[quote]Added player:VoiceVolume()[/quote]
Now this I like.
Crashes on startup on mac
nice
[QUOTE]Fixed options option being hidden unless ingame[/QUOTE]
This was something that got me confused was trying to adjust my screen resolution and graphics options, thanks.
I love this update!
[QUOTE=garry;35921864]Default resolution is now same as desktop[/QUOTE]
[QUOTE=garry;35921864]If windowed and desktop resolution - will automatically noborder[/QUOTE]
Valve, PLEASE do this!
I want the vid thing back.
That sv_alltalk 2 sounds pretty neat.
if garry could make it so you could control the quality of the voice as well, i could see this going many places
radios affected by terrain displacement/distance? i think so
So no fix for the transparency bug?
[url]http://facepunch.com/threads/1176011[/url]
garry should retry that valve employment interview
[editline]12th May 2012[/editline]
your work with shadows on source engine is sex
The resolution fixes would've been nice when I got the update, when I first played it I couldn't find the options button because it defaulted to 740xXXX, was relieved when I finally found the options button.
Does sv_alltalk 2 includes distance fade out or just do directional sound?
Distance fade and directional. It plays it as if it's coming from the player entity, just a gun shot or foot steps.
[QUOTE=garry;35937105]Distance fade and directional. It plays it as if it's coming from the player entity, just a gun shot or foot steps.[/QUOTE]
Sweet. Looks like I will start playing GMod again!
[QUOTE=garry;35937105]Distance fade and directional. It plays it as if it's coming from the player entity, just a gun shot or foot steps.[/QUOTE]
Will it become default in TTT?
[QUOTE=garry;35937105]Distance fade and directional. It plays it as if it's coming from the player entity, just a gun shot or foot steps.[/QUOTE]
If the voice is also occluded by physical structures such as brushes/models, holy fuck.
[QUOTE=Chirno;35937209]Will it become default in TTT?[/QUOTE]
That would be kind of cool, but I think it was meant to be played with normal alltalk.
[QUOTE=Chrille;35937817]That would be kind of cool, but I think it was meant to be played with normal alltalk.[/QUOTE]
Still, it'd be cool. If you could talk normally (with the directional sound) and talk through a radio it would be cool.
And when traitors are communicating through their own radio, you could hear them talk if you were close enough to them (since they could be whispering, you would need to be right next to them).
[QUOTE=Chrille;35937817]That would be kind of cool, but I think it was meant to be played with normal alltalk.[/QUOTE]
Add support for another keybind, one would be global voice and the other would be local. That could work.
[quote]945 keys remaining (out of a total of 55,000)[/quote]
It says there are 945 keys left but I can't get one, so I guess the counter got stuck, right ?
[QUOTE=Jackald;35931457]I'm rather excited for this.[/QUOTE]
hnnnnng my body
Garry, we love you.
[QUOTE=K1ngo64;35937908]Add support for another keybind, one would be global voice and the other would be local. That could work.[/QUOTE]
Everyone would just use global anyway, which would cause local to become a silly gimmick.
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