So, uh, I know this has been brought up before, but what exactly is the status right now on the (lack of) death screams in RO2? Is it caused by a bug? Was it intentional? Does TWI intend on trying to get them working again any time soon?
So, uh, I know this has been brought up before, but what exactly is the status right now on the (lack of) death screams in RO2? Is it caused by a bug? Was it intentional? Does TWI intend on trying to get them working again any time soon?
Mine work in beta. I don't think they're supposed to work on every death for some you die before you have a chance to scream.
i have onboard sound. i cannot set it to 128 and i hear death screams just fine.Doesn't raising the audio channel to 128 make death screams a little more prevalent?
how about posting some bug reports for the ones you find? only way they'll fix the problems.add it to an already very long list. just come back from another session on the beta, more bugs, i'm trying to stay positive I really am...
how about posting some bug reports for the ones you find? only way they'll fix the problems.
thanks!
you hit the nail on the head. having my guy scream out stupid phrases while i'm trying to sneak up on someone is a game-breaker as well!Canned voices are dangerous. They get old fast. In order to do it right, there must be at least 200 different ones, and none of them as corny as what we have now.
If that stipulation is met, I'm all for it. Otherwise, re-playability factor is damaged by the instant memorization and expectation of the sounds.
Canned voices are dangerous. They get old fast. In order to do it right, there must be at least 200 different ones, and none of them as corny as what we have now.
If that stipulation is met, I'm all for it. Otherwise, re-playability factor is damaged by the instant memorization and expectation of the sounds.
That's exactly how it's supposed to function. They're not something that comes up on every kill. I haven't poked at the script to verify, but I assume it's linked to the location and severity of the killing wound. More likely from a gutshot than a headshot, for instance.
That's exactly how it's supposed to function. They're not something that comes up on every kill. I haven't poked at the script to verify, but I assume it's linked to the location and severity of the killing wound. More likely from a gutshot than a headshot, for instance.