i konw - this is probably not necessary - but this is only if room for additional features - this is especially good for realitic mode - if not ONLY good for realistic. the idea is to have sound effects that quiet down if its further away - and although it does that already, it should be dependent on polygons in the way. so in a tunnel it'll be easier to know when a person is coming - and footsteps therefore should also be quite a bit louder of course!
in order to create this polygon-depndent, it should be particle-based (as most good features are (ie: peeing)).
another good idea as well would be having the curor light up dpending on from where the soldier hears the sound. this means if a person is makign noise from what seems to be the right, the right side of the cursor should light up. -OR- the cursor side should light up depending on where the sound is relative to the cursor's position. and the further away the sound comes, the less the cursor will light up...
http://www.freewebs.com/zyxstand/index.htm
this example shows three ways of doing this....personally, i prefer the third one...
EDIT:
and tell which one you ppl personally like (1, 2, or 3)
in order to create this polygon-depndent, it should be particle-based (as most good features are (ie: peeing)).
another good idea as well would be having the curor light up dpending on from where the soldier hears the sound. this means if a person is makign noise from what seems to be the right, the right side of the cursor should light up. -OR- the cursor side should light up depending on where the sound is relative to the cursor's position. and the further away the sound comes, the less the cursor will light up...
http://www.freewebs.com/zyxstand/index.htm
this example shows three ways of doing this....personally, i prefer the third one...
EDIT:
and tell which one you ppl personally like (1, 2, or 3)