Less "Enemy Spotted" = awesome

General discussion of the Project Reality: BF2 modification.
blud
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Joined: 2006-09-04 22:22

Less "Enemy Spotted" = awesome

Post by blud »

The new feature in 0.6 that makes it so your character only says "Enemy Spotted" when you are right on a guy, and when you're not it just paints the red question mark without saying "Enemy Spotted" is *awesome*.

Before this, large PR games were virtually unplayable because of the constant wall of sound of "ENEMY SPOTTED, ENEMY SPOTTED, ENEMY SPOTTED!!!". I seriously could not stand playing with 40+ players in previous PR versions because of this ****.

(Playing with 40+ players in 0.6 is still kind of sucky on some maps though just because my hardware isn't really good enough so it gets laggier and laggier the bigger the games are, but that's another issue.)
bosco_
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Post by bosco_ »

Agreed :)
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Wasteland
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Post by Wasteland »

Haha. I remember one tourney game (OGT). I was getting really into it, but I kept being de-immersed by the constant babbling of my radio. I hated that.
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L.O.Brow
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Post by L.O.Brow »

I like this too, although for some reason I'm getting a lot of mistaken IDs aswell. It looks like I'm aiming at the guy, but when I spot him I end up with a question mark waaaaaaay out behind him, or somewhere between myself and him. This problem seems to get worse the further away my target is (huge viewing distance + binocs = a lot of question marks due to dodgy spots).

Back when you could "drive-by-spot" enemies this wasn't as common, as the spot mechanism wasn't as fussy about where you aimed.
vanity
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Post by vanity »

Great job fixing this!
AtlantaFalcons
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Post by AtlantaFalcons »

Enemy Forces Spotted!
M4nicMin3r
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Post by M4nicMin3r »

'[R-PUB wrote:bosco']Agreed :)

X10

Its VERY refreshing and seems to add a little more to immersion too, only problem is that you do endup seeing lots of question marks on the map lol.
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{GD}Ghost
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Post by {GD}Ghost »

Yes! Previously, I found my self yelling "SHUT UP" at my computer screen because I couldn't even hear my squad over voip because of the excessive team chatter.
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dbzao
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Post by dbzao »

And you guys are also forgetting all the other radio changes we did that all grunts (non-squad leaders) will never send radio messages. That also cut down radio spam a LOT. ;)
Surround
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Post by Surround »

I love it! "enemy spotted" was so useless because it hardly even gave any infomation. And it could be spammed so easily.
Xmaster
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Post by Xmaster »

Thanks Devs now i can play my game spam free.
<3 Devs
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ReaperMAC
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Post by ReaperMAC »

'[R-DEV wrote:dbzao']And you guys are also forgetting all the other radio changes we did that all grunts (non-squad leaders) will never send radio messages. That also cut down radio spam a LOT. ;)
Yeah! Love em 8-)
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77SiCaRiO77
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Post by 77SiCaRiO77 »

i love em toooo!!!!!!







BUT :p











i never undestand WTH are trying to say my mates when im in the rebels team , can you add again the radio chat ? but make it only showed when you are at 5 m of the one who shout :)
El_Vikingo
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Post by El_Vikingo »

Teamwork doesnt mean that you have to be on top of each other you know!
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youm0nt
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Post by youm0nt »

Just study the "Russian", if you want to call it that, by listening to the radio commands in the common_client.zip :D
77SiCaRiO77
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Post by 77SiCaRiO77 »

nah , i dont have time :p , is easier see them in the screen :mrgreen:
Apheirox
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Post by Apheirox »

My thoughts:
Strategist wrote:Overall, I am overjoyed with the new radio system simply because it cuts down on the spam. In 0.5, on for example the Ghost Train map, the spam would get so bad it in fact markedly reduced my enjoyment of the game. It was just so loud and constant. You could not listen for enemies or much of anything else for that matter. Much of the reason why it was this bad, though, was because stupid players kept spotting the same enemies over and over and several times. When a vehicle rolled by a squad every member of that squad would spot it. At the same time. And some would spot it not once, but frantically click the commo rose spotting it several times as well as placing question marks all over. That problem is fortunately in the past now, however, or has at least been greatly reduced. Nice move muting the 'question mark' sounds! I also really like the radio transmitted 'friendly fire!' warning. IIRC that was not in vanilla, is that correct?

What I dislike, however, are two things. First, it is the new sounds. I think the old ones were so much better. Why fix something that is not broken? I kind of picked up in game chat - not quite sure - that it was changed to eliminate radio distortion sounds, but that does not sound like a good argument. Surely the distortion has a place in a realism mod and adds to the atmosphere? The second thing I dislike is how you hear yourself talking over the radio when saying something when I want you to always hear your local voice. I posted about that here: http://realitymod.com/forum/showthread.php?t=23046 Sofad said this was due to - yes, again - engine limitations but gave no explanation which left me kind of puzzled: The game is incapable of playing the local version of the sound for you and those nearby but the radio version for those far away? What I want is anything said near you - no matter by whom, squad leader or not - to be spoken locally and anything said by somebody far away transmitted over the radio. That must be the most realistic way, right? But it is impossible?
sofad
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Post by sofad »

Strategist wrote:The game is incapable of playing the local version of the sound for you and those nearby but the radio version for those far away? What I want is anything said near you - no matter by whom, squad leader or not - to be spoken locally and anything said by somebody far away transmitted over the radio. That must be the most realistic way, right? But it is impossible?
thats the point.

the radio chat system is hardcoded in that way, that it use two slots. slot one for the radio and slot two for local voices.
the game engine use always the first slot also for the 1st person sound, aka hear yourself, and the second slot for a local voice in a certain radius (not changeable) around the speaker. in addition is the first slot always a non 3d, aka stereo only and not depending on orientation, and the second one is always a 3d sound, trackable in the ambient.
all these settings are not changeable.

so, what we have now, is the most possible compromise that we could do to the moment.
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