Auto dodge activates at the least opportune moments and as a result it's very difficult to manage stamina. cl_doubletapdelay doesn't work for me.
It's possible to hear sounds from the next room or the area, clearly as if they are happening in the same room. I use both the sound from surroundings and the radar to search for the enemies or teammates in need, but the sounds leaking from another area make it difficult to do that. It is very distracting and also creates some confusion because it's very difficult to determine where the sound is coming from.
I have complained about the sounds before, but it was written off as a feature. (cough kharnov cough) I don't like it at all; one of the downsides is when I'm rushing the human base on atcs as human. I run through the hall/outside, but the aliens hear me coming, and go back to their base before I get there. This does not allow me to rush effectively, especially in a 1x1 or 2x2.
It's possible to hear sounds from the next room or the area, clearly as if they are happening in the same room. I use both the sound from surroundings and the radar to search for the enemies or teammates in need, but the sounds leaking from another area make it difficult to do that. It is very distracting and also creates some confusion because it's very difficult to determine where the sound is coming from.
That happened after we added motion-sensing radar. It changed the underlying way in which detection works, which also includes sounds. We're working on a fix for that, so it won't stay that way forever.
The change to the radar was that a player is now allowed to sense around two corners instead of one. This addresses "blind spots" such as in the main entrance to the ATCS bases where you could hide from radar. However, the same code is used for the decision wether a sound should be sent to the client. It should be trivial to use the new code for radar and the old one for sound. Since both are imperfect, maybe we'll find an even better way of handling sound (for example by attenuating sound in vis2 and making smooth transitions between the volumes off, attenuated and full).
That's a good idea.
As far as i remember, sounds aren't played beyond 1000 units away right? Isn't that the range of the radar? Also, volume = alpha of the blips...