[TF2] Soundscape Fixer (v1.3.0 - 06/01/2014)
5 Attachment(s)
[TF2] Soundscape Fixer (1.3.0 06/01/2015)
I got bored of waiting and made this recently. It seems to be working well on the server I admin so I am releasing it to everyone. Description A plugin to get most soundscapes working while valve sort out the ongoing issues. It plays the appropriate soundscape to players based on their position, taking into account the radius and visibility of nearby soundscapes. Features
Configuration In order to work, soundscape fixer just needs to know where each maps soundscape script lives. It will default to scripts/soundscapes_[map name].txt if no script is specified, which should work for most maps. If this does not work, you can find the name of the file by opening the .bsp file with Pakrat and checking the scripts folder, or by asking the map creator. The config file is expected to be located at "configs/soundscapes_config.txt" and take the following form: Code:
"Soundscapes" Tested Maps The plugin should work fully in the following maps:
sm_volume - changes volume of soundscapes that are played (0 - 1) sm_scvolume - alias of sm_volume sm_scpitch - changes pitch of soundscapes that are played (1 - 255. 100 is "normal" pitch. 0 resets pitch to script specified values) API As far as i am aware there are no outputs for when soundscapes are enabled or disabled, meaning there is nothing for this plugin to hook to determine whether a soundscape should be played. To work around this, the plugin includes a few natives that allow soundscapes to be enabled and disabled using their name or entity id. This can fix maps with dynamic soundscapes by hooking the outputs of entities that are enabling/disabling soundscapes and calling the appropriate native to tell the plugin about the soundscapes new state. Their documentation can be found in the inc file. For enabling/disabling soundscapes on map load, there is also a OnSoundscapesLoaded() forward, which is called after the maps soundscapes have been found. An example plugin that fixes the dynamic day soundscapes in clocktown (trade_clocktown_b2a) is attached. Problems? Feel free to ask if you have any problems. This is my first released plugin, and I would like to support it for as long soundscapes are broken. Changelog v 1.3.0 - 06/01/2014
v 1.2.4 - 26/12/2014
v 1.2.3 - 24/12/2014
v 1.2.2 - 14/12/2014
v 1.2.1 - 14/12/2014
v 1.2.0 - 12/12/2014
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Re: [TF2] Soundscape Fixer
Good job on writing this plugin.
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Re: [TF2] Soundscape Fixer
Any particular reason playrandom doesn't work?
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Re: [TF2] Soundscape Fixer
Nah theres nothing stopping me from adding it as far as i can tell.
I just originally made this as a quick fix and therefore didnt add anything "fancy" like that. I'll have a go at implementing them when I get time, most likely tomorrow. |
Re: [TF2] Soundscape Fixer
Thank you so much for this! The sm_volume command is quite helpful. Is it possible to have a plugin that can manage volume settings of map music after valve fixed the soundscape problems? (if they ever fix it)
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Re: [TF2] Soundscape Fixer
Just did some recently test dm_ScarletDevilMansion_XMAS Tested and Seems to work fine now.
Not sure if im testing the other ones too. |
Re: [TF2] Soundscape Fixer
I'll have to try this out. Soundscapes refuse to work on my custom map regardless of what i do.
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Re: [TF2] Soundscape Fixer (v1.2.0 - 12/12/2014)
Version 1.2.0 has been released
Changes:
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Re: [TF2] Soundscape Fixer
Quote:
What I do know is that sounds that begin with a '#' in soundscape scripts can be controlled by the music volume slider, as is the case with hyrule. |
Re: [TF2] Soundscape Fixer (v1.2.0 - 12/12/2014)
Well out of the gate it didn't work. I added a line to the cfg for my map as per your example, then I tried using pakrat. I've never used this but after scanning it says the soundscape txt file isn't found. Can you explain how to find it with pakrat?
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