Jan 15, 2010, 10:50 AM
Now that we can use custom hitbeeps there are a lot of ways to get the sound you want. There's a slight problem with precaching, but I'm including my fix for that. Here's a link with hitbeeps from other games and some random stuff as well. Thank Ricco for the collection.
Extract/Drop these into your tf/sound folder
http://ricco.notalent.org/hitsounds.zip
TF2 doesn't use multiple sound files to let you gauge damage dealt. It takes whatever sound you choose and uses 100dmg as the normalization reference. So as damage scales downward from 100 the pitch of the wave grows higher, just as the pitch goes lower when damage is above 100.
I currently have the following in my Autoexec.cfg
The alias just sets your volume to 0 the instant the game starts, plays the hitbeep to load it into game cache, and then returns the game back to normal volume. All of that so you don't have to hear the hitbeep you've chosen every time you load the game. Without this, the game sometimes reports that the sound file can not be located, so I'd recommend it.
Just edit both sections to the hitsound you prefer, change any of the sound settings to what you think sounds best, and add the contents to your autoexec.cfg
That's it, now you get damage feedback all the time, even if you can't see what you hit or don't like combat text (demo/soldier spam).
Extract/Drop these into your tf/sound folder
http://ricco.notalent.org/hitsounds.zip
TF2 doesn't use multiple sound files to let you gauge damage dealt. It takes whatever sound you choose and uses 100dmg as the normalization reference. So as damage scales downward from 100 the pitch of the wave grows higher, just as the pitch goes lower when damage is above 100.
I currently have the following in my Autoexec.cfg
Code:
alias preding "volume 0; wait 5; play quake4.wav; wait 50; volume 1"
preding
// Custom Hitsound Setting
tf_dingalingaling "1" // Enables Hit Sounds
tf_dingaling_pitchmaxdmg "65" // Change in wav scale of max dmg hit
tf_dingaling_pitchmindmg "135" // Change in wav scale of min dmg hit
tf_dingaling_volume "0.75" // Volume of Hit Sound
tf_dingaling_wav_override "quake4.wav" // Selected Hit Sound
The alias just sets your volume to 0 the instant the game starts, plays the hitbeep to load it into game cache, and then returns the game back to normal volume. All of that so you don't have to hear the hitbeep you've chosen every time you load the game. Without this, the game sometimes reports that the sound file can not be located, so I'd recommend it.
Just edit both sections to the hitsound you prefer, change any of the sound settings to what you think sounds best, and add the contents to your autoexec.cfg
That's it, now you get damage feedback all the time, even if you can't see what you hit or don't like combat text (demo/soldier spam).