Can we get a TW dev response on this: footsteps

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defektive

FNG / Fresh Meat
Sep 16, 2011
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What still can be heard is the noise of the uniform/cloth rubbing against itself. Those are no footstep sounds and I wonder why those can be heard regardless of relevancy. Anyway, footsteps are really needed together with openAL. But chance to get that is quite low I guess.
For clarity: I was using the term 'footsteps' to include the rustle of clothing, I do not hear boots on the ground sounds.
 

hoodedmanx

FNG / Fresh Meat
Sep 18, 2011
13
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This, and the fact that you make noise when you are turning in a single location. Even if the sounds were done perfectly you would have to be standing completely still to hear them clear enough or else there would be a lot of false positives.
 
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PsYcH0_Ch!cKeN

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Nov 27, 2005
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www.ragequit.com
What still can be heard is the noise of the uniform/cloth rubbing against itself. Those are no footstep sounds and I wonder why those can be heard regardless of relevancy. Anyway, footsteps are really needed together with openAL. But chance to get that is quite low I guess.
The sounds of cloth are triggered and played in a different way. They are linked to the animations, which is why when you turn on the spot you still make noise - your character is animating, so the sounds play. Footsteps however need to differ based on the material a player is walking on (dirt, snow, wood, metal, etc). For that, some code has to be run which uses the location of the player's feet and that's where the problem lies. If the server tells your client that there's a player there but they're not relevant, your client is unable to know the location of the enemy player's feet, so it can't determine the type of footstep sound to use and therefore plays nothing.
 
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defektive

FNG / Fresh Meat
Sep 16, 2011
663
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If the server tells your client that there's a player there but they're not relevant, your client is unable to know the location of the enemy player's feet, so it can't determine the type of footstep sound to use and therefore plays nothing.
...which is, frankly, a$$-backwards (to play no sound at all).

There should be a 'neutral material' footfall sound effect that plays instead of nothing at all. Once the client knows the surface, then play the appropriate sound effect.
 

amdr

FNG / Fresh Meat
Sep 16, 2011
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Cool another fail of a design choice, no wonder they keep their head low
 

Machete234

FNG / Fresh Meat
Nov 17, 2010
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For clarity: I was using the term 'footsteps' to include the rustle of clothing, I do not hear boots on the ground sounds.
I think thats what Im hearing too.
When youre standing still and with in-ear phones you can hear it very well.

But yes in some patch they should include the foot steps even if its just one sound that doesnt change with different surfaces.
But hearing them on wooden floors and just shooting through it would be great too.
 

Schreq

FNG / Fresh Meat
Jan 10, 2011
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.de
The sounds of cloth are triggered and played in a different way. They are linked to the animations, which is why when you turn on the spot you still make noise - your character is animating, so the sounds play. Footsteps however need to differ based on the material a player is walking on (dirt, snow, wood, metal, etc). For that, some code has to be run which uses the location of the player's feet and that's where the problem lies. If the server tells your client that there's a player there but they're not relevant, your client is unable to know the location of the enemy player's feet, so it can't determine the type of footstep sound to use and therefore plays nothing.

Ah, that makes a lot of sense, thanks for the explanation.
All this optimization for 64 player servers which hurt smaller scale clanwars...
 
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LogisticEarth

FNG / Fresh Meat
Sep 24, 2007
831
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Pennsylvania, USA
I did notice some time ago that the footsteps and screams went silent. Back in the beta, it was extremely jarring to hear so many people clumping around so much, but it really helped the immersion.

Lets hope these things make thier way back into the game. Just another flawed feature to throw on the pile I guess.
 

Manbearpig

FNG / Fresh Meat
Sep 13, 2011
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I did notice some time ago that the footsteps and screams went silent. Back in the beta, it was extremely jarring to hear so many people clumping around so much, but it really helped the immersion.

Lets hope these things make thier way back into the game. Just another flawed feature to throw on the pile I guess.

I second that. Play in the beta was somewhat horrifying at times, but so very intense with the screams and I suppose the footsteps. This was a great feature imo. I miss it a lot.
 

zeep

FNG / Fresh Meat
Nov 21, 2005
434
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I did notice some time ago that the footsteps and screams went silent. Back in the beta, it was extremely jarring to hear so many people clumping around so much, but it really helped the immersion.

Lets hope these things make thier way back into the game. Just another flawed feature to throw on the pile I guess.

I also remember hearing more player movements etc around me in the early betas.
Also if what PsychoChicken says is true it's one of the biggest gripes i now have with this game. I've worried about hearing no footsteps in-game, but also at times i've heard movement in rooms around me.
I think it's when the player is not inside houses, he hears less.

Possibliy the code only allows a bigger audible radius in houses with multiple floors?

In any case i do believe the audible radius a player can hear should be much bigger at all times.
 

Proud_God

FNG / Fresh Meat
Dec 22, 2005
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Belgium
If the server tells your client that there's a player there but they're not relevant, your client is unable to know the location of the enemy player's feet, so it can't determine the type of footstep sound to use and therefore plays nothing.

What do you mean with 'the server tells your client there's a player'? Does that not imply that you know its location and hence the floortype he's standing on?