The thin ones, in my oppinion, should behave just as walls, in
general, do in this version. They lower the volume somewhat of a sound
beyond them.

Signed:
Dakotah Rickard

On 11/11/11, Kai <kaixi...@sbcglobal.net> wrote:
> I agree with Dakotah here. Perhaps the map should have differing wall types,
> thin walls for isle divisions, thick walls for building perimeter. You can
> hear zombies through thin walls, but not thick ones.
>
> Kai
>
> ----- Original Message -----
> From: "Dakotah Rickard" <dakotah.rick...@gmail.com>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Friday, November 11, 2011 9:02 AM
> Subject: Re: [Audyssey] Swamp questions
>
>
> The sounds for the different zombies are standard in the folders, and
> I'm not sure, but it seems that the only modification is based on
> volume and position.
>
> My wife and I are discussing the reasonability of hearing someone or
> something through a wall, and I'm not sure that hearing nothing is
> tremendously good. I hope that you'll be making a distinction between
> thick external walls and thinner internal walls, say between aisles in
> the Kai-Mart or the Hardware Store or something.
>
> Signed:
> Dakotah Rickard
>
> On 11/11/11, Jeremy Kaldobsky <jer...@kaldobsky.com> wrote:
>> It feels like forever between my posts now, haha.
>>
>> In the next update you won't be able to hear any sound passing through
>> walls, so the problem will be a past issue.  In the current version I tend
>> not to shoot at zombies behind me because I do a quick rotation test
>> before
>> I start shooting a new target.  If the sound is about center and I turn a
>> little to the right, the zombie will move to my left if he is indeed in
>> front of me.  If the zombie is actually behind me, the sound will move to
>> the right.  I know this message wasn't talking about the trouble of
>> zombies
>> being behind you, but it reminded me to share the strategy I use.
>>
>>> Hi Dakotah,
>>> Yeah, that is a good suggestion about
>>> using the radar, i've tried
>>> that myself, but maybe i need to pay more attention to the
>>> sounds its
>>> putting out.
>>> the thing i am finding now that is
>>> helping the most is knowing where
>>> i am on the map and how i am oriented, so i know where the
>>> walls are as
>>> much as I can and try to avoid them.
>>> as for the previous suggestions of
>>> pingging or changing the sound for
>>> indicating a wall between you and the zombie, that
>>> shouldn't be anything
>>> that puts any more work on the server.
>>> The server is sending location info of
>>> other players and zombies to
>>> each client, and the client does all the processing from
>>> there. at least
>>> that is the standard way MP setups are done, and jeremy has
>>> to be pretty
>>> efficient with his server code since he is running a
>>> personal server,
>>> and so far it seems to be working very well.
>>> Now, if we can just get some grenades in
>>> here...
>>> later
>>> che
>>
>>
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>
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