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quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)


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belgvr
Member
Join Date: Dec 2008
Location: Brazil
Old 01-19-2013 , 13:47   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #771

only self kill is playing, i've disabled teamkiller sound for hl2dm, what else should I do to get it working 100%?
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Syl20
Junior Member
Join Date: Jan 2012
Old 02-05-2013 , 15:39   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #772

Hi Guys, I have installed this plugin and everything went well and it worked very well when I rebooted my server. The problem is it only worked for 1 round. When map switched it stopped and it never worked again. I am probably missing something but I don't know what exactly. (Sorry this may have been responded before but it's hard to go through 78 pages)

I can see the menus and everything, just don't hear anything even if I switch to Female or Regular quake sounds.
Thanks a lot !

Edit : I finally figured my problem, was running sv_pure 1, hade to move pure_server_whitelist.txt to my cstrike folder and add an exception to it.

Last edited by Syl20; 02-11-2013 at 09:48.
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stella
SourceMod Donor
Join Date: Apr 2011
Old 02-10-2013 , 09:10   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #773

does this work anymore?
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Dinnoosaur
Junior Member
Join Date: Feb 2012
Old 02-10-2013 , 10:50   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #774

The latest CS:S update, makes this plug-in crash the client, with no errors server side.
When I remove the line(294): "settingConfig[typeKey][settingKills] = tempConfig;". It stop crashing the client. but I'm not skilled enough to see what's wrong.
after a bid more work. Have I traced the error to line(290): "new settingKills = KvGetNum(kvQSL, "kills", 0);"

Last edited by Dinnoosaur; 02-10-2013 at 11:16. Reason: update
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adamnp
Member
Join Date: Jul 2008
Location: Connecticut
Old 02-10-2013 , 14:01   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #775

Quote:
Originally Posted by Dinnoosaur View Post
The latest CS:S update, makes this plug-in crash the client, with no errors server side.
When I remove the line(294): "settingConfig[typeKey][settingKills] = tempConfig;". It stop crashing the client. but I'm not skilled enough to see what's wrong.
after a bid more work. Have I traced the error to line(290): "new settingKills = KvGetNum(kvQSL, "kills", 0);"

It appears to not crash with the latest 1.5 build SM snapshot (3777)
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Last edited by adamnp; 02-10-2013 at 15:12.
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ICGaming_Zane
Junior Member
Join Date: Jan 2012
Old 02-15-2013 , 15:45   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #776

hi !

i get there error in the loge file:

L 02/15/2013 - 21:12:44: SourceMod error session started
L 02/15/2013 - 21:12:44: Info (map "gg_choppa") (file "errors_20130215.log")
L 02/15/2013 - 21:12:44: [SM] Fatal error encountered parsing translation file "BEsaysounds.phrases.txt"
L 02/15/2013 - 21:12:44: [SM] Error (line 0, column 0): Stream failed to open
L 02/15/2013 - 21:12:44: [SM] Fatal error encountered parsing translation file "plugin.quakesounds.txt"
L 02/15/2013 - 21:12:44: [SM] Error (line 0, column 0): Stream failed to open

L 02/15/2013 - 21:12:44: [SM] Fatal error encountered parsing translation file "RoundEndSound.txt"
L 02/15/2013 - 21:12:44: [SM] Error (line 0, column 0): Stream failed to open
L 02/15/2013 - 21:12:44: [gungame_stats.smx] Could not prune players (error: database disk image is malformed)
L 02/15/2013 - 21:12:50: [SM] Plugin encountered error 4: Invalid parameter or parameter type
L 02/15/2013 - 21:12:50: [SM] Native "PrintCenterText" reported: Language phrase "round play" not found
L 02/15/2013 - 21:12:50: [SM] Displaying call stack trace for plugin "quakesounds_css.smx":
L 02/15/2013 - 21:12:50: [SM] [0] Line 686, /home/groups/alliedmodders/forums/files/3/2/0/5/6/45695.attach:rintQuakeText()

L 02/15/2013 - 21:12:50: [SM] [1] Line 368, /home/groups/alliedmodders/forums/files/3/2/0/5/6/45695.attach::EventRoundFreezeEnd()
L 02/15/2013 - 21:12:54: [SM] Plugin encountered error 4: Invalid parameter or parameter type
L 02/15/2013 - 21:12:54: [SM] Native "PrintCenterText" reported: Language phrase "first blood" not found
L 02/15/2013 - 21:12:54: [SM] Displaying call stack trace for plugin "quakesounds_css.smx":
L 02/15/2013 - 21:12:54: [SM] [0] Line 686, /home/groups/alliedmodders/forums/files/3/2/0/5/6/45695.attach:rintQuakeText()
L 02/15/2013 - 21:12:54: [SM] [1] Line 597, /home/groups/alliedmodders/forums/files/3/2/0/5/6/45695.attach::EventPlayerDeath()
L 02/15/2013 - 21:13:06: [SM] Plugin encountered error 4: Invalid parameter or parameter type
L 02/15/2013 - 21:13:06: [SM] Native "PrintToChat" reported: Language phrase "Announce Message" not found

L 02/15/2013 - 21:13:06: [SM] Displaying call stack trace for plugin "RoundEndSound.smx":
L 02/15/2013 - 21:13:06: [SM] [0] Line 624, D:\Games\Servers\CSS-Public_Server\orangebox\cstrike\addons\source mod\scripting\RoundEndSound.sp::TimerAnnounce ()
L 02/15/2013 - 21:13:16: [SM] Plugin encountered error 4: Invalid parameter or parameter type
L 02/15/2013 - 21:13:16: [SM] Native "PrintToChat" reported: Language phrase "announce message" not found
L 02/15/2013 - 21:13:16: [SM] Displaying call stack trace for plugin "quakesounds_css.smx":
L 02/15/2013 - 21:13:16: [SM] [0] Line 417, /home/groups/alliedmodders/forums/files/3/2/0/5/6/45695.attach::TimerAnnounce()

is have the Sourcemod v1.5.0dev+ 3774
(if i use 3777 my gungame plugin crashes)

Greets
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Marcus_Brown001
AlliedModders Donor
Join Date: Nov 2012
Location: Illinois, United States
Old 03-15-2013 , 07:41   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #777

I do not believe this plugin is supported widely anymore, however, I do have an update for it. I wanted to use this on a Classic HL2DM server, but it just kinda refused to work correctly. The first problem, one many people have, is that the 'teamkill' sound plays all the time even if you are not playing teamplay.

I simply added a check for the 'mp_teamplay' cvar before it checked the clients' teams and played the sound. The other thing that was fixed was the 'headshot' sound; originally, the HL2DM Quake plugin did not have headshot support, now it does. The thanks for that should go to psychonic, I got the code needed from his SuperLogs plugin! This version of the plugin is '3.0', however, it is ONLY FOR HL2DM! I removed all support for other games ( it annoyed me to have it there ); if you want to fix the 'teamkill' glitch in the other version, simply copy the needed portions and put them in the other one ( very easy ).

Hope this helps someone!
Attached Files
File Type: sp Get Plugin or Get Source (quake_sounds.sp - 613 views - 18.7 KB)
File Type: smx quake_sounds.smx (15.6 KB, 307 views)

Last edited by Marcus_Brown001; 03-15-2013 at 07:42.
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lexlazootin
Junior Member
Join Date: Apr 2012
Old 03-24-2013 , 01:25   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #778

Quote:
Originally Posted by tumtum View Post
Edit:

Download here the working cs:go quake!
All sounds works now!

Place the quake map in Sound/music/herequake
Look the begin page for more info about the location.

- put sm_quakesounds.cfg in cstrike/cfg/sourcemod
- put the generated folder called "quake" in csgo/sound/music
- put plugin.quakesounds.txt in cstrike/addons/sourcemod/translations
- put quakesoundslist.cfg in cstrike/addons/sourcemod/configs
- put the quakesounds_css.smx in cstrike/addons/sourcemod/plugins

Enjoy!

TumTum
i still get the same problem, and you forgot about quakesounds_css.sp
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foo bar
AlliedModders Donor
Join Date: Dec 2012
Location: Canada
Old 04-11-2013 , 15:19   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #779

I've made a couple of fixes for some problems I was having with this version of Quakesounds:
  • Check if mp_teamplay is enabled when playing the teamkiller sound; otherwise sounds won't play further
  • Add headshot support for hl2dm using SDKHook_TraceAttackPost.

My updates are being posted to https://github.com/foobarhl/sourcemo...ounds_hl2dm.sp https://github.com/foobarhl/foo_quakesounds_hl2dm but I've attached my copy to this post for reference anyway.
Attached Files
File Type: sp Get Plugin or Get Source (quakesounds_hl2dm.sp - 212 views - 22.4 KB)
File Type: smx quakesounds_hl2dm.smx (16.4 KB, 229 views)
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Last edited by foo bar; 07-19-2013 at 16:39. Reason: wrong github link
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 04-11-2013 , 16:14   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #780

Quote:
Originally Posted by foo bar View Post
I've made a couple of fixes for some problems I was having with this version of Quakesounds:
  • Check if mp_teamplay is enabled when playing the teamkiller sound; otherwise sounds won't play further
  • Add headshot support for hl2dm using SDKHook_TraceAttackPost.

My updates are being posted to https://github.com/foobarhl/sourcemo...ounds_hl2dm.sp but I've attached my copy to this post for reference anyway.
Code:
    else if(GetClientTeam(attackerClient) == GetClientTeam(victimClient) && GetConVarBool(cvarMp) != false)
mp_teamplay defaults to 0 on games other than HL2:DM, even on games that only support teamplay (CS:S, DoD:S, TF2, L4D, L4D2, CS:GO). The above will fail on any of these games. You really should check that they are on team 2 or higher instead.

Team 0 is Unassigned... all players (HL2:DM if teamplay is off), and players who haven't yet joined a team (everything else)
Team 1 is Spectators
Team 2 is Combine (HL2:DM teamplay), Allies (DoD:S), Terrorists (CS:S, CS:GO), RED (TF2), and Survivors (L4D, L4D2)
Team 3 is Rebels (HL2:DM teamplay), Axis (DoD:S), Counter-Terrorists (CS:S, CS:GO), BLU (TF2), and Infected (L4D, L4D2)

Edit: I can't guarantee this cvar is on all the above games, but it IS present on my TF2 test server:
Code:
mp_teamplay
"mp_teamplay" = "0"
 game notify
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Last edited by Powerlord; 04-11-2013 at 16:24.
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