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


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paterinvictus
Senior Member
Join Date: Aug 2012
Old 09-05-2012 , 07:25   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #731

Quote:
Originally Posted by Bacardi View Post
This why I stop playing cs, most play too seriously nor knows how to have fun.
You're right, trolling forums seems MUCH more fun.
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nightrider
SourceMod Donor
Join Date: Dec 2008
Old 09-05-2012 , 12:27   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #732

Quote:
Originally Posted by paterinvictus View Post
You're right, trolling forums seems MUCH more fun.
Ah I don't see anything in Bacardi' statement that was trolling ...
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Last edited by nightrider; 09-05-2012 at 12:27.
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Warbucks
Senior Member
Join Date: Jun 2008
Location: Canada
Old 09-05-2012 , 13:38   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #733

Made some minor changes to get this working on CS:GO without requiring music to be enabled. Not the best approach, but it seems to be working.

--Added round start sound (was in a previous version of the css plugin somewhere in this thread)

The zip file contains the proper folder structure, so extract it into your csgo folder.
Attached Files
File Type: zip sm-quakesounds-csgo.zip (1.45 MB, 2070 views)

Last edited by Warbucks; 09-15-2012 at 10:08.
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tumtum
Senior Member
Join Date: Aug 2012
Old 09-05-2012 , 17:34   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #734

Quote:
Originally Posted by Warbucks View Post
Made some minor changes to get this working on CS:GO without requiring music to be enabled. Not the best approach, but it seems to be working.

--Added round start sound (was in a previous version of the css plugin somewhere in this thread)

The zip file contains the proper folder structure, so extract it into your csgo folder.
Thanks for the folder structure drop & play
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apothegm
Member
Join Date: Jul 2012
Old 09-06-2012 , 17:15   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #735

Quote:
Originally Posted by Warbucks View Post
Made some minor changes to get this working on CS:GO without requiring music to be enabled. Not the best approach, but it seems to be working.

--Added round start sound (was in a previous version of the css plugin somewhere in this thread)

The zip file contains the proper folder structure, so extract it into your csgo folder.
Thanks! I was just about to do this after reading psychonic's post in the csgo_servers mailing list. Saved me the trouble.
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problemk1nd
New Member
Join Date: Aug 2012
Old 09-12-2012 , 17:47   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #736

@Warbucks: Nice work!

Quote:
Originally Posted by Warbucks
-- Added round start sound...
Is it normal, that the "play" sound (which I believe is the round start sound you added) comes two times within some seconds? First time while spawning, second time after freeze time at round start.
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kettlewell
Member
Join Date: Aug 2012
Old 09-12-2012 , 18:40   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #737

I tried running this on CSGO, it only plays half the sounds like it won't do a knife kill sound or headshot kill.

Is there anything I can do to fix this?
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birne22
Member
Join Date: Sep 2011
Old 09-13-2012 , 03:23   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #738

hi

The quake sounds work well but I have 2 errors in the logs
L 09/13/2012 - 09:45:06: [SM] Plugin encountered error 4: Invalid parameter or parameter type
L 09/13/2012 - 09:45:06: [SM] Native "PrintCenterText" reported: Language phrase "round start" not found
L 09/13/2012 - 09:45:06: [SM] Displaying call stack trace for plugin "quakesounds_csgo.smx":
L 09/13/2012 - 09:45:06: [SM] [0] Line 702, quakesounds_csgo.sp:rintQuakeText()
L 09/13/2012 - 09:45:06: [SM] [1] Line 379, quakesounds_csgo.sp::EventRoundStartCss()

and
You can change this plugin as well?
http://forums.alliedmods.net/showthread.php?t=143016

sorry for my bad englisch .

Last edited by birne22; 09-13-2012 at 03:51.
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Warbucks
Senior Member
Join Date: Jun 2008
Location: Canada
Old 09-15-2012 , 10:08   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #739

Quote:
Originally Posted by birne22 View Post
hi

The quake sounds work well but I have 2 errors in the logs
L 09/13/2012 - 09:45:06: [SM] Plugin encountered error 4: Invalid parameter or parameter type
L 09/13/2012 - 09:45:06: [SM] Native "PrintCenterText" reported: Language phrase "round start" not found
L 09/13/2012 - 09:45:06: [SM] Displaying call stack trace for plugin "quakesounds_csgo.smx":
L 09/13/2012 - 09:45:06: [SM] [0] Line 702, quakesounds_csgo.sp:rintQuakeText()
L 09/13/2012 - 09:45:06: [SM] [1] Line 379, quakesounds_csgo.sp::EventRoundStartCss()

and
You can change this plugin as well?
http://forums.alliedmods.net/showthread.php?t=143016

sorry for my bad englisch .
Sorry, I forgot to include the updated translation file in the zip file above. Here it is. I'll update the zip file as well.
Attached Files
File Type: txt plugin.quakesounds.txt (6.7 KB, 560 views)

Last edited by Warbucks; 09-15-2012 at 10:08.
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Warbucks
Senior Member
Join Date: Jun 2008
Location: Canada
Old 09-15-2012 , 10:09   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #740

Quote:
Originally Posted by problemk1nd View Post
@Warbucks: Nice work!



Is it normal, that the "play" sound (which I believe is the round start sound you added) comes two times within some seconds? First time while spawning, second time after freeze time at round start.
Check your quakesoundlist.cfg file and ensure you aren't using the same sound file for multiple sound events.

Also update the translation file I just posted above this post.

Last edited by Warbucks; 09-15-2012 at 10:11.
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