Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It was still blinking in our case just that he was not visually checking on it. As I started keeping eyes on it after having it make a sound at the last .25 mark of a steal and losing it to an enemy while I'm sleeping in the corner.
Often there are no sounds of enemy footsteps, the sound of an explosion, the sound of spawn, etc., it can take a very long time to list.
Or... maybe it has something to do with the processor load at a particular moment in time. For example, if you've ever played games using the "Serious engine", they've had a setting for quite some time that allows you to adjust the maximum number of sounds played at the same time. Which leads to some thoughts.