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Old 04-17-07, 04:05 AM   #14
Jungman
Samurai Navy
 
Join Date: Apr 2005
Location: Iowa, USA
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Of course, but it would be a simple thing to 'readjust' in the code where the sounds kick in due to triggers ( if sub > 250 feet then play creak2.wav) or (If water pipe breaks--> play water burst.wav) all the sounds are there from SH3.

They do mention in the patch 1.2 they fixed 'Sound Volume levels that were not playing correctly' which just maybe that.

But yes, for this patch 1.2, something for all. Maybe more gets fixed next time. SH3 got to patch 1.4b before they gave up the ghost.
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