quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
9 Attachment(s)
Quake Sounds [Revamped] Version: 2.7.5 Old Name: Quake Sounds Description The plugin plays sounds and displays text at certain events sometimes based on the number of kills. It currently includes by default two separate sound sets from Quake, a male set and a female set. The sounds and events can be configured. Changes From the Original
Supported Games:
Limitations and How to Change Them:
Installation
Configuration 1. for quakesoundslist.cfg "headshot" { "0" <– (NOTE: plays the sound for every head shot) Number of Kills required to play the sound { "standard" "quake/headshot.mp3" "female" "quake/female/headshot.mp3" "config" "0" } "1" <– Number of Kills required to play the sound { "standard" "quake/headshot.mp3" "female" "quake/female/headshot.mp3" "config" "0" } } "config" "" The field 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 2. for plugin.quakesounds.txt "headshot 1" <– 1 = Number of Kills required to play the sound { "#format" "{1:s},{2:s}" "en" "{1} Headshot" "de" "{1} Kopfschuss" "fr" "{1} aime les grosses têtes !!" } "headshot 3" <– 3 = Number of Kills required to play the sound { "#format" "{1:s},{2:s}" "en" "{1} Hattrick" "de" "{1} Hattrick" "fr" "{1} Tour du chapeau" } CVARS
To Do List (Future Features):
Thank You For Your Help: exvel - helped with define and negative integer question PM - helped with string referencing SirLamer - helped with string referencing psychonic - helped with TF2 support & DOD head shot support Sgt-Mess - Tested with CSS tcviper - fixed the join sound problem by changing the file name length psychonic - pointed out the client names may be up to 64 characters long psychonic - fixed client cookies problem psychonic - added !settings support Original plugin created by dalto |
Re: quake sounds [Revamped]
Any TF2 support?
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Re: quake sounds [Revamped]
Quickie version of the above with TF2 support added. Will delete attachment at Grrrrrrrrrrrrrrrrrrr's request and/or if integrated into the main plugin.
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Re: quake sounds [Revamped]
I dont get it. So what is the diff between this and the old one? Is it only the way config files are organized? Im using CSS. The old one is not bad, just very rare times I cant hear any sounds. Does your version fix that?
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Re: quake sounds [Revamped]
yes, it does. Basically, the new version has several bugs and logic issues fixed, is optimized for speed and memory, and has some configuration improvements. The logic issues are the biggest problem with the old version. (read the replies in the old version's post for examples)
I like the new version mainly because of how the plugin prioritizes events. And, I like the new configuration which makes everything editable. For example, the number of kills for head shots and combos. |
Re: quake sounds [Revamped]
cool then
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Re: quake sounds [Revamped]
I will do some testing with this since I've been waiting for someone to fix dalto's plugin for quite some time now. I remember there being one thing I could remember with daltos plugin, which was that the "Prepare to Fight" sound never played at the beginning of each round. Or it just wasn't included in his plugin. |
Re: quake sounds [Revamped]
is the dods head shots fixed in this version?
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Re: quake sounds [Revamped]
Grrrrrrrrrrrrrrrrrrr, I think the current method of setting game mod through recompiling is too tricky. You could simply use auto-detecting of game mods by the plugin. Something like this:
PHP Code:
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Re: quake sounds [Revamped]
@Sgt-Mess: The included quakesoundslist.cfg has everything disabled by default. So, did you edit the config for the events you wanted to enable?
@exvel: The problem with your code is that it compiles with code for every mod and runs repetitive if statements. I know there is a default define called build_dod, but I don't know what the default define is for other mods. This would be that same as your code but with define statements since the define is set by sourcemod. |
Re: quake sounds [Revamped]
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If you want to optimize your plugin you can use the integer variable to store current game name, for example: PHP Code:
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Re: quake sounds [Revamped]
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To hook DOD:S headshots, you have to use the player_hurt event. PHP Code:
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Re: quake sounds [Revamped]
@exvel: When I started working on superhero mod source from Anthony's code, I saw that he used BUILD_DOD without defining it in his code. So, I assumed that sourcemod auto detected the mod and defined BUILD_DOD. (Take a look at http://users.svn.alliedmods.net/view...ce&view=markup) So, if I'm right, what would the define be for css, tf2, and so forth? (Thanks for the help)
@psychonic: Thank you, I added your code in. Now, someone just needs to test the new code with DOD since I don't have DOD. (Sgt-Mess probably will test the code) |
Re: quake sounds [Revamped]
I've got all the sounds set to play to everyone while testing and the only sounds that played back where "Combowhore, MultiKill, & FirstBlood"
This is all I saw in the logs. Code:
L 05/02/2009 - 15:58:05: [SM] Plugin encountered error 15: Array index is out of bounds |
Re: quake sounds [Revamped]
Grrrrrrrrrrrrrrrrrrr, I think it is something like debug definitions for DoD functionality that were planed to add in the future so Anthony put DoD's code into #if statement. So BUILD_DOD isn't a sourcemod definition I think. Of course I can be wrong.
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Re: quake sounds [Revamped]
Works great now thanks.
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Re: quake sounds [Revamped] (Version 2.00 / Updated May 2 2009)
How about making an Sp file for each supported mod in the first post?
Like: sm_quakesound_css.sp sm_quakesound_dod.sp . . . And so on... It wouldn't mess up the post infact it would make it easier to choose for server admins. |
Re: quake sounds [Revamped] (Version 2.00 / Updated May 2 2009)
I think sounds under "killsound" should be the highest priority then all the other sounds cause if you got one more kill to go and get a knife, it will play humilation instead of "GodLike" or if you get two kills and only need one to get "GodLike" it will play multikill.
Also for css "HeadShot" still doesn't seem to be working I got the config set to "2" |
Re: quake sounds [Revamped] (Version 2.00 / Updated May 2 2009)
What version of SM do you need for this?
I have SM 1.1. |
Re: quake sounds [Revamped] (Version 2.00 / Updated May 2 2009)
The event priority list from highest to lowest priority:
@Xp3r7: Sourcemod 1.2 is the minimum requirement @exvel: for now, I did what PStar suggested. But, I will use your code for my other plug-ins. thank you for the help. |
Re: quake sounds [Revamped] (Version 2.00 / Updated May 2 2009)
1 Attachment(s)
Hurrr!!!! I'm only using the standard sounds, so I removed the rest from the list.
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Re: quake sounds [Revamped] (Version 2.00 / Updated May 2 2009)
I edited my last post, post #21, because I forgot to write that first blood gets the highest priority.
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Re: quake sounds [Revamped] (Version 2.00 / Updated May 2 2009)
Actually the knife thing doesn't happen, I just think that kill sounds should have a higher priority then combo sounds. Maybe you should wait to do it to see if someone else agrees.
Ok now headshots work I forgot that the number there was for kills, and not the number of sounds under that category. |
Re: quake sounds [Revamped] (Version 2.00 / Updated May 2 2009)
ok.
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Re: quake sounds [Revamped] (Version 2.00 / Updated May 4 2009)
Please help!
I'm using this plugin on the server, the sounds are downloaded the client but did not play! In the console says: "file probably missing from disk / repository" ... how do I fix this? My OS - Windows Serveer 2003. |
Re: quake sounds [Revamped] (Version 2.00 / Updated May 4 2009)
Shows up in error logs
Code:
L 05/06/2009 - 04:00:46: [SM] Native "EmitSound" reported: Client index 0 is invalid |
Re: quake sounds [Revamped] (Version 2.10 / Updated May 6 2009)
@Dark4eg: did you read the instructions, specifically step 3?
@Sgt-Mess: I fixed the team kill issue. (I'll send you your version with the issue fixed the next time I see you online in AIM or whatever IM) For the error in your logs, if the configuration for round play is not set to 1, the plug-in shows that error. So, what is the configuration value for round play set to? |
Re: quake sounds [Revamped] (Version 2.10 / Updated May 6 2009)
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Re: quake sounds [Revamped] (Version 2.20 / Updated May 8 2009)
Updated: 2.20 - fixed a logic issue [This is an important update]
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Re: quake sounds [Revamped] (Version 2.20 / Updated May 8 2009)
To update this, all we download is the .smx and the .sp correct?
.smx goes in the plugins folder .sp goes in the scripting folder |
Re: quake sounds [Revamped] (Version 2.20 / Updated May 8 2009)
Just updated this and getting errors...
18:13:21 L 05/09/2009 - 19:12:25: [SM] Native "RegClientCookie" reported: Clientprefs is disabled due to a failed database connection 18:13:21 L 05/09/2009 - 19:12:25: [SM] Displaying call stack trace for plugin "quakesounds_tf2.smx": 18:13:21 L 05/09/2009 - 19:12:25: [SM] [0] Line 127, /home/groups/alliedmodders/forums/files/3/2/0/5/6/41903.attach::OnPluginStart() |
Re: quake sounds [Revamped] (Version 2.20 / Updated May 8 2009)
i am have this error...
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Re: quake sounds [Revamped] (Version 2.20 / Updated May 8 2009)
Same problem as with old Quakesound1.8 plugin.
!quake or /quake does NOT work. Console says: Unknown command Also I get this console error on joining the server: Failed to load sound "admin_plugin\actions\timi_joi", file probably missing from disk/repository While the quakesoundslist.cfg says this: Code:
"join server" |
Re: quake sounds [Revamped] (Version 2.20 / Updated May 8 2009)
Alright I fixed my error I was having before, just had to set up my clientprefs database correctly
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Re: quake sounds [Revamped] (Version 2.20 / Updated May 8 2009)
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Re: quake sounds [Revamped] (Version 2.30 / Updated May 10 2009)
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Re: quake sounds [Revamped] (Version 2.30 / Updated May 10 2009)
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Re: quake sounds [Revamped] (Version 2.30 / Updated May 10 2009)
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No further information on the other problem yet. Maybe its a problem specific to the loaded plugins constellation on my server. I will test your plugin standalone tomorrow. |
Re: quake sounds [Revamped] (Version 2.30 / Updated May 10 2009)
Well the "first" of the problems is solved. A flawed quake plugin configuration is, what triggers it.
I had defined a third soundset in the soundlist.cfg, but did NOT change the file plugin.quakesounds.txt in translations directory. That particular file had also a third set called "german sounds", and the soundslist.cfg referenced the third set as "crappymusic". I got no error message from your plugin on the client (except the "unknown command" fraud), neither in the server log files. Thats why I couldn't find the cause. Only a login via HLSW revealed what was amiss, because there in the HLSW console, the server spat out the relevant error at last; that there was no reference to "crappymusic" in the phrases textfile. I think in that situation, this message should be posted to the client as well. I don't know if that lies within the bounds of the possibilities of a sourcemod plugin; the error message in the console didn't originate from the plugin but from sourcemod itself. Is it possible to implement an error handler within the menu creation function? |
Re: quake sounds [Revamped] (Version 2.30 / Updated May 10 2009)
Are the female sounds working for everyone else?
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