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Quake Sounds v3 [6th-Jun-2016]


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pronominal
Junior Member
Join Date: Jan 2015
Old 07-17-2016 , 10:31   Re: Quake Sounds v3 [6th-Jun-2016]
Reply With Quote #391

Quote:
Originally Posted by Spartan_C001 View Post
As of the recent update, there was a bug with some of the sound stuff. It's mostly client related, i've had no issues regarding this but my friend on the same server had those problems. He fixed it by deleting the "tf/download" and "tf/sound" folders and then validating game files via steam. Then his sounds worked properly on my server.
Thanks for the fast response!
Going to try out your solution.
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Spartan_C001
Senior Member
Join Date: Jul 2013
Old 07-17-2016 , 10:36   Re: Quake Sounds v3 [6th-Jun-2016]
Reply With Quote #392

Quote:
Originally Posted by pronominal View Post
Thanks for the fast response!
Going to try out your solution.
No problem, post back whether it works or not!
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pronominal
Junior Member
Join Date: Jan 2015
Old 07-17-2016 , 10:53   Re: Quake Sounds v3 [6th-Jun-2016]
Reply With Quote #393

Quote:
Originally Posted by Spartan_C001 View Post
No problem, post back whether it works or not!
It works now!
Thank you!

Last edited by pronominal; 07-17-2016 at 10:54.
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Spartan_C001
Senior Member
Join Date: Jul 2013
Old 07-17-2016 , 11:00   Re: Quake Sounds v3 [6th-Jun-2016]
Reply With Quote #394

Quote:
Originally Posted by pronominal View Post
It works now!
Thank you!
Nice, glad it helped! The recent update surprisingly broke very little. I was still running a sourcemod build from 2015 on my servers and even that ran without the usual instant seg-fault that an update would bring. Updated anyhow along with updating all my extensions and stuff and carried on like usual.

Only issue i had with the latest update was the fact that it ate up a tonne of disk space. I had to go and clear out caches and update the os and clean up a few other things before i had space to update.
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dungeon
Senior Member
Join Date: Sep 2009
Old 07-26-2016 , 11:53   Re: Quake Sounds v3 [6th-Jun-2016]
Reply With Quote #395

I've got an issue runnig this on Insurgency (its actually Day Of Infamy), my consulsion is that Insugency has issues playing back MP3s.

I got to this by noticing that the play connect sound works fine while all the other sounds (including the female) don't work at all. The only difference is the play file is a .wav where all the others are .mp3.

Anybody got any insights?
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Spartan_C001
Senior Member
Join Date: Jul 2013
Old 07-26-2016 , 11:55   Re: Quake Sounds v3 [6th-Jun-2016]
Reply With Quote #396

Quote:
Originally Posted by dungeon View Post
I've got an issue runnig this on Insurgency (its actually Day Of Infamy), my consulsion is that Insugency has issues playing back MP3s.

I got to this by noticing that the play connect sound works fine while all the other sounds (including the female) don't work at all. The only difference is the play file is a .wav where all the others are .mp3.

Anybody got any insights?
Can you check the client console? Are there any errors or anything?

Edit: I've just realised you mentioned the play file is a wav, are you running an older version? In the most up to date version all files are .mp3 as the newer source engines do not support .wav files.

Last edited by Spartan_C001; 07-26-2016 at 15:53.
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misterG
Senior Member
Join Date: May 2015
Location: Romania
Old 08-12-2016 , 06:10   Re: Quake Sounds v3 [6th-Jun-2016]
Reply With Quote #397

How to fix those console error? I tried the upper solution but it seems to be the plugin, not client related problems because this happens to all of my clients and their tf2 is crashing with the error out of memory because of the spam in the console. Please fix this.
Code:
ailed to create decoder for MP3 [ quake\standard\humiliation.mp3 ]
MP3 initialized with no sound cache, this may cause janking. [ quake\standard\humiliation.mp3 ]
MP3 initialized with no sound cache, this may cause janking. [ quake\standard\headshot.mp3 ]
Failed to create decoder for MP3 [ quake\standard\headshot.mp3 ]
MP3 initialized with no sound cache, this may cause janking. [ quake\standard\headshot.mp3 ]
Failed to create decoder for MP3 [ quake\standard\headshot.mp3 ]
MP3 initialized with no sound cache, this may cause janking. [ quake\standard\headshot.mp3 ]
Failed to create decoder for MP3 [ quake\standard\headshot.mp3 ]
Failed to create decoder for MP3 [ quake\standard\headshot.mp3 ]
MP3 initialized with no sound cache, this may cause janking. [ quake\standard\headshot.mp3 ]
MP3 initialized with no sound cache, this may cause janking. [ quake\standard\headshot.mp3 ]
F
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AbstractH4x
New Member
Join Date: Jan 2016
Old 08-24-2016 , 18:59   Re: Quake Sounds v3 [6th-Jun-2016]
Reply With Quote #398

I've noticed since this last update that the "Headshot" sound will now only play on your first headshot. If I roll back to the previous version, "headshot" is played for every headshot.

However, with this new update, it will only play once - until you die/respawn.

Thoughts as to why? Seems weird to me
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doublemage
New Member
Join Date: Oct 2016
Old 10-17-2016 , 17:02   Re: Quake Sounds v3 [6th-Jun-2016]
Reply With Quote #399

Quote:
Originally Posted by Spartan_C001 View Post
Quake Sounds v3
Version: 3.5.0

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.
Supported Games:
  • Counter Strike:Source
  • Day of Defeat:Source
  • Half Life 2: Deathmatch
  • Team Fortress 2
  • Counter Strike:Global Offensive
  • Other games *might* work, try it (and report any success)
Limitations and How to Change Them:
  • Max Number of Sets (default 5): in quakesoundsv3.sp change #define MAX_NUM_SETS 5
  • Max Kill Streak value (default 50): in quakesoundsv3.sp change #define MAX_NUM_KILLS 50
Installation

Basic (everything just works);
  1. Download Quake_Sounds_v3.zip, extract contents of GameServer folder into your servers game folder (and FastDL to your fastdl server if you have one).
  2. Compile the plugin using "Get Plugin", place this in '<game>/addons/sourcemod/plugins/'.
Advanced setup (for those who like to have everything perfectly customised);
  1. Edit plugin.quakesounds.cfg in '<game>/cfg/sourcemod/' To your liking.
  2. Edit Sound Set Configs in '<game>/addons/sourcemod/configs/quake/' to your liking.
  3. Translations file is 'plugin.quakesounds.txt in '<game>/addons/sourcemod/translations/'.
Configuration

1. QuakeSetsList.cfg

"SetsList"
{
"sound sets"
{
"sound set 1" "standard"
"sound set 2" "female"
"sound set 3" "" << Add name of sound set config here!
"sound set 4" ""
"sound set 5" ""
}
}

2. Sound Set configs (dependant on your configuration)

"SoundSet"
{
"headshot"
{
"0" << Plays the sound on every headshot
{
"sound" "quake/standard/headshot.mp3" << Sound file to play
"config" "9" << Configuration setting for this sound
}
"1" << Number of kills required to play the sound
{
"sound" "quake/standard/headshot.mp3" << Sound file to play
"config" "9" << Configuration setting for this sound
}
}
}

"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

3. plugin.quakesounds.txt (translations)

"headshot" << This is used when config is set to always play headshots
{
"#format" "{1:s}"
"en" "{1} Headshot"
"de" "{1} Kopfschuss"
"fr" "{1} aime les grosses tĂȘtes !!"
}
"headshot 1" << Number of Kills required to play the sound
{
"#format" "{1:s}"
"en" "{1} Headshot"
"de" "{1} Kopfschuss"
"fr" "{1} aime les grosses tĂȘtes !!"
}
"headshot 3" << Number of Kills required to play the sound
{
"#format" "{1:s}"
"en" "{1} Hattrick"
"de" "{1} Hattrick"
"fr" "{1} Tour du chapeau"
}

CVARS
  • sm_quakesoundsv3_version: The version number of the plugin... Do NOT Touch!
  • sm_quakesoundsv3_announce: Enables the plugin announcement on player join.
  • sm_quakesoundsv3_text: The default text setting for new users.
  • sm_quakesoundsv3_sound: The default sound setting for new users.
  • sm_quakesoundsv3_teamkill_mode: Teamkill setting; 0=Normal, 1=Teamkills act as normal kills (and teamkill sounds wont be played).
  • sm_quakesoundsv3_volume: The volume of all the sounds played by the plugin, 0.0 = 0%, 1.0 = 100%. (Note: This has no effect in CS:GO)
  • sm_quakesoundsv3_combo_time: Max time in seconds between kills that will count as combo; 0.0=Minimum, 2.0=Default.
To Do List (Future Features):
  • None (as yet).
Previous Version Downloads;
  • 19370 views.
Latest Update Details;
  • 3.5.0 - (06-Jun-2016)
  • Update to custom EmitSound method - Should now work properly on all games including CS:GO since recent updates messed stuff up.
  • Game Detection method changed - Should be more efficient, not that it was that bad anyway.
SV_StartSound: *quake/standard/headshot.mp3 not precached (7018 )
SV_StartSound: *quake/standard/killingspree.mp3 not precached (7024 )
SV_StartSound: *quake/standard/headshot.mp3 not precached (7018 )
SV_StartSound: *quake/standard/headshot.mp3 not precached (7018 )
SV_StartSound: *quake/standard/monsterkill.mp3 not precached (7025 )



it sais this.. İ don't know why
But i want this head shot sound on my sv
so pls help mee
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CSChaoz
New Member
Join Date: Nov 2016
Location: NJ
Old 11-05-2016 , 18:35   Re: Quake Sounds v3 [6th-Jun-2016]
Reply With Quote #400

Is there any way that I can remove the global announcements, and so that it only plays for the client, and not the whole server?
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