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Quake Sounds


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dA.oOZe
Member
Join Date: Aug 2007
Location: Near Hamburg, Germany
Old 08-16-2007 , 19:21   Re: SM Quake Sounds
Reply With Quote #151

Quote:
Originally Posted by dA.oOZe View Post
I finally got it working by adding "sm_quakesounds_enable 0" as a command line parameter to srcds_run. This will, however, fire an error message to the console but it prevents quakesounds from playing.

L 08/12/2007 - 17:498: [SM] Plugin encountered error 25: Call was aborted
L 08/12/2007 - 17:498: [SM] Native "SetFailState" reported: Plugin Disabled
L 08/12/2007 - 17:498: [SM] Debug mode is not enabled for "quakesounds.smx"
L 08/12/2007 - 17:498: [SM] To enable debug mode, edit plugin_settings.cfg, or type: sm plugins debug 16 on

Is this an expected behavior?

Which config file does this sm_xyz_enable stuff need to go to? Setting it in server.cfg won't do anything, maybe because it's executed _after_ plugins are loaded? Same thing for sourcemod.cfg.
Did I say I got it working? Hm... it stoped working again. Restarted the server, now the plugin seems to ignore what I set as command line parameter.

Can somebody please explain how this disable-plugin-stuff works? If I have to set a cvar to prevent a plugin from loading, where the hell do I set it? Config files seem to be ignored (maybe they are executed after the plugin loads), cvars set via command line seem to be ignored... and best of all: the plugin_settings.cfg seems to be ignored, too, or I am just to stupid to configure it.

Wrong forum, I know, but it would be nice to unload/disable/do anything with a plugin by it's (file-)name, NOT by it's ID. Anything planned for that?
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dalto
Veteran Member
Join Date: Jul 2007
Old 08-16-2007 , 19:28   Re: SM Quake Sounds
Reply With Quote #152

As of version 1.6 the cvar can be changed anytime. Even if you set it while it is running it will disable the sounds. Changing it again will re-enable it. There is no longer a dependency.
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HO!NO!
Junior Member
Join Date: Apr 2006
Location: Québec
Old 08-16-2007 , 19:55   Re: SM Quake Sounds
Reply With Quote #153

translation in french
Attached Files
File Type: zip plugin.quakesounds.zip (1.1 KB, 214 views)
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XG1|AleX
Member
Join Date: Jun 2007
Old 08-18-2007 , 09:56   Re: SM Quake Sounds
Reply With Quote #154

there is no 0 to exit the menu
that should be added soon ^^ otherweise th menu sucks cos u have to change any setting to get the menu closed
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dalto
Veteran Member
Join Date: Jul 2007
Old 08-18-2007 , 11:37   Re: SM Quake Sounds
Reply With Quote #155

Quote:
Originally Posted by XG1|AleX View Post
there is no 0 to exit the menu
that should be added soon ^^ otherweise th menu sucks cos u have to change any setting to get the menu closed
I will add it today.
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XG1|AleX
Member
Join Date: Jun 2007
Old 08-18-2007 , 15:27   Re: SM Quake Sounds
Reply With Quote #156

nice, and it'll be goog when the join server sound that is configged, is in the package too, otherwise the clients try ~about 10seconds to download the file, but its not on the server when u have mani not installed...
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Lindgren
Member
Join Date: Jul 2007
Location: Sweden
Old 08-18-2007 , 16:30   Re: SM Quake Sounds
Reply With Quote #157

Any chance you could add an option so only the person shooting get the "headshot" sound played?
Currently there´s just a endless spam of "Headshot" sounds played if it´s a 24+ slot server.
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dalto
Veteran Member
Join Date: Jul 2007
Old 08-18-2007 , 16:36   Re: SM Quake Sounds
Reply With Quote #158

Quote:
Originally Posted by Lindgren View Post
Any chance you could add an option so only the person shooting get the "headshot" sound played?
Currently there´s just a endless spam of "Headshot" sounds played if it´s a 24+ slot server.
Already in there.

There is a "config" field in the addons/sourcemod/configs/quakesoundlist.cfg file for each sound. Goto to the headshot sound and change the value of that field. A description of what that field means is in the FAQ in the second post of this thread.

Setting it to 18 would mean only the attacker would see the text and hear the sound.

Setting it to 54 would mean that only the two parties involved would hear and see it.
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dalto
Veteran Member
Join Date: Jul 2007
Old 08-19-2007 , 01:53   Re: Quake Sounds
Reply With Quote #159

New Release: Version 1.7

Changes:
  • Added an exit button in the menus
  • Changed the menu behavior so that it stays in place until you exit
  • Add translation strings for the menus
  • Added join server sound
IMPORTANT:
The translation file has been updated with this release!
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XG1|AleX
Member
Join Date: Jun 2007
Old 08-19-2007 , 05:40   Re: Quake Sounds
Reply With Quote #160

veeeeeeeeeeeeeeeeery nice

thank you very much

gonna translate it right now

EDIT

found an failure

Code:
    "monster combo"
    {
        "#format"    "{1:s}"
        "en"        "{1} is a Combo Whore"
        "de"        "{1} ist einen Comboschlampe"
should be

Code:
    "monster combo"
    {
        "#format"    "{1:s}"
        "en"        "{1} is a Combo Whore"
        "de"        "{1} ist eine Comboschlampe"
and

Code:
    "teamkill"
    {
        "#format"    "{1:s},{2:s}"
        "en"        "{1} just victimized his team teammate {2}"
        "de"        "{1} hat gerade seinen Teamkamerade {2} niedergestreckt"
    }
should be

Code:
    "teamkill"
    {
        "#format"    "{1:s},{2:s}"
        "en"        "{1} just victimized his team teammate {2}"
        "de"        "{1} hat gerade seinen Teamkamerad {2} niedergestreckt"
    }
i changed it, and added the missing translations at the end, here is the new file
Attached Files
File Type: txt plugin.quakesounds.txt (3.6 KB, 198 views)
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Last edited by XG1|AleX; 08-19-2007 at 07:04.
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