighting NOD, all those Bright reds, Blahh
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