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Author Topic: Rolloff Filter and Ambient Sound Thresholds --  (Read 14166 times)

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Offline teddy_grizzly_bear

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Re: Rolloff Filter and Ambient Sound Thresholds --
« Reply #30 on: Tuesday, July 10, 2012, 04:07:33 AM »
The only thing I've changed in my ini is the mouse thing (by default it moves 2 pixels at a time and I set it to 1), should be more accurate, but I really don't see a difference :D
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Offline [Majestic]tidididi

Re: Rolloff Filter and Ambient Sound Thresholds --
« Reply #31 on: Tuesday, July 10, 2012, 04:17:53 AM »
The only thing I've changed in my ini is the mouse thing (by default it moves 2 pixels at a time and I set it to 1), should be more accurate, but I really don't see a difference :D

It's no pixel value.

Let's imagine:
Sensitivity in game = 2.0
When in ini 1.0 = sensitivity in game without change
When in ini 2.0 = sensitivity in game x2 (in game sensitivity * ini sensitivity)

The different of number of pixesl move makes only mouse DPI + sensitivity connection.
« Last Edit: Tuesday, July 10, 2012, 04:24:47 AM by [Majestic]tidididi »

Offline Calevey

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Re: Rolloff Filter and Ambient Sound Thresholds --
« Reply #32 on: Tuesday, July 10, 2012, 10:20:25 AM »
Nope. I've never fucked with the ini settings either......your not alone my friend
Same here. There are more important things in life than trying to get some advantage in some game.
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Offline WORLDCHANCELLOR

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Re: Rolloff Filter and Ambient Sound Thresholds --
« Reply #33 on: Tuesday, July 10, 2012, 18:40:29 PM »
re-posting:
Code: [Select]
//my way:
pb_sv_cvar "ALAudio.ALAudioSubsystem Soundvolume ArmyOps.ini" IN 0 1 // in-game max is 1.0
pb_sv_cvar "ALAudio.ALAudioSubsystem Soundvolume *" IN 0 1 // in-game max is 1.0
pb_sv_cvar "ALAudio.ALAudioSubsystem DopplerFactor ArmyOps.ini" INCLUDE 1
pb_sv_cvar "ALAudio.ALAudioSubsystem DopplerFactor *" INCLUDE 1
pb_sv_cvar "ALAudio.ALAudioSubsystem Rolloff ArmyOps.ini" INCLUDE 1
pb_sv_cvar "ALAudio.ALAudioSubsystem Rolloff *" INCLUDE 1
pb_sv_cvar "Engine.Pawn AmbientSoundScaling User.ini" INCLUDE "0.800000"
pb_sv_cvar "Engine.Pawn AmbientSoundScaling *" INCLUDE "0.800000"
pb_sv_cvar "Engine.AmbientSound AmbientVolume ArmyOps.ini" INCLUDE "0.25" //0.25 not 0.5
pb_sv_cvar "Engine.AmbientSound AmbientVolume *" INCLUDE "0.25" //0.25 not 0.5

pb_sv_cvar "ALAudio.ALAudioSubsystem Channels ArmyOps.ini" IN 32 128 // min 32 channels, max 128
pb_sv_cvar "ALAudio.ALAudioSubsystem Channels *" IN 32 128 // min 32 channels, max 128
pb_sv_cvar "ALAudio.ALAudioSubsystem LocalZOffset *" INCLUDE 0.000000
pb_sv_cvar "ALAudio.ALAudioSubsystem TimeBetweenHWUpdates ArmyOps.ini" INCLUDE 15
pb_sv_cvar "ALAudio.ALAudioSubsystem TimeBetweenHWUpdates *" INCLUDE 15
pb_sv_cvar "ALAudio.ALAudioSubsystem LocalZOffset *" INCLUDE 0.000000
pb_sv_cvar "ALAudio.ALAudioSubsystem LocalZOffset ArmyOps.ini" INCLUDE 0
pb_sv_cvar "ALAudio.ALAudioSubsystem DisablePitch *" INCLUDE True
pb_sv_cvar "ALAudio.ALAudioSubsystem DisablePitch ArmyOps.ini" INCLUDE True

pb_sv_cvar "IpDrv.TcpNetDriver NetServerMaxTickRate *" IN 20 25
pb_sv_cvar "IpDrv.TcpNetDriver NetServerMaxTickRate ArmyOps.ini" IN 20 25
pb_sv_cvar "IpDrv.TcpNetDriver MaxClientRate *" INCLUDE 10000
pb_sv_cvar "IpDrv.TcpNetDriver MaxClientRate ArmyOps.ini" INCLUDE 10000
pb_sv_cvar "IpDrv.TcpNetDriver SpawnPrioritySeconds *" INCLUDE 1
pb_sv_cvar "IpDrv.TcpNetDriver SpawnPrioritySeconds ArmyOps.ini" INCLUDE 1
pb_sv_cvar "IpDrv.TcpNetDriver SimLatency *" INCLUDE 0
pb_sv_cvar "IpDrv.TcpNetDriver SimLatency ArmyOps.ini" INCLUDE 0

pb_sv_cvar "D3DDrv.D3DRenderDevice DetailTexMipBias *" INCLUDE 0.8
pb_sv_cvar "D3DDrv.D3DRenderDevice DetailTexMipBias ArmyOps.ini" INCLUDE 0.8
pb_sv_cvar "D3DDrv.D3DRenderDevice DefaultTexMipBias *" INCLUDE -0.5
pb_sv_cvar "D3DDrv.D3DRenderDevice DefaultTexMipBias ArmyOps.ini" INCLUDE -0.5

pb_sv_cvar "OpenGLDrv.OpenGLRenderDevice DetailTexMipBias *" IN 0 0.8
pb_sv_cvar "OpenGLDrv.OpenGLRenderDevice DetailTexMipBias ArmyOps.ini" IN 0 0.8
pb_sv_cvar "OpenGLDrv.OpenGLRenderDevice DefaultTexMipBias *" INCLUDE -0.5
pb_sv_cvar "OpenGLDrv.OpenGLRenderDevice DefaultTexMipBias ArmyOps.ini" INCLUDE -0.5

pb_sv_cvar "Engine.GameEngine UseSound *" INCLUDE True
pb_sv_cvar "Engine.GameEngine UseSound ArmyOps.ini" INCLUDE True

pb_sv_cvar "WinDrv.WindowsClient TextureMaxLOD *" INCLUDE 0
pb_sv_cvar "WinDrv.WindowsClient TextureMaxLOD ArmyOps.ini" INCLUDE 0
pb_sv_cvar "WinDrv.WindowsClient TextureMinLOD *" INCLUDE 0
pb_sv_cvar "WinDrv.WindowsClient TextureMinLOD ArmyOps.ini" INCLUDE 0

something I wrote sometime ago, hardcore cheks lol, some arent rly needed, doenst check .ini's.
Code: [Select]
//CVARS//
pb_sv_cvar cl_punkbuster INCLUDE 1

//Local Map
pb_sv_cvar "URL Map *" INCLUDE Entry.aao
pb_sv_cvar "URL LocalMap *" INCLUDE Entry.aao

//Engine Classes
pb_sv_cvar "Engine.Engine AudioDevice *" INCLUDE ALAudio.ALAudioSubsystem
pb_sv_cvar "Engine.Engine NetworkDevice *" INCLUDE IpDrv.TcpNetDriver
pb_sv_cvar "Engine.Engine Console*" INCLUDE Engine.Console
pb_sv_cvar "Engine.Engine GUIController*" INCLUDE AGP_Interface.AAGUIController
pb_sv_cvar "Engine.Engine StreamPlayer*" INCLUDE Engine.StreamInteraction
pb_sv_cvar "Engine.Engine Language*" INCLUDE Int
pb_sv_cvar "Engine.Engine GameEngine*" INCLUDE Engine.GameEngine
pb_sv_cvar "Engine.Engine DefaultGame*" INCLUDE AGP_Gameplay.AGP_GameSinglePlayer
pb_sv_cvar "Engine.Engine DefaultServerGame *" INCLUDE AGP_Gameplay.AGP_GameTeamObjective
pb_sv_cvar "Engine.Engine Input *" INCLUDE Engine.Input
pb_sv_cvar "Engine.Engine Render *" INCLUDE Render.Render
pb_sv_cvar "Engine.Engine Canvas *" INCLUDE Engine.Canvas

//Game Engine
pb_sv_cvar "Engine.GameEngine UseSound*" INCLUDE True
pb_sv_cvar "Engine.GameEngine UseStaticMeshBatching*" INCLUDE True
pb_sv_cvar "Engine.GameEngine ColorHighDetailMeshes*" INCLUDE False
pb_sv_cvar "Engine.GameEngine ColorSlowCollisionMeshes*" INCLUDE False
pb_sv_cvar "Engine.GameEngine ColorNoCollisionMeshes*" INCLUDE False
pb_sv_cvar "Engine.GameEngine ColorWorldTextures*" INCLUDE Fase
pb_sv_cvar "Engine.GameEngine ColorPlayerAndWeaponTextures*" INCLUDE Fase
pb_sv_cvar "Engine.GameEngine ColorInterfaceTextures*" INCLUDE Fase
pb_sv_cvar "Engine.GameEngine MainMenuClass *" INCLUDE AGP_Interface.AAMainMenu
pb_sv_cvar "Engine.GameEngine ConnectingMenuClass *" INCLUDE AGP_Interface.AAServerLoading
pb_sv_cvar "Engine.GameEngine DisconnectMenuClass *" INCLUDE AGP_Interface.AADisconnectOptionPage
pb_sv_cvar "Engine.GameEngine LoadingClass *" INCLUDE AGP_Interface.AALevelLoading

//NET
pb_sv_cvar "IpDrv.TcpNetDriver NetServerMaxTickRate *" IN 20 25
pb_sv_cvar "IpDrv.TcpConnection SpawnPrioritySeconds *" INCLUDE 1

//Render
pb_sv_cvar "D3DDrv.D3DRenderDevice Use16bit *" INCLUDE False
pb_sv_cvar "D3DDrv.D3DRenderDevice Use16bitTextures *" INCLUDE False
pb_sv_cvar "OpenGLDrv.OpenGLRenderDevice Use16bit *" INCLUDE False
pb_sv_cvar "OpenGLDrv.OpenGLRenderDevice Use16bitTextures *" INCLUDE False

//Window Clients
pb_sv_cvar "WinDrv.WindowsClient Coronas*" INCLUDE True
pb_sv_cvar "WinDrv.WindowsClient TextureDetailInterface*" INCLUDE Normal
pb_sv_cvar "WinDrv.WindowsClient ScaleHUDX *" INCLUDE 0
pb_sv_cvar "WinDrv.WindowsClient WeatherEffects *" INCLUDE True
pb_sv_cvar "WinDrv.WindowsClient Bloom *" INCLUDE True
pb_sv_cvar "WinDrv.WindowsClient Brightness *" IN 0 1
pb_sv_cvar "WinDrv.WindowsClient Contrast *" IN 0 1
pb_sv_cvar "WinDrv.WindowsClient Gamma *" IN 0 1.5
pb_sv_cvar "SDLDrv.SDLClient Coronas*" INCLUDE True
pb_sv_cvar "SDLDrv.SDLClient TextureDetailInterface*" INCLUDE Normal
pb_sv_cvar "SDLDrv.SDLClient WeatherEffects *" INCLUDE True
pb_sv_cvar "SDLDrv.SDLClient Bloom *" INCLUDE True
pb_sv_cvar "SDLDrv.SDLClient Brightness *" IN 0 1
pb_sv_cvar "SDLDrv.SDLClient Contrast *" IN 0 1
pb_sv_cvar "SDLDrv.SDLClient Gamma *" IN 0 1.5


//audio
pb_sv_cvar "ALAudio.ALAudioSubsystem SoundVolume *" IN 0 1
pb_sv_cvar "ALAudio.ALAudioSubsystem Rolloff *" INCLUDE 1
pb_sv_cvar "ALAudio.ALAudioSubsystem DopplerFactor *" INCLUDE 1
pb_sv_cvar "ALAudio.ALAudioSubsystem AmbientVolume *" INCLUDE 0.5
pb_sv_cvar "ALAudio.ALAudioSubsystem Channels *" IN 32 128
pb_sv_cvar "Engine.AmbientSound AmbientVolume *" INCLUDE 0.25


//Player Cheks
pb_sv_cvar "Engine.Controller Handedness *" INCLUDE 1
pb_sv_cvar "Engine.PlayerController EnemyTurnSpeed *" INCLUDE 45000
pb_sv_cvar "Engine.PlayerController ScreenFlashScaling *" INCLUDE 1
pb_sv_cvar "Engine.Pawn AmbientSoundScaling *" INCLUDE 0.8
pb_sv_cvar "Engine.Pawn Bob *" INCLUDE 0.6
pb_sv_cvar "Engine.Player ConfiguredInternetSpeed *" IN 2700 10000
pb_sv_cvar "Engine.Player ConfiguredInternetSpeed *" EXCLUDE 9001
pb_sv_cvar "Engine.HUD CrossHairColor *" INCLUDE (B=255,G=255,R=255,A=255)
pb_sv_cvar "AGP.HumanController EnemyTurnSpeed *" INCLUDE 45000
pb_sv_cvar "AGP.HumanController ScopeDetail *" SCOPEDETAIL_Normal

//No Eobj
pb_sv_cvar "WindowPositions EditObj *" EXCLUDE X

Some of those cvars are not a good idea. When it deals with performance of folks' graphics cards, you should allow them to do what they will/can in order to play the game smoothly. Some people have awful computers -- or do not have good graphics cards -- so they need to lower the quality of the graphical overlays. Things, such as the following, should not be regulated:
D3DDrv.D3DRenderDevice DetailTexMipBias *" INCLUDE 0.8
pb_sv_cvar "D3DDrv.D3DRenderDevice DetailTexMipBias ArmyOps.ini" INCLUDE 0.8
pb_sv_cvar "D3DDrv.D3DRenderDevice DefaultTexMipBias *" INCLUDE -0.5
pb_sv_cvar "D3DDrv.D3DRenderDevice DefaultTexMipBias

and
WinDrv.WindowsClient TextureMaxLOD *" INCLUDE 0
pb_sv_cvar "WinDrv.WindowsClient TextureMaxLOD ArmyOps.ini" INCLUDE 0
pb_sv_cvar "WinDrv.WindowsClient TextureMinLOD *" INCLUDE 0
pb_sv_cvar "WinDrv.WindowsClient TextureMinLOD ArmyOps.ini" INCLUDE 0
.

The only thing to worry about, pertinent to graphics tweaking, is the [ MOD EDIT: No need to let kiddies know how to do this ;) ] So outlaw that, of course, but other than that, the graphics adjustments are fine. Essentially, it's best to give folks the opportunity to sync up AA with their computer's specs and capacities. With good pcs, for example, we should let folks use super high quality settings; with bad pcs, we should let folks make their game look awful for the sake of squeezing out more performance on their bad computer.
« Last Edit: Tuesday, July 10, 2012, 18:43:46 PM by utRoda »

Jared

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Re: Rolloff Filter and Ambient Sound Thresholds --
« Reply #34 on: Tuesday, July 10, 2012, 18:42:41 PM »
yes those have already been removed from our cvar list  ;)

Offline WORLDCHANCELLOR

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Re: Rolloff Filter and Ambient Sound Thresholds --
« Reply #35 on: Wednesday, July 11, 2012, 15:07:49 PM »
yes those have already been removed from our cvar list  ;)

Rgr. Nice edit, btw! <3 lol!!

Offline zoxee

Re: Rolloff Filter and Ambient Sound Thresholds --
« Reply #36 on: Wednesday, July 11, 2012, 16:10:36 PM »
One could also consider it would be unfair to regulate those settings,
for guys who don't drive with a 200$ sound card and take advantage
of those settings to push their shitty card a little to be able to stick to
better / more fortunate players.... what do u think ?

no. We will regulate all of those settings, its been this way for ages.

Some of those cvars are not a good idea. When it deals with performance of folks' graphics cards, you should allow them to do what they will/can in order to play the game smoothly. Some people have awful computers -- or do not have good graphics cards -- so they need to lower the quality of the graphical overlays.

yes those have already been removed from our cvar list  ;)

no comment
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Offline BiG_SerGiO

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Re: Rolloff Filter and Ambient Sound Thresholds --
« Reply #37 on: Wednesday, July 11, 2012, 16:14:55 PM »
Zoxee you're comparing different things.
"Three things can not hide for long: the Moon, the Sun and the Truth"?
Hmm?

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Jared

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Re: Rolloff Filter and Ambient Sound Thresholds --
« Reply #38 on: Wednesday, July 11, 2012, 16:15:53 PM »
Umadbro?

Offline MothaGoosE

Re: Rolloff Filter and Ambient Sound Thresholds --
« Reply #39 on: Wednesday, July 11, 2012, 16:19:02 PM »
Turkey sandwich.

Offline zoxee

Re: Rolloff Filter and Ambient Sound Thresholds --
« Reply #40 on: Wednesday, July 11, 2012, 16:28:23 PM »
Zoxee you're comparing different things.

I'm not comparing the settings Sergio, i know they're not the same.
I did just mention the principle that people with bad PC's shouldn't
be penalized on some settings. Nothing more.

Roda you could have just said :
"we will not regulate those specific settings but i agree on the principle"
Instead of that you look down on me as if i was some dumbass and
said "We been doing this for ages".

Just trying to contribute to this community to the best i can,
a little consideration from u side would be warmly welcomed.

Cheers
First time hot knifing hash oil, sent me to the moon, zombified. Not a whole lot of fun.

Jared

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Re: Rolloff Filter and Ambient Sound Thresholds --
« Reply #41 on: Wednesday, July 11, 2012, 16:37:08 PM »
This has been talked about many times in different threads.

The fact of the matter is, want good sound get a sound card, and headphones.

--

The principles are different.

Sound doesn't alter performance hardly at all. - Its more for people to gain an advantage to hear better. How many players say "i need to lower ambient volume to gain FPS".

Offline BlueBlaster

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Re: Rolloff Filter and Ambient Sound Thresholds --
« Reply #42 on: Wednesday, July 11, 2012, 16:38:31 PM »
In the AA community at least, volume and FPS are directly correlated.



Jared

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Re: Rolloff Filter and Ambient Sound Thresholds --
« Reply #43 on: Wednesday, July 11, 2012, 16:39:53 PM »
In the AA community at least, volume and FPS are directly correlated.

How so?  :?

Offline [Majestic]tidididi

Re: Rolloff Filter and Ambient Sound Thresholds --
« Reply #44 on: Wednesday, July 11, 2012, 16:40:23 PM »
This has been talked about many times in different threads.

The fact of the matter is, want good sound get a sound card, and headphones.

--

The principles are different.

Sound doesn't alter performance hardly at all. - Its more for people to gain an advantage to hear better. How many players say "i need to lower ambient volume to gain FPS".

You will never lmake ambient sounds lower.

 

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