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Quake Sounds


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dalto
Veteran Member
Join Date: Jul 2007
Old 08-11-2007 , 22:09   Re: SM Quake Sounds
Reply With Quote #141

Quote:
Originally Posted by Tekniqal View Post
I would like a cvar that disables it for scrims
Sounds good, I will put something in the next version that allows it to be temporarily disabled.
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-=]DS[=-launebaer
Member
Join Date: Jul 2005
Old 08-12-2007 , 03:02   Re: SM Quake Sounds
Reply With Quote #142

hi
would be nice that you update your quake sounds with action sounds like mani admin. like this:

"joinserver" admin_plugin/actions/joinsound.mp3

so when a player join the server he get this sound
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dalto
Veteran Member
Join Date: Jul 2007
Old 08-12-2007 , 04:58   Re: SM Quake Sounds
Reply With Quote #143

Quote:
Originally Posted by -=]DS[=-launebaer View Post
hi
would be nice that you update your quake sounds with action sounds like mani admin. like this:

"joinserver" admin_plugin/actions/joinsound.mp3

so when a player join the server he get this sound
I could, the question I have been struggling with is should I. There are about 4-6 event based sounds that could be added that are in Mani and other places.

Pros of adding to quakesounds(as opposed to having these sounds in a separate plugin):
  • The plugin overhead would significantly less for anyone who wanted to use both. There would be no need for an additional preferences storage, config, etc...
  • It would be very easy to do inside of the framework I have for quakesounds.
  • Since sounds can be selectively disabled there would be very little overhead for people not using these sounds.
Cons:
  • The biggest con for me is that they would no longer be, strictly speaking, quake sounds.
Since there are over 50 people running this plugin right now I would love to here what others have to say on this topic.

If the response is positive it would only take a litttle while to add support for these sounds and I would be glad to do so.
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dA.oOZe
Member
Join Date: Aug 2007
Location: Near Hamburg, Germany
Old 08-12-2007 , 07:23   Re: SM Quake Sounds
Reply With Quote #144

Quote:
Originally Posted by dalto View Post
It just doesn't work that way right now.

What are you trying to accomplish?

Are you just trying to temporarily turn off the sounds and text displays?

Just let me know what you are trying to do and I will see if I can add something that will do it.
I am running a server with different CS:S mods on it, gungame:sm, zombiemod etc. and I don't want quakesounds to play in zombiemod. All of these mods run from the same installation of CS:S but with different sets of configuration files.
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dA.oOZe
Member
Join Date: Aug 2007
Location: Near Hamburg, Germany
Old 08-12-2007 , 07:27   Re: SM Quake Sounds
Reply With Quote #145

Quote:
Originally Posted by dalto View Post
If the response is positive it would only take a litttle while to add support for these sounds and I would be glad to do so.
I've been searching for a plugin with joinsound support and would love to see it in quakesounds!
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dA.oOZe
Member
Join Date: Aug 2007
Location: Near Hamburg, Germany
Old 08-12-2007 , 12:00   Re: SM Quake Sounds
Reply With Quote #146

Quote:
Originally Posted by dA.oOZe View Post
I am running a server with different CS:S mods on it, gungame:sm, zombiemod etc. and I don't want quakesounds to play in zombiemod. All of these mods run from the same installation of CS:S but with different sets of configuration files.
I finally got it working by adding "sm_quakesounds_enable 0" as a command line parameter to srcds_run. This will, however, fire an error message to the console but it prevents quakesounds from playing.

L 08/12/2007 - 17:498: [SM] Plugin encountered error 25: Call was aborted
L 08/12/2007 - 17:498: [SM] Native "SetFailState" reported: Plugin Disabled
L 08/12/2007 - 17:498: [SM] Debug mode is not enabled for "quakesounds.smx"
L 08/12/2007 - 17:498: [SM] To enable debug mode, edit plugin_settings.cfg, or type: sm plugins debug 16 on

Is this an expected behavior?

Which config file does this sm_xyz_enable stuff need to go to? Setting it in server.cfg won't do anything, maybe because it's executed _after_ plugins are loaded? Same thing for sourcemod.cfg.
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dalto
Veteran Member
Join Date: Jul 2007
Old 08-12-2007 , 13:14   Re: SM Quake Sounds
Reply With Quote #147

Yep, that is exactly what it i supposed to do. It makes it so the plugin fails and unloads.

I will add another CVAR that does what you want today along with some other changes.
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dalto
Veteran Member
Join Date: Jul 2007
Old 08-12-2007 , 17:21   Re: SM Quake Sounds
Reply With Quote #148

New release: Version 1.6

Changes:
* Added event sounds framework and a join server sound
* Changed the behavior of sm_quakesounds_announce
* Added German Translation courtesy of -<[PAGC]>- Isias
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J@y-R
Senior Member
Join Date: Jan 2007
Location: Hamburg (Germany)
Old 08-15-2007 , 20:36   Re: SM Quake Sounds
Reply With Quote #149

Hello@all

if I quakesoundslist.cfg work on in approximately so

ORIGINAL:
Code:
"killsound 4"
    {
        "standard"        "quake/monsterkill.mp3"
        "female"        "quake/female/monsterkill.mp3"
        "config"        "9"
        "kills"            "10"
    }
    "killsound 5"
    {
        "standard"        "quake/unstoppable.mp3"
        "female"        "quake/female/unstoppable.mp3"
        "config"        "9"
        "kills"            "12"
MyCFG
Code:
"killsound 4"
    {
        "standard"        "quake/monsterkill.mp3"
        "female"        "quake/female/monsterkill.mp3"
        "config"        "9"
        "kills"            "12"
    }
    "killsound 5"
    {
        "standard"        "quake/unstoppable.mp3"
        "female"        "quake/female/unstoppable.mp3"
        "config"        "9"
        "kills"            "25"
then if one comes into HLSW sm plugin list enters

25 (ERROR)"QuakeSounds" (1.6) by AMP

why??

mfg JaY
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dalto
Veteran Member
Join Date: Jul 2007
Old 08-15-2007 , 20:43   Re: SM Quake Sounds
Reply With Quote #150

If you look in addons/sourcemod/logs there will be an error file with a specific error message.
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