Raised This Month: $ Target: $400
 0% 

Say Sounds (including Hybrid Edition) (4.0.8)


Post New Thread Reply   
 
Thread Tools Display Modes
Faust_mateo
Senior Member
Join Date: Nov 2007
Old 03-15-2009 , 13:26   Re: Say Sounds (including Hybrid Edition) (3.1.3)
Reply With Quote #201

Quote:
Originally Posted by retsam View Post
I dont know about a walkthrough but, heres an example of one.

Add your custom sound files into tf/pure_server_whitelist.txt

Sample of pure_server_whitelist.txt:
Code:
Code:
     whitelist
{
    //
    // 3 modifiers are allowed on file specifications:
    //
    //    from_steam            - only check the Steam cache for the file (ignore anything on disk)
    //    allow_from_disk        - allow the file to come from disk
    //    check_crc            - used with allow_from_disk - server does CRC checks on the client's file to make sure it matches
    //
    //    The default modifier on all files is allow_from_disk. Thus, all files can come from disk and don't need CRC checks unless 
    //    allow_from_disk can be set at the same time as check_crc. Use the + character in between them to signify this: allow_from_disk+check_crc.


    //
    // Three types of file specifications:
    //
    //    1. directory\*.*            - refers to all files under the directory
    //    2. directory\...            - refers to all files under the directory and all directories under that (recursively)
    //    3. directory\filename        - refers to a single file
    

    //    
    // By default, when in pure server mode, most content file types are only allowed to come from Steam.
    //
    materials\...        from_steam
    models\...            from_steam
    sound\...            from_steam
    sound\gl_endmusic\*.*    allow_from_disk+check_crc
    
    
    //
    // Allow custom player models. Don't do CRC checks on them because the clients may all
    // have different custom models and the server won't have them all.
    //    
    models\player\...            allow_from_disk
    materials\models\player\...    allow_from_disk

    //
    // Allow custom spray decals.
    //
    materials\temp\...            allow_from_disk
    materials\vgui\logos\...    allow_from_disk
    materials\vgui\logos\ui\...    allow_from_disk
    
    
    //
    // (Uncomment and edit these for mods).
    // Allow mod resources to come from disk.
    //
    // materials\mymod\...        allow_from_disk+check_crc
    // models\mymod\...            allow_from_disk+check_crc
    // sound\mymod\...            allow_from_disk+check_crc
}

Very cool, Now if I only wanted to allow these sounds,player win sounds, and HUD skins , would I just delete those non-applicable lines? I want to reduce unbalanced weapon skins, white/bright player skins , and transparant wall isssue's that have been cropping up all over the place.


with DOD:S only being about 5$ the amount of Hax and exploiting has become excessive.

Last edited by Faust_mateo; 03-15-2009 at 13:27. Reason: additional info
Faust_mateo is offline
Cuisinart
New Member
Join Date: Mar 2009
Old 03-15-2009 , 16:00   Re: Say Sounds (including Hybrid Edition) (3.1.3)
Reply With Quote #202

Hello,

I'm trying to do a fresh install but am having difficulty.

The sounds file download properly, through chat I'm able to enable and disable the sounds using, !sounds

But no sounds are playing when I enter, leave or say wazza. There are no errors in the client console.

SourceMod is v1.1.2
sv_pure is set to 0

Audio Files are downloaded to my local machine into the dod/sound/misc/

Using v3.1.2 as downloaded from http://forums.alliedmods.net/showthr...=82220&page=16

/dod/cfg/sourcemod/sm_saysounds.cfg contains:
Code:
// This file was auto-generated by SourceMod (v1.1.0)
// ConVars for plugin "saysounds.smx"


// Play sounds when someone joins or exits the game
// -
// Default: "0"
sm_join_exit "1"

// Wait until the player spawns before playing the join sound
// -
// Default: "1"
sm_join_spawn "1"

// Delay before playing a Karaoke song
// -
// Default: "15.0"
sm_karaoke_delay "15.0"

// When set, allows clients that have turned their sounds off to trigger sounds (0=off | 1=on)
// -
// Default: "0"
sm_play_cl_snd_off "0"

// Volume setting for Say Sounds (0.0 <= x <= 1.0)
// -
// Default: "1.0"
// Minimum: "0.000000"
// Maximum: "1.000000"
sm_saysounds_volume "0.7"

// Maximum sounds per admin (0 for unlimited)
// -
// Default: "0"
sm_sound_admin_limit "0"

// Number of sounds to warn admin at (0 for no warnings)
// -
// Default: "0"
sm_sound_admin_warn "0"

// Turns on announcements when a sound is played
// -
// Default: "0"
sm_sound_announce "0"

// Turns Sounds On/Off
// -
// Default: "1"
sm_sound_enable "1"

// Maximum sounds per person (0 for unlimited)
// -
// Default: "5"
sm_sound_limit "7"

// When set, will log sounds that are played
// -
// Default: "1"
sm_sound_logging "1"

// When set, will trigger sounds if keyword is embedded in a sentence
// -
// Default: "0"
sm_sound_sentence "0"

// 1 To show menu to users, 0 to hide menu from users (admins excluded)
// -
// Default: "1"
sm_sound_showmenu "1"

// Number of sounds to warn person at (0 for no warnings)
// -
// Default: "3"
sm_sound_warn "3"

// Play sounds when specific steam ID joins or exits the game
// -
// Default: "1"
sm_specific_join_exit "0"

// Time between each admin sound trigger, 0.0 to disable checking
// -
// Default: "4.5"
sm_time_between_admin_sounds "2.5"

// Time between each sound trigger, 0.0 to disable checking
// -
// Default: "4.5"
sm_time_between_sounds "3.5"
dod/addons/sourcemod/configs/saysounds.cfg contains:
Code:
"Sound Combinations"
{
    "JoinSound"
    {
        "file"    "sound/misc/welcome.wav"
        "admin"    "1"
    }
    "ExitSound"
    {
        "file"    "sound/misc/comeagain.wav"
        "admin"    "1"
    }
    "wazza"
    {
        "file"    "sound/misc/wazza.wav"
        "admin"    "0"
    }
}
Anyone have a RAR or ZIP with all the files. It currently takes some digging to locate all the latest files?

Thanks in advance for the help.
Cuisinart is offline
Faust_mateo
Senior Member
Join Date: Nov 2007
Old 03-16-2009 , 12:32   Re: Say Sounds (including Hybrid Edition) (3.1.3)
Reply With Quote #203

Quote:
sound\gl_endmusic\*.* allow_from_disk+check_crc
Is this the only line we need to add to the pure_server_whitelist.txt to allow say_sounds to work?

sound\gl_endmusic\*.* allow_from_disk+check_crc


I am only getting partial functionality when I enact sv_pure 1 with this, anyone know why?


Last edited by Faust_mateo; 03-18-2009 at 07:00.
Faust_mateo is offline
Faust_mateo
Senior Member
Join Date: Nov 2007
Old 03-18-2009 , 16:35   Re: Say Sounds (including Hybrid Edition) (3.1.3)
Reply With Quote #204

Quote:
Originally Posted by retsam View Post
I dont know about a walkthrough but, heres an example of one.

Add your custom sound files into tf/pure_server_whitelist.txt

Sample of pure_server_whitelist.txt:
Code:
Code:
     whitelist
{
    //
    // 3 modifiers are allowed on file specifications:
    //
    //    from_steam            - only check the Steam cache for the file (ignore anything on disk)
    //    allow_from_disk        - allow the file to come from disk
    //    check_crc            - used with allow_from_disk - server does CRC checks on the client's file to make sure it matches
    //
    //    The default modifier on all files is allow_from_disk. Thus, all files can come from disk and don't need CRC checks unless 
    //    allow_from_disk can be set at the same time as check_crc. Use the + character in between them to signify this: allow_from_disk+check_crc.


    //
    // Three types of file specifications:
    //
    //    1. directory\*.*            - refers to all files under the directory
    //    2. directory\...            - refers to all files under the directory and all directories under that (recursively)
    //    3. directory\filename        - refers to a single file
    

    //    
    // By default, when in pure server mode, most content file types are only allowed to come from Steam.
    //
    materials\...        from_steam
    models\...            from_steam
    sound\...            from_steam
    sound\gl_endmusic\*.*    allow_from_disk+check_crc
    
    
    //
    // Allow custom player models. Don't do CRC checks on them because the clients may all
    // have different custom models and the server won't have them all.
    //    
    models\player\...            allow_from_disk
    materials\models\player\...    allow_from_disk

    //
    // Allow custom spray decals.
    //
    materials\temp\...            allow_from_disk
    materials\vgui\logos\...    allow_from_disk
    materials\vgui\logos\ui\...    allow_from_disk
    
    
    //
    // (Uncomment and edit these for mods).
    // Allow mod resources to come from disk.
    //
    // materials\mymod\...        allow_from_disk+check_crc
    // models\mymod\...            allow_from_disk+check_crc
    // sound\mymod\...            allow_from_disk+check_crc
}
Anyone have any input? When I go to sv_pure 1 with the red command in my pure_server_whitelist.txt, I get sporadic "non repository" errors and eventually they all stop working. I am guessing there is another or more exceptions that need to go in the whitelist.
Faust_mateo is offline
potty
Junior Member
Join Date: Mar 2009
Old 03-21-2009 , 20:45   Re: Say Sounds (including Hybrid Edition) (3.1.3)
Reply With Quote #205

Dose anyone get a
"[Action Sounds] Sorry, this is an action sound!"
sound for there Karaoke and sometimes doesn't say
"[Action Sounds] Sorry, this is an action sound!"
but there is no music what am i doing wrong ?
and sometime it will play ?

Last edited by potty; 03-22-2009 at 06:03.
potty is offline
naris
AlliedModders Donor
Join Date: Dec 2006
Old 03-21-2009 , 20:57   Re: Say Sounds (including Hybrid Edition) (3.1.3)
Reply With Quote #206

Quote:
Originally Posted by Faust_mateo View Post
Is this the only line we need to add to the pure_server_whitelist.txt to allow say_sounds to work?

sound\gl_endmusic\*.* allow_from_disk+check_crc


I am only getting partial functionality when I enact sv_pure 1 with this, anyone know why?

Yes, you need to use the three dots instead of *.*:

sound\gl_endmusic\... allow_from_disk+check_crc
naris is offline
Carnivore17
New Member
Join Date: Mar 2009
Old 03-23-2009 , 19:21   Re: Say Sounds (including Hybrid Edition) (3.1.3)
Reply With Quote #207

Question.
You said ghosty that you were going to implement this plugin into saysounds

http://forums.alliedmods.net/showthr...light=endround

I looked through your changelogs, is it in there and i just didnt notice it? I really just want to be able to play sounds at the end of a round. I tried using that plugin i linked but its not working?
Carnivore17 is offline
FuhrerMike
Member
Join Date: Dec 2007
Old 03-23-2009 , 22:54   Re: Say Sounds (including Hybrid Edition) (3.1.3)
Reply With Quote #208

Is there any way to amplify ALL the sounds, rather than lower the volume? Just about all of mine sound very quiet compared to the other sound plugins when using this one.
FuhrerMike is offline
Carnivore17
New Member
Join Date: Mar 2009
Old 03-24-2009 , 17:18   Re: Say Sounds (including Hybrid Edition) (3.1.3)
Reply With Quote #209

Quote:
Originally Posted by FuhrerMike View Post
Is there any way to amplify ALL the sounds, rather than lower the volume? Just about all of mine sound very quiet compared to the other sound plugins when using this one.
Nevermind about my last post, i got it working. But yes if i could increase the volume on the sounds that would be nice cause when i get the endround sound its very quiet

EDIT:Nevermind once again, i got my sounds fairly loud, at least loud enough to be understood when theyre played. I used Goldwave (aka wat they use for HLSS) by going to filter>equalizer and increasing each one by like 5.0. Hope this helps u mike

Last edited by Carnivore17; 03-24-2009 at 17:37.
Carnivore17 is offline
Jim Knopf
Junior Member
Join Date: Jun 2008
Old 03-30-2009 , 09:58   Re: Say Sounds (including Hybrid Edition) (3.1.3)
Reply With Quote #210

Hello,

short question.
Is it possible to set a delay time for the specific joinsound? Because, if someone joins the Server the plugin plays the normal joinsound. (if set) By using the specific joinsound, the global joinsound is still playing when the specific sound is starting.

Any Idea?

greetz from Knopf
Jim Knopf is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 08:17.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode