As far as I can tell, there is an important coupling between visibility and sound. If you turn on shownormals (devmap <mapname>, r_shownormals 1), you will see portions of the map appearing and disappearing. You will notice that you can hear the sound only if you can see the normals of the entity producing the sound. (notice that the inverse relationship does not hold: you sometimes see the normals but cannot hear the sound, if it is too far away).
So, if you want to learn where item pickups can be heard, use this trick to identify blind spots. Let a bot walk around and pick up items to be sure.
they propose a set of commands that puts you in the right situation to learn spawn points, and spawn forcing. The setup is done by:
> devmap hektik (or any map)
> sv_timeout 99999 (to prevent the server from kicking paused bots)
> bot_pause 1 (to pause bot)
> callvote g_gametype 0 (free for all)
> addbot keel (as many times as you want).
To see all the spawns:
> bind 9 "kick all; bot_pause 0; wait 50; addbot keel; addbot keel; addbot keel; addbot keel; addbot keel; addbot keel; addbot keel; addbot keel; addbot keel; addbot keel; wait 100; bot_pause 1"
To practice spawn forcing:
> bind 8 "kick all; bot_pause 0; wait 50; addbot keel; wait 100; bot_pause 1"
Combining the two allows you to efficiently learn spawns and spawns forcing in the map. Given the position you are, you can learn what spawns are enabled, and among these which ones can be heard and which cannot.
Edited by Memento_Mori at 09:44 CST, 16 November 2010 - 13215 Hits
If you want my 2 cents, I spend a some minutes in aero, and I felt the spawns are quite diverse overall. For the positions I tested, there are usually 4 available spawns (out of the 8 available), where at least two are in audible range, and at least one is not.
Besides the well known abuses (from the ra room to the center bottom, and from rocket to the teleport ga, which seems to occur about 1/3 - 1/4 of the times) I could see no obvious patterns. I would be surprised if you can really force much more than that.
It does this in quake 3 to the best of my memory, at least the dodgy sound system.
Its a rather dated way of assuming that if the room is being drawn to the player then it should render all the sounds inside there.
Sadly, rooms/cells are often many times bigger than the player, which is why is looks so wrong.
Splitting the rooms into more portals adds more polys and so much more work. If the system does work how I think then it would improve the sound system, but you would need to slice every map into hundreds more rooms/cells to make up for the primitive way they doing the sound.
This is actually a borderline cheat because all you need to do is study the key points on the map which dispaly the most rooms and you;'de get a real boost in terms of sound radius, which by the sounds of it is what that URL is promoting.
So turning off spawn sounds should defintely be a priority, actually I have given cheap effective solutions to this stuff over the years but they never ever listen.
I was making a guide ages ago with top down and side view screenshots of every duel map with spawn locations and the probabilities of where the enemy will spawn at various locations. I also was using the shownormals trick to find the best spots for hearing.
But ya they changed the spawn system and fucked up all my hard work lol but I might start it again soon.
I should also note I found a better way to test spawn locations without the bots timing out like in the script from 4sg. By making them follow you but making the follow distance bigger then the map so they dont move, plus they taunt reapeatly in this way so its easier to hear where they spawned if you wanted to test the probabilitesof forced spawning, repeating the spawn like 1000 times.