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America's Army => General Chat => Topic started by: WORLDCHANCELLOR on Sunday, July 08, 2012, 06:39:27 AM

Title: Rolloff Filter and Ambient Sound Thresholds --
Post by: WORLDCHANCELLOR on Sunday, July 08, 2012, 06:39:27 AM
2.5, I believe, is one of the antecedent versions in which we can exploit the malleability of AA's sound. In later versions, though, this functionality and flexibility was removed. Right now, many people are aware of these sound-exploiting capacities and are likely using them to their advantage, since it has not yet been 'outlawed.' I'm curious about whether the folks using these ini modifications will simply be cvar'ed -- which means they are warned prior to a formal kick/ban -- or if they will be instantly banned, as soon as it detects these settings.

****And to those individuals using these exploits: What's the point of pwnaging with those advantages when, after you can't use them anymore, you will be remarkably terrible? It kind of works against you, ultimately. :-/
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Killing on Sunday, July 08, 2012, 06:50:54 AM
The weird ini modifications to the sound are already cvared.
Part of the problem can be fixed with hackhunter to detect some console commands and the other part can not be fixed because it is related with hardware or OS tweaks.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: k!cker on Sunday, July 08, 2012, 11:43:04 AM
The weird ini modifications to the sound are already cvared.
Part of the problem can be fixed with hackhunter to detect some console commands and the other part can not be fixed because it is related with hardware or OS tweaks.

You clearly don't know what we are talking about. The RollOff and Ambient sound lines in the INI can be changed without being kicked for cvars. I know a few people who use it already and can hear everything.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: BiG_SerGiO on Sunday, July 08, 2012, 12:26:57 PM
Quote
pb_sv_cvar "ALAudio.ALAudioSubsystem AmbientVolume ArmyOps.ini" IN 0.5
pb_sv_cvar "ALAudio.ALAudioSubsystem Soundvolume ArmyOps.ini" IN 0.0 2.0
pb_sv_cvar "ALAudio.ALAudioSubsystem DopplerFactor ArmyOps.ini" IN 1.0
pb_sv_cvar "ALAudio.ALAudioSubsystem Rolloff ArmyOps.ini" IN 1.0
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 "0.5"
pb_sv_cvar "Engine.AmbientSound AmbientVolume *" INCLUDE "0.5"

Should be updated very soon... But there are things stranger out there...
Quote
med!noofy | Alien file found in System folder, Deleted: dsound.dll Len:65
;)
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Jared on Sunday, July 08, 2012, 13:12:08 PM
dsound.dll is create alchemy or w/e its called. Me and nate tested it - it doesn't do shit for AA anyways.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: BiG_SerGiO on Sunday, July 08, 2012, 13:22:04 PM
Well i have a XFI Platinum and Alchemy installed and never got that kick :)
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Jared on Sunday, July 08, 2012, 13:39:10 PM
you need to setup alchemy to run with aa - its the creator of dsound.dll - its for games with EAX but AA EAX support was never any good. Alchemy doesn't really make a difference, theres better mods you can do with openAL within the system folder on the OS
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Killing on Sunday, July 08, 2012, 13:52:40 PM
You clearly don't know what we are talking about. The RollOff and Ambient sound lines in the INI can be changed without being kicked for cvars. I know a few people who use it already and can hear everything.
I cleary know what are you talking about.
On my times of server owner I made 1 file with some cvars related with sound (the cvars mencioned by sergio too)...And that cvars were not on the "private" aci scripts.
   I only didn't suppose that it wasn't already implemented here.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: WORLDCHANCELLOR on Monday, July 09, 2012, 00:52:55 AM
Should be updated very soon... But there are things stranger out there... ;)

HA! Even if that was some type of real sound hack, I can't hear jack shi* in this version of AA, not to mention the OpenAL problem that Whiz is not around to fix for me! :-(!!!! HELP ME!!!
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: WORLDCHANCELLOR on Monday, July 09, 2012, 00:55:04 AM
Should be updated very soon... But there are things stranger out there... ;)

Wait a second; they "deleted" the file from my directory!? WOW, then maybe I never got a chance to see if it even works! It didn't tell me that it removed it, and I didn't get kicked for it -- or anything, for that matter -- either.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: BiG_SerGiO on Monday, July 09, 2012, 01:04:44 AM
Alchemy creates the file each time you open the game, Assist deletes it after when it detects it.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: WORLDCHANCELLOR on Monday, July 09, 2012, 11:46:08 AM
Ah, I see. Grrr, then it doesn't do crap....  :banned:
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Possessed on Monday, July 09, 2012, 14:28:08 PM
CAN SOMEONE PM'me THOSE MAGIC SOUND TWEAKS/COMMANDS?
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Jared on Monday, July 09, 2012, 14:30:17 PM
there is none. just look at the cvars big posted.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Jared on Monday, July 09, 2012, 14:39:05 PM
yep those are them.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: zoxee on Monday, July 09, 2012, 15:04:29 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 ?
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Possessed on Monday, July 09, 2012, 15:10:16 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
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Jared on Monday, July 09, 2012, 15:20:35 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.

@possesed  - those are hardcore lol. A lot of which you are forcing default doesn't really gain advantages more or performance tweaking.  I like the fact that you check Engine Classes, but your sound checks need some work as they are in 3 different areas across both the armyops and user.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: zoxee on Monday, July 09, 2012, 16:32:19 PM
its been this way for ages.

That's maybe why u are only only starting to cope with it now lol
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Jared on Monday, July 09, 2012, 16:58:23 PM
your comment makes no sense.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Possessed on Monday, July 09, 2012, 17:02:24 PM
but your sound checks need some work as they are in 3 different areas across both the armyops and user.
plz, explain  :oops: ?
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Jared on Monday, July 09, 2012, 17:09:43 PM
sounds tweaks arn't just in ALAudio.ALAudioSubsystem :)
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Possessed on Monday, July 09, 2012, 17:13:53 PM
look at the first code:
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

:P
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: zoxee on Monday, July 09, 2012, 17:48:48 PM
your comment makes no sense.

I'm no pro gamer like u sry  :mad:
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Killing on Monday, July 09, 2012, 17:49:31 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 ?
This is not about you have better sound.
Doesn't matter if the sound card is expensive or shitty.
The result of this ini changes is 1 exploited sound (any grafic card could deal with it).
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Yahoo on Monday, July 09, 2012, 19:09:11 PM
Never understood this tweaking thing, am i the only one playing just like the game was installed!?
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: BiG_SerGiO on Monday, July 09, 2012, 19:15:26 PM
We could just ban everyone that owns a sound card :P
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: zoxee on Monday, July 09, 2012, 21:58:17 PM
We could just ban everyone that owns a sound card :P

 :D :D :D :D
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Spanky on Tuesday, July 10, 2012, 03:15:47 AM
(https://dl.dropbox.com/u/464376/aac_maap/23242171.jpg)


Never understood this tweaking thing, am i the only one playing just like the game was installed!?
A true diamond in the rough among AA players. I salute you.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Gnar on Tuesday, July 10, 2012, 03:28:09 AM
Never understood this tweaking thing, am i the only one playing just like the game was installed!?

Nope. I've never fucked with the ini settings either......your not alone my friend
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: teddy_grizzly_bear 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
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: [Majestic]tidididi 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.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Calevey 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.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: WORLDCHANCELLOR 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.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Jared on Tuesday, July 10, 2012, 18:42:41 PM
yes those have already been removed from our cvar list  ;)
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: WORLDCHANCELLOR 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!!
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: zoxee 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
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: BiG_SerGiO on Wednesday, July 11, 2012, 16:14:55 PM
Zoxee you're comparing different things.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Jared on Wednesday, July 11, 2012, 16:15:53 PM
Umadbro?
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: MothaGoosE on Wednesday, July 11, 2012, 16:19:02 PM
Turkey sandwich.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: zoxee 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
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Jared 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".
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: BlueBlaster on Wednesday, July 11, 2012, 16:38:31 PM
In the AA community at least, volume and FPS are directly correlated.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Jared on Wednesday, July 11, 2012, 16:39:53 PM
In the AA community at least, volume and FPS are directly correlated.

How so?  :?
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: [Majestic]tidididi 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.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: BlueBlaster on Wednesday, July 11, 2012, 16:42:30 PM
How so?  :?

There's deep meaning to that sentence, keep thinking.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Possessed on Wednesday, July 11, 2012, 16:43:00 PM
How many players say "i need to lower ambient volume to gain FPS".
lol.
but, whats the purpouse of hearing the enemy breath across the map if in the end u going to die because u lack of skillz? :P
You play the game, not ur sound card.

I'm not calling anyone here noob or skill less, neither I'm that good :D, understood my msg.

edit: also, the gameplay is affected by alot of factors, sound & skill are only 2 of them... go think about.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: zoxee on Wednesday, July 11, 2012, 17:22:09 PM
This is becoming kind of mystic  :D
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Koden on Wednesday, July 11, 2012, 18:22:59 PM
You're not supposed to "hear the enemy" or any other local radius noise from one side of the map to the other, but anyway...

lol.
but, whats the purpouse of hearing the enemy breath across the map if in the end u going to die because u lack of skillz? :P
You play the game, not ur sound card.

I'm not calling anyone here noob or skill less, neither I'm that good :D, understood my msg.

edit: also, the gameplay is affected by alot of factors, sound & skill are only 2 of them... go think about.

Also:

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.


It's a useless argument.The audio counterpart would hardly lower FPS in a minimum requirements-like system that can actually run AA2 (let's say roughly on a Pentium 4 with integrated Intel graphics).
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: zoxee on Wednesday, July 11, 2012, 19:29:07 PM
It's a useless argument.The audio counterpart would hardly lower FPS in a minimum requirements-like system that can actually run AA2 (let's say roughly on a Pentium 4 with integrated Intel graphics).

Aren't "Can run" and "Run smooth" 2 different pair of shoes... ?
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Possessed on Wednesday, July 11, 2012, 19:47:56 PM
what Koden said is True, sound can affect game performace (or FPS if u prefer), a "external"/good sound card may off load cpu task as a "external"/good video card does :)
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: zoxee on Wednesday, July 11, 2012, 20:12:13 PM
Well it requires both. For example if you have a very slow processor and a fast graphics card then it will run much slower than a mid range processor and a mid range graphics card. This is because more often than not one of them is "bottlenecking" the other (this means that one piece of hardware is slowing down another). To avoid this get matching parts.

This applies also to sound cards.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: BlueBlaster on Wednesday, July 11, 2012, 20:15:27 PM
You can always reduce the number of channels. Although even with modern computers that don't have sound or graphics cards it's dumb to do. You've gotta be running ancient hardware to need to reduce the sound capabilities. If you hear popping and crackling on older hardware, you probably need to tweak the sound.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: WORLDCHANCELLOR on Thursday, July 12, 2012, 04:49:25 AM
BTW, speaking of sound in AA, I think something's dramatically different about how sound renders in 2.5, when compared to 2.8.5. I think 285's sound rendering is much, MUCH better. It almost feels as if my channels (which are @ 128) are not being utilized fully. Like, a person could be RIGHT in front of me, and I can't hear them anymore. That's not very realistic, and it's kinda weird, too. I think they changed the 'rolloff' (not ambient) in subsequent versions of AA (specifically 2.7 and up) and then just locked its ability to be modified, regardless of changing the lines in ini.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Koden on Thursday, July 12, 2012, 14:09:56 PM
what Koden said is True, sound can affect game performace (or FPS if u prefer), a "external"/good sound card may off load cpu task as a "external"/good video card does :)

? i didn't say that, lol. The so-called audio "load" is negligible even for most Pentium 4 era systems, so no need to offload it to a discrete card.

Well it requires both. For example if you have a very slow processor and a fast graphics card then it will run much slower than a mid range processor and a mid range graphics card. This is because more often than not one of them is "bottlenecking" the other (this means that one piece of hardware is slowing down another). To avoid this get matching parts.

This applies also to sound cards.

America's Army relies mostly on the cpu, you can run the game smoothly even with a 2009 onboard integrated video chipset as the AMD Radeon HD4200 (785g chipset) if it's backed by a modern processor (let's say 4 to 5 years old), no matter it being single or dual/quad core (all of this has been said over and over).

- oh, and before you take the time to do any test, look for reviews over Google

http://www.anandtech.com/show/1606/10

Here the game happens to be Unreal 2004.

The difference when using a default 3D software audio setting is of 1.3 fps at 800x600, when switching to hardware 3D audio it turns to 4.6 . At a 800x600 wide resolution (the difference would drop dramatically when switching to higher resolutions). At 1280x800 you would probably be measuring differences around a single frame fashion. I can hardly believe there's someone that plays the game at a rez lower than 1024x768 (unless you play on a very small notebook, but that would be a quite different story, or if you're playing on a really old 14/15 inch display...something from 14-15 years ago).

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fimages.anandtech.com%2Fgraphs%2Fwinter%2520audio%2520roundup_020205110253%2F6169.png&hash=0ad1f8819471ccb161d46f9561148cab)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fimages.anandtech.com%2Fgraphs%2Fwinter%2520audio%2520roundup_020205110253%2F6170.png&hash=e492d5585d43520f263b980a79b580e3)
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: zoxee on Thursday, July 12, 2012, 14:36:43 PM
Good Point
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: WORLDCHANCELLOR on Thursday, July 12, 2012, 17:48:42 PM
Okay, I wanna try to ALAudio.dll file (and other OpenAL files) from my 2.8.5 system folder, and then replace the same files in this older 2.5 installation folder. Is this allowed? I ask this because something's wrong with my sound (64bit system/x-fi), and I noticed there were file-size discrepancies with some of these openAL files in the two different AA versions. Will that get me kicked?
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Killing on Thursday, July 12, 2012, 18:46:40 PM
For example if you have a very slow processor and a fast graphics card then it will run much slower than a mid range processor and a mid range graphics card. This is because more often than not one of them is "bottlenecking" the other (this means that one piece of hardware is slowing down another). To avoid this get matching parts.

This applies also to sound cards.

This have nothing to do with advantage of players with better soundcards or whatever. You can have one shitty sound but you listen the people at large distance, etc.....It is one exploit and it have nothing to do with fps tweaking.
 Easy conclusion isn't it?
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: zoxee on Thursday, July 12, 2012, 19:08:50 PM
This have nothing to do with advantage of players with better soundcards or whatever. You can have one shitty sound but you listen the people at large distance, etc.....It is one exploit and it have nothing to do with fps tweaking.
 Easy conclusion isn't it?

what has this to do with what i said o.O
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Possessed on Thursday, July 12, 2012, 19:49:58 PM
Okay, I wanna try to ALAudio.dll file (and other OpenAL files) from my 2.8.5 system folder, and then replace the same files in this older 2.5 installation folder. Is this allowed? I ask this because something's wrong with my sound (64bit system/x-fi), and I noticed there were file-size discrepancies with some of these openAL files in the two different AA versions. Will that get me kicked?
ALAudio & OpenAL are different things, OpenAL is a separated drive, u can use the one in AA or in ur System.

also, another ALAudio would not work :)
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: BlueBlaster on Thursday, July 12, 2012, 20:05:31 PM
BTW, speaking of sound in AA, I think something's dramatically different about how sound renders in 2.5, when compared to 2.8.5. I think 285's sound rendering is much, MUCH better. It almost feels as if my channels (which are @ 128) are not being utilized fully. Like, a person could be RIGHT in front of me, and I can't hear them anymore. That's not very realistic, and it's kinda weird, too. I think they changed the 'rolloff' (not ambient) in subsequent versions of AA (specifically 2.7 and up) and then just locked its ability to be modified, regardless of changing the lines in ini.

That's true, sound zeroes out if it's placed right in front of you. There were updates released both by Epic Games and by the US Army to more recent versions fixing this and a few other problems, but we cannot port down those fixes to 2.5 easily. Although I do remember when detail textures were broken for the longest time on newer versions of AA so haha.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: WORLDCHANCELLOR on Friday, July 13, 2012, 06:18:31 AM
ALAudio & OpenAL are different things, OpenAL is a separated drive, u can use the one in AA or in ur System.

also, another ALAudio would not work :)

Yeah, it didn't work; it made me crash. :-/

I just miss 2.8.5's sound -- much more realistic, and the incessant ringing was heavily diminished, which means less headaches. With playing this version, I've had to purchase a 1000-pack of Ibuprofin, simply because of the constant blaring of the nonstop ringing that you get NO MATTER WHAT you do. 285!!!
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: [Majestic]tidididi on Friday, July 13, 2012, 07:55:57 AM
With playing this version, I've had to purchase a 1000-pack of Ibuprofin, simply because of the constant blaring of the nonstop ringing that you get NO MATTER WHAT you do. 285!!!

If you use high volume, you will have real problem in future.

Good sound isn't more than 70% of volume. Good sound is ~50% of volume + good settings. Much people thinks they have good sound because of volume.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: zoxee on Friday, July 13, 2012, 11:11:23 AM
Good sound is ~50% of volume + good settings

Really ? Very interesting Your Highness, so what are those... +"Magic Settings"+, if we may ask.....?

As you are presumably a "Pro-Gamer" considering your Fragrates and Map Stats,
and lately complained about this beloved game of ours dying because of selfishness,
egoism and hypocracy...

Pleasee be so Merciful to share them "Settings" with the Community, so them Players of
any level will hear equally in front of God and won't get regular headaches anymore ?
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: [Majestic]tidididi on Friday, July 13, 2012, 11:14:32 AM
Really ? Very interesting Your Highness, so what are those... +"Magic Settings"+, if we may ask.....?

As you are presumably a "Pro-Gamer" considering your Fragrates and Map Stats,
and lately complained about this beloved game of ours dying because of selfishness,
egoism and hypocracy...

Pleasee be so Merciful to share them "Settings" with the Community, so them Players of
any level can hear equally in front of God ?

Switch the sarcasm off please. Do you really need to use hard talks? Few days ago you send a PM to me. Now you behaving other way. Think about it.

Everybody should know, there is no sense to destroy health because of good sound in game. That's fucking stupid, if someone raise a volume to hear enemy better.

Sorry, I'm laughing now. Put your sound 100%. Have fun. That shows who take this game too seriously.

End.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: zoxee on Friday, July 13, 2012, 11:36:05 AM
1. As i said in other threads, my sound card is so shitty that i have to play with 100% otherwise i hear shit.
2. I know i sent u PM (which btw you didn't answer) but it was meant to be private, nice.
3. Not accusing you of anything just asking to share.

4. You smartly evaded the question and consequently did not answer it.

Because all we don't need here anymore are people who achieve better results
because they know something they don't wanna share in the end.

You get that ? I thought it's all about skills... but which skills ??
Skills to pawn or skills to tweak ? Good question.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: Killing on Friday, July 13, 2012, 11:45:47 AM
what has this to do with what i said o.O

 In the part where you say "This applies also to sound cards."
 There is no logical reason to you defend the use of that sound "ini tweaks" based on low specs computers.

...But if you defend it because the guys with better sound cards have more advantages you are wrong. The sound software used by this game is to old. 1 cheap sound card can reproduce basically the same sound of 1 ultimate sound card....And the sound advantages commented on this topic are not based on quality.
Title: Re: Rolloff Filter and Ambient Sound Thresholds --
Post by: zoxee on Friday, July 13, 2012, 11:57:53 AM
In the part where you say "This applies also to sound cards."
 There is no logical reason to you defend the use of that sound "ini tweaks" based on low specs computers.

...But if you defend it because the guys with better sound cards have more advantages you are wrong. The sound software used by this game is to old. 1 cheap sound card can reproduce basically the same sound of 1 ultimate sound card....And the sound advantages commented on this topic are not based on quality.

Ok guys, from now on everyone gets his old shitty soundcard back out from Grandma's coffer,
it will be highly sufficient... omg  :?