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Quake Sounds


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dalto
Veteran Member
Join Date: Jul 2007
Old 08-04-2007 , 11:28   Re: SM Quake Sounds
Reply With Quote #61

Quote:
Originally Posted by -=]DS[=-launebaer View Post
thanks for the quick update. thats better befor but an idea. can you add this option in the sm_quakesounds.cfg for sound and text. like "PLayer Rampage"

without the "" but the playername :-)
You ask....we deliver.

Version 1.1 is now released!

This all in translations file so it can be localized. You can include the name of the attacked and the victim where appropriate.
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{LOD}Scarecrow
Member
Join Date: Dec 2004
Location: AZ
Old 08-04-2007 , 13:10   Re: SM Quake Sounds
Reply With Quote #62

Great plugin, but on our linux servers I see a couple issues.

1. Typing !quake or /quake activates nothing.
2. // Sets who hears quake sounds
1 = everyone(default), 2 = Involved only, 3 = Attacker Only, 4 = Victim Only 0 = Off - We have it set to 2 and the entire server hears everything.
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dalto
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Join Date: Jul 2007
Old 08-04-2007 , 13:16   Re: SM Quake Sounds
Reply With Quote #63

Quote:
Originally Posted by {LOD}Scarecrow View Post
Great plugin, but on our linux servers I see a couple issues.

1. Typing !quake or /quake activates nothing.
2. // Sets who hears quake sounds
1 = everyone(default), 2 = Involved only, 3 = Attacker Only, 4 = Victim Only 0 = Off - We have it set to 2 and the entire server hears everything.
What version are you running? check sm_quakesounds_version in your console. Also, what version of sourcemod do you have?

I am run in production on linux and usually do a linux test before release.
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{LOD}Scarecrow
Member
Join Date: Dec 2004
Location: AZ
Old 08-04-2007 , 14:31   Re: SM Quake Sounds
Reply With Quote #64

SourceMod Version Information:
SourceMod Version: 1.0.0.1267
JIT Version: JIT (x86), 1.0.0.1172
JIT Settings: Generic i686
http://www.sourcemod.net/

[SM] Listing 5 plugins:
01 "Bad name ban" (1.4) by vIr-Dan
02 "Bounty" (1.0.9.0) by Shane A. ^BuGs^ Froebel, FlyingMongoose, and stoic
03 "Advanced Team Attack Control" (1.3.3) by FlyingMongoose
04 "KnifeMug" (1.0.3) by FlyingMongoose, sslice
05 "QuakeSounds" (0.9) by AMP
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dalto
Veteran Member
Join Date: Jul 2007
Old 08-04-2007 , 14:53   Re: SM Quake Sounds
Reply With Quote #65

Thats pretty strange behavior. The !quake command just opens a panel. I can't imagine it failing.

As for sm_quakesounds_who, are you sure it is actually set to 2 in the console?

Here is code that was in 0.9
Code:
PlayQuakeSound(soundId, attackerClient, victimClient, GetConVarInt(cvarWho));

public PlayQuakeSound(soundKey, attackerClient, victimClient, playPreference)
{
    new playersConnected = GetMaxClients();
    
    if(playPreference == 1)
        for (new i = 1; i < playersConnected; i++)
            if(IsClientInGame(i) && !IsFakeClient(i) && soundPreference[i]) {
                EmitSoundToClient(i, soundsList[soundPreference[i]-1][soundKey]);
            }
            
    if((playPreference == 2 || playPreference == 3) && attackerClient)
        EmitSoundToClient(attackerClient, soundsList[soundPreference[attackerClient]-1][soundKey]);
    
    if((playPreference == 2 || playPreference == 4) && victimClient)
        EmitSoundToClient(victimClient, soundsList[soundPreference[victimClient]-1][soundKey]);
}
As you can see, it shouldn't play the sound to everyone unless sm_quakesounds_who is set to 1.

That whole functionality changed in 1.0 through so you might try upgrading. The sounds are now individually set for who can hear them.
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^BuGs^
Senior Member
Join Date: May 2007
Old 08-04-2007 , 16:22   Re: SM Quake Sounds
Reply With Quote #66

Re-create your zip and place the .sp file in the "scripting" directory. not "script". Also change MAX_CLIENTS to MAXPLAYERS. MAXPLAYERS is defined in the core itself at 64. No need to do a re-define.
__________________
Sourcemod Plugin Author and Plugin Approver
"The correct way is MAXPLAYERS + 1"
I will not take bugs/new idea reports over the forums. Please use the issue list.

Last edited by ^BuGs^; 08-04-2007 at 16:24.
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dalto
Veteran Member
Join Date: Jul 2007
Old 08-04-2007 , 16:34   Re: SM Quake Sounds
Reply With Quote #67

Quote:
Originally Posted by ^BuGs^ View Post
Re-create your zip and place the .sp file in the "scripting" directory. not "script". Also change MAX_CLIENTS to MAXPLAYERS. MAXPLAYERS is defined in the core itself at 64. No need to do a re-define.
I will switch to MAXPLAYERS in the next release. I will reupload the file now with the correct structure. It is pretty funny that none of us ever noticed that in the last 8 releases.
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-=]DS[=-launebaer
Member
Join Date: Jul 2005
Old 08-04-2007 , 16:34   Re: SM Quake Sounds
Reply With Quote #68

hi
ok with name works but can you add sound options?

you have this one:

// ********************************************* ********************************
// Individual Sound configs
// Please note the turning off sounds also stops them from downloading
//
// With the release of Version 1.0 these have changed
// The field now works as follows
// 0: Off
// 1: Play sound to everyone
// 2: Play sound to attacker
// 4: Play sound to victim
// 8: Print text to everyone
// 16: Print text to attacker
// 32: Print text to victim
//
// You need to add the above values to get your value
// If you want to play sounds and text to everyone 1 + 8 = 9
// If you want to print text to everyone but only want sounds to play for those involved: 2 + 4 + 8 = 14

// Turns the teamkiller sounds on or off
sm_quakesounds_tk 9

// Turns the grenade sounds on or off
sm_quakesounds_grenade 9

// Turns the knife sounds on or off
sm_quakesounds_knife 9

// Turns the kills sounds on or off
sm_quakesounds_kills 17

// Turns the selfkill sounds on or off
sm_quakesounds_sk 17

// Turns the headshot sounds on or off
sm_quakesounds_hs 17

// Turns the multikill sounds on or off
sm_quakesounds_mk 9





can you make this for this sound options:

sm_quakesounds_dominating
sm_quakesounds_rampage
sm_quakesounds_killing_spree
sm_quakesounds_monster_kill
sm_quakesounds_unstoppable
sm_quakesounds_ultra_kill
sm_quakesounds_god_like
sm_quakesounds_wicked_sick
sm_quakesounds_ludicrous_kill
sm_quakesounds_holy_shit
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dalto
Veteran Member
Join Date: Jul 2007
Old 08-04-2007 , 16:42   Re: SM Quake Sounds
Reply With Quote #69

Those sounds are currently managed by a single cvar

sm_quakesounds_kills

Do you need to manage them individually?

If so, it might make sense for me to move them into the quakesoundlist.cfg file rather than using cvar's.
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-=]DS[=-launebaer
Member
Join Date: Jul 2005
Old 08-04-2007 , 16:48   Re: SM Quake Sounds
Reply With Quote #70

Quote:
Originally Posted by dalto View Post
Those sounds are currently managed by a single cvar

sm_quakesounds_kills

Do you need to manage them individually?

If so, it might make sense for me to move them into the quakesoundlist.cfg file rather than using cvar's.


yes yes. so the rampage sound heare all and monsterkill for example only the attacker. this is an example. so it is better for us that we can change every sound in the quakesoundlist.cfg for centermessage and the sound
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