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sm_noearbleed


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Author
foo bar
AlliedModders Donor
Join Date: Dec 2012
Location: Canada
Plugin ID:
3614
Plugin Version:
1.00
Plugin Category:
General Purpose
Plugin Game:
Half-Life 2 Deathmatch
Plugin Dependencies:
    Servers with this Plugin:
    34 
    Plugin Description:
    Stops earbleed causing noise from explosions.
    Old 04-11-2013 , 11:52   sm_noearbleed
    Reply With Quote #1

    This is a pretty simple plugin that does one thing: Turns off the ringing sound heard from explosions. It may work in other games (if relevant), but it is intended for Half-Life 2 Deathmatch so YMMV.

    Requirements:
    • sdkhooks

    Installation:
    • Put smx into addons/sourcemod/plugins
    • load it

    Thanks to:
    • StrikerMan780 for the clue to achieving this
    Attached Files
    File Type: sp Get Plugin or Get Source (sm_noearbleed.sp - 1123 views - 1.9 KB)
    File Type: smx sm_noearbleed.smx (3.2 KB, 438 views)
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    Last edited by KyleS; 11-11-2013 at 19:21. Reason: Feedback given, bumped compiler ver.
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    nightrider
    SourceMod Donor
    Join Date: Dec 2008
    Old 04-11-2013 , 13:54   Re: sm_noearbleed
    Reply With Quote #2

    Interesting idea I will have to try this out.
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    Powerlord
    AlliedModders Donor
    Join Date: Jun 2008
    Location: Seduce Me!
    Old 04-11-2013 , 14:44   Re: sm_noearbleed
    Reply With Quote #3

    Hmm, I thought there was a bug filed for this on the Source-1-Games issue tracker, but I don't see it. Someone should probably file one.
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    Last edited by Powerlord; 04-11-2013 at 14:45.
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    foo bar
    AlliedModders Donor
    Join Date: Dec 2012
    Location: Canada
    Old 04-11-2013 , 16:12   Re: sm_noearbleed
    Reply With Quote #4

    Quote:
    Originally Posted by Powerlord View Post
    Hmm, I thought there was a bug filed for this on the Source-1-Games issue tracker, but I don't see it. Someone should probably file one.
    I remember seeing a bug report about the ringing not going away - but that's not what this is for. I did this one to implement the ring suppression that Keeper's Streaks provides.
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    foo-games.com Game Mods, Plugins and Tools for Game Masters | My Github

    Last edited by foo bar; 04-11-2013 at 16:14. Reason: the bug
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    Neolantis
    Junior Member
    Join Date: Dec 2012
    Old 04-17-2013 , 17:55   Re: sm_noearbleed
    Reply With Quote #5

    Hi foo bar,

    I am receiving the following message when I click on "Get Plugin"

    Quote:
    Plugin failed to compile! Please try contacting the author.
    Any advise sir?
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    foo bar
    AlliedModders Donor
    Join Date: Dec 2012
    Location: Canada
    Old 04-17-2013 , 18:06   Re: sm_noearbleed
    Reply With Quote #6

    Quote:
    Originally Posted by Neolantis View Post
    Hi foo bar,

    I am receiving the following message when I click on "Get Plugin"



    Any advise sir?
    Hey Neo:

    I downloaded the .sp and was able to compile. I'm not sure, but I believe the online compiler won't compile a sourcepawn that includes sdkhooks which this plugin does. I've updated my op with the smx.

    Cheers

    [foo] bar
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    foo-games.com Game Mods, Plugins and Tools for Game Masters | My Github
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    KyleS
    SourceMod Plugin Approver
    Join Date: Jul 2009
    Location: Segmentation Fault.
    Old 11-11-2013 , 19:18   Re: sm_noearbleed
    Reply With Quote #7

    When you return Plugin_Changed on a hook, everything is force copied regardless. Doing this without changing anything is actually pretty bad

    It also looks like this has more of an impact then you realize. Armour and other game mechanics (slowing) won't happen if you patch it this way. Have you tried using SoundHooks instead?

    EDIT: I'm really sorry, I some how edited your plugin description and not the reason for edit. I've put one up there, I hope it's correct.

    Last edited by KyleS; 11-11-2013 at 19:22. Reason: I've made a mistake.
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    foo bar
    AlliedModders Donor
    Join Date: Dec 2012
    Location: Canada
    Old 11-11-2013 , 19:47   Re: sm_noearbleed
    Reply With Quote #8

    Quote:
    Originally Posted by KyleS View Post
    When you return Plugin_Changed on a hook, everything is force copied regardless. Doing this without changing anything is actually pretty bad

    It also looks like this has more of an impact then you realize. Armour and other game mechanics (slowing) won't happen if you patch it this way. Have you tried using SoundHooks instead?

    EDIT: I'm really sorry, I some how edited your plugin description and not the reason for edit. I've put one up there, I hope it's correct.
    Thanks Kyle. It's been a while since I've thought about this and I will revisit it at some point.

    I did try Soundhooks but the ear bleeding isn't a sound. I thought it was a DSP thing, based on looking at a decompile keepers sounds but I never figured out how to do that. Changing the flag was the quickest option I had at the time. In game play the issue I've seen is damage appears to be reduced from explosions like rpg and slam. That wasn't a big deal on the servers I used this on.
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