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	<title>ETF2L &#8211; Latest activity in &#8220;Change in etf2l config [allow custom sounds]&#8221;</title>
	<link>https://staging.etf2l.org/forum/customise/topic-19401/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
    	<item>
    	    <title>Reply by Oxy</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-19401/page-3/?recent=349991#post=349991</link>
    	    <description><![CDATA[<i>Quoted from slate</i>
		<blockquote>checking if the server has sv_pure 2 is done in a matter of seconds, never checked myself what it looks like for sv_pure 1, if the allowed stuff gets listed.</blockquote>

This.
It's my opinion that sv_pure should be kept at 2 unless its for a good, practical reason since as Slate states it is easily checked.]]></description>
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    	    <pubDate>Fri, 25 Nov 2011 05:00:59 +0100</pubDate>
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    	    <title>Reply by GLaDOS</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-19401/page-3/?recent=349991#post=349644</link>
    	    <description><![CDATA[<i>Quoted from Skyride</i>
		<blockquote>[...]

Are you sure? That's wayyyyyyyyyyyyyyyyyy outside the area portal for badlands spawn.</blockquote>

I guess it is. It's a whole different map!]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=customise&#038;topic=19401&#038;post=349644</guid>
    	    <pubDate>Wed, 23 Nov 2011 18:29:06 +0100</pubDate>
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    	    <title>Reply by adam-skyride</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-19401/page-3/?recent=349991#post=349643</link>
    	    <description><![CDATA[<i>Quoted from Spike Himself</i>
		<blockquote>[...]

CC's dont pick up on sounds unless they're pretty near. For example, on gullywash I could be in spawn on last and hear a medic uber on mid (if nothing else is going on), but the CC won't pick up on that.

tl;dr cc is rather useless</blockquote>

Are you sure? That's wayyyyyyyyyyyyyyyyyy outside the area portal for badlands spawn.]]></description>
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    	    <pubDate>Wed, 23 Nov 2011 18:20:52 +0100</pubDate>
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    	    <title>Reply by FainT.</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-19401/page-3/?recent=349991#post=349602</link>
    	    <description><![CDATA[I can't help thinking you guys are getting trolled to fuck...]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=customise&#038;topic=19401&#038;post=349602</guid>
    	    <pubDate>Wed, 23 Nov 2011 16:43:20 +0100</pubDate>
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    	    <title>Reply by slate</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-19401/page-2/?recent=349991#post=349587</link>
    	    <description><![CDATA[Is there even a way to check which files are allowed to be customized as client?

If not then it's not only pointless, but also kicks the door open for material and particle hacks.

checking if the server has sv_pure 2 is done in a matter of seconds, never checked myself what it looks like for sv_pure 1, if the allowed stuff gets listed.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=customise&#038;topic=19401&#038;post=349587</guid>
    	    <pubDate>Wed, 23 Nov 2011 15:47:57 +0100</pubDate>
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    	    <title>Reply by grimbar</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-19401/page-2/?recent=349991#post=349583</link>
    	    <description><![CDATA[<i>Quoted from feral</i>
		<blockquote>[...]

Well, I don't see any big problem in sv_pure 1 and whitelist. This may be done in the next config release to minimise reconfiguration.

The only sounds I ask for are your_team_lost, your_team_won, your_team_stalemate, tf_dominate, tf_revenge, tf_nemesis. These sounds would give no unfair advantage to anybody. And those who don't use custom sounds won't see any difference either.</blockquote>

That opens the flood gates for more requests though and people will come up with fair scenarios for all kinds of random sounds.

I'm fairly confident this isn't the way to go, as it's been stated there is no practical benefit for the competitive side of Team Fortress 2.]]></description>
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    	    <pubDate>Wed, 23 Nov 2011 15:11:12 +0100</pubDate>
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    	    <title>Reply by feral</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-19401/page-2/?recent=349991#post=349582</link>
    	    <description><![CDATA[<i>Quoted from DeNeusbeer</i>
		<blockquote>

Firstly, as you said, allowing custom sounds means servers need to be on sv_pure 1 with an appropriate whitelist. This is inconvenient. There's enough things people have to worry about on their server already (Configs, item whitelist). The less configuration needed, the better. There are plenty of occasions where the configs are missing/not executed properly/whitelist incorrect/etc already.

Secondly, you can probably get an unfair advantage when you can mod your sounds. For example: amplify the medic's "uber ready" call so it really stands out. Or doing the same with the spy decloak sound (I personally never hear it when it gets a bit hectic.)</blockquote>

Well, I don't see any big problem in sv_pure 1 and whitelist. This may be done in the next config release to minimise reconfiguration.

The only sounds I ask for are your_team_lost, your_team_won, your_team_stalemate, tf_dominate, tf_revenge, tf_nemesis. These sounds would give no unfair advantage to anybody. And those who don't use custom sounds won't see any difference either.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=customise&#038;topic=19401&#038;post=349582</guid>
    	    <pubDate>Wed, 23 Nov 2011 14:58:57 +0100</pubDate>
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    	    <title>Reply by grimbar</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-19401/page-2/?recent=349991#post=349573</link>
    	    <description><![CDATA[<i>Quoted from Spike Himself</i>
		<blockquote>[...]

CC's dont pick up on sounds unless they're pretty near. For example, on gullywash I could be in spawn on last and hear a medic uber on mid (if nothing else is going on), but the CC won't pick up on that.

tl;dr cc is rather useless</blockquote>

<code>scene_maxcaptionradius 0</code>]]></description>
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    	    <pubDate>Wed, 23 Nov 2011 14:27:46 +0100</pubDate>
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    	    <title>Reply by Spike Himself</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-19401/page-2/?recent=349991#post=349562</link>
    	    <description><![CDATA[<i>Quoted from grimbar</i>
		<blockquote>The distance on when a sound counts as audible is quite astounding and bordering on the unhearable when you have calls going on, exactly why CC is useful to some people (to me it just presents useless and beyond obvious info)</blockquote>

CC's dont pick up on sounds unless they're pretty near. For example, on gullywash I could be in spawn on last and hear a medic uber on mid (if nothing else is going on), but the CC won't pick up on that.

tl;dr cc is rather useless]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=customise&#038;topic=19401&#038;post=349562</guid>
    	    <pubDate>Wed, 23 Nov 2011 13:37:24 +0100</pubDate>
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    	    <title>Reply by grimbar</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-19401/page-2/?recent=349991#post=349555</link>
    	    <description><![CDATA[The distance on when a sound counts as audible is quite astounding and bordering on the unhearable when you have calls going on, exactly why CC is useful to some people (to me it just presents useless and beyond obvious info)

But important to note here is that the spy decloak does not produce a CC notice, for balance reasons, hence being able to mod sounds would present a real problem.

Plus what DeNeusbeer said, too many people struggle with regular server maintenance already.]]></description>
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    	    <pubDate>Wed, 23 Nov 2011 13:07:30 +0100</pubDate>
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    	    <title>Reply by Dr. Chris</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-19401/page-2/?recent=349991#post=349537</link>
    	    <description><![CDATA[<i>Quoted from antyjc</i>
		<blockquote>[...]

Don't close captions only appear if you can hear the sound anyway? Or should be able to hear it.</blockquote>

...which is also true for any sound you would modify...]]></description>
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    	    <pubDate>Wed, 23 Nov 2011 10:51:28 +0100</pubDate>
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    	    <title>Reply by ajc</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-19401/page-2/?recent=349991#post=349535</link>
    	    <description><![CDATA[<i>Quoted from octochris</i>
		<blockquote>[...]

To be fair, the same effect can be achieved with closed captions (which are not limited by sv_pure).</blockquote>

Don't close captions only appear if you can hear the sound anyway? Or should be able to hear it.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=customise&#038;topic=19401&#038;post=349535</guid>
    	    <pubDate>Wed, 23 Nov 2011 10:46:56 +0100</pubDate>
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    	    <title>Reply by dodgydogman</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-19401/page-2/?recent=349991#post=349530</link>
    	    <description><![CDATA[Change the spy decloak sound to "WARNING. SPY UNCLOAKING."

"WARNING ENEMY TEAM HAS UBERCHARGE"

"WARNING ENEMY SOLDIER IS ROCKETJUMPING"

etc...
Anything that could give the player an unfair advantage doesnt really have a place in competitive matches. Most public servers allow it because nobody cares if someone is cheating. 
Also the "goals" you mentioned are a little optimistic lol. I dont really know anyone who needs custom sounds to have a fun team oriented competitive experience, or would even care.. Im sure 99% of people pretty much faze the round ending sounds out anyway.
http://www.youtube.com/watch?v=CtMweQ3cIIQ]]></description>
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    	    <pubDate>Wed, 23 Nov 2011 10:28:55 +0100</pubDate>
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    	    <title>Reply by stwn</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-19401/page-2/?recent=349991#post=349523</link>
    	    <description><![CDATA[its not cheating if its legal!
:D]]></description>
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    	    <pubDate>Wed, 23 Nov 2011 10:09:11 +0100</pubDate>
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    	    <title>Reply by Dr-Gimpfen</title>
    	    <link>https://staging.etf2l.org/forum/customise/topic-19401/page-2/?recent=349991#post=349517</link>
    	    <description><![CDATA[<i>Quoted from DeNeusbeer</i>
		<blockquote>
Secondly, you can probably get an unfair advantage when you can mod your sounds. For example: amplify the medic's "uber ready" call so it really stands out. Or doing the same with the spy decloak sound (I personally never hear it when it gets a bit hectic.)</blockquote>

would be epic

+1 for this idea]]></description>
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    	    <pubDate>Wed, 23 Nov 2011 09:30:37 +0100</pubDate>
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