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[L4D2] Special Infected Warnings Vocalize Fix (NO LONGER NEEDED)


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id5473
Member
Join Date: Mar 2012
Old 08-26-2014 , 05:18   Re: [L4D2] Special Infected Warnings Vocalize Fix
Reply With Quote #11

Quote:
Originally Posted by DeathChaos25 View Post
To the first point, that would be as easy as adding it to the server's talker file for Rochelle, if you want it on the intro that is.
It's probably not that easy. If these recorded lines are not in the game_sounds_producer.txt they can't be used in game. (just filter for bitrate.. if the bitrate of your particular .wav is 705kbit/s it's not in the game_sounds file) And this game_sounds file cannot be altered via VPK addons. (That is also the reason the modified talker plugin cannot make use of ~35% of the recorded lines because they are simply not in the the survivors respective game_sounds file) and it's included in the pak01. Alterering this vpk means you have to set your sv_consistency 0 to allow people to join. (or they end up with a consistency error)

regarding the melee swing sounds of coach if ANY survivor swings an axe.. yes.. that's problem with the mdl file. But i think they intended to remove melee swing sounds on purpose as it's getting tedious to hear them after every swing.. and not all survivors have that nice recorded swing sounds anyway.
A valve employee posted they fixed the AXE issue.. but i think they never did. let me see if i can still find the link...
https://github.com/ValveSoftware/Sou...es/issues/1380

Last edited by id5473; 08-26-2014 at 05:23.
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DeathChaos25
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Join Date: Jan 2014
Location: Puerto Rico
Old 08-26-2014 , 06:55   Re: [L4D2] Special Infected Warnings Vocalize Fix
Reply With Quote #12

Updated to accomodate id5473's request

Also, when I have some more free time, I need to give this plugin a small rewrite in some form as I feel that as of this new version that the code is a little bit hard on the eyes

Edit : I'll look into Rochelle's lines and the melee grunt sounds, as I'm almsot 100% sure that a .vcd files must exist for them, meaning that scene processor should be able to implement them and force them to be used.

Edit 2 : Yep, Rochelle's Crescent City line works perfectly fine with scene processor;
PHP Code:
#define PLUGIN_VERSION    "1"
#define PLUGIN_NAME       "Rochelle test"

#include <sourcemod>
#include <sdktools>
#include <sceneprocessor> 

#define MODEL_ROCHELLE "models/survivors/survivor_producer.mdl"

public Plugin:myinfo =
{
    
name PLUGIN_NAME,
    
author " ",
    
description "L4D2 Rochelle test",
    
version PLUGIN_VERSION,
};

public 
OnPluginStart()

    
RegConsoleCmd("sm_showthem"RochelleTest"RochelleTest");
}

public 
Action:RochelleTest(clientargs)
{
    if (
client <= || client MaxClients || !IsClientInGame(client) || GetClientTeam(client) != 2) {
        return
    }
    
    
decl String:model[PLATFORM_MAX_PATH
    
GetClientModel(clientmodelsizeof(model)) 
    
    if (!
StrEqual(modelMODEL_ROCHELLE)) {
        return
    }
    
    
PerformSceneEx(client"""scenes/producer/world04.vcd")

Here's a precompiled version, just use Rochelle and type !showthem to hear the line pop up XD
Attached Files
File Type: smx world04Test.smx (3.3 KB, 239 views)

Last edited by DeathChaos25; 08-26-2014 at 07:34.
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id5473
Member
Join Date: Mar 2012
Old 08-26-2014 , 08:11   Re: [L4D2] Special Infected Warnings Vocalize Fix
Reply With Quote #13

*in a coach voice* Sweet Georgia Brown...
thanks
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Sev
Veteran Member
Join Date: May 2010
Old 08-26-2014 , 08:59   Re: [L4D2] Special Infected Warnings Vocalize Fix
Reply With Quote #14

Great stuff.

Next version or when you have the time. Just a friendly notice that some form of debug is still active.

Last edited by Sev; 08-26-2014 at 09:57.
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DeathChaos25
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Join Date: Jan 2014
Location: Puerto Rico
Old 08-26-2014 , 10:36   Re: [L4D2] Special Infected Warnings Vocalize Fix
Reply With Quote #15

Quote:
Originally Posted by Sev View Post
Great stuff.

Next version or when you have the time. Just a friendly notice that some form of debug is still active.
Dangit, I thought all trace of that was gone :/

I'll quickly give it a once over when I'm home later today and get rid of it.

Edit : The debug messages have been removed, Thanks to Sev for pointing out the oversight.

Last edited by DeathChaos25; 08-26-2014 at 14:29.
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DeathChaos25
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Location: Puerto Rico
Old 08-26-2014 , 17:12   Re: [L4D2] Special Infected Warnings Vocalize Fix
Reply With Quote #16

Edit : Nevermind, the meleeswing scenes doesn't work anyways

Last edited by DeathChaos25; 08-27-2014 at 06:35.
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bazrael
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Join Date: Jan 2010
Location: Where Lucy became superw
Old 08-31-2014 , 17:49   Re: [L4D2] Special Infected Warnings Vocalize Fix
Reply With Quote #17

Enthusiastic players finally fixed these f--king bugs... T_T

Would you combine melee swing sound fix with this plugin?
--EDIT--
\(-_-)\ |(-_-)| /(-_-)/
__________________
Kill all the son of a bitches, that's my official instructions.
L4Dε Modified Talker

Last edited by bazrael; 09-01-2014 at 03:51. Reason: Bill: <laugh>Whoa-ho-ho.
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Sev
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Join Date: May 2010
Old 08-31-2014 , 19:18   Re: [L4D2] Special Infected Warnings Vocalize Fix
Reply With Quote #18

Bazrael deserves a ton of credit too, as he was the architect behind the L4D2 Modified Talker, which fixes many of the problems with the talkers in the game.

Add in DeathChaos plugin fixes and Mr. Zero for scene processor, and you have a lot of the stuff fixed up.

Hopefully melee swings can be added to that, but who knows.
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DeathChaos25
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Join Date: Jan 2014
Location: Puerto Rico
Old 08-31-2014 , 20:02   Re: [L4D2] Special Infected Warnings Vocalize Fix
Reply With Quote #19

Quote:
Originally Posted by Sev View Post
Bazrael deserves a ton of credit too, as he was the architect behind the L4D2 Modified Talker, which fixes many of the problems with the talkers in the game.

Add in DeathChaos plugin fixes and Mr. Zero for scene processor, and you have a lot of the stuff fixed up.

Hopefully melee swings can be added to that, but who knows.
Well, this is mostly because I only recently just started learning how to code.

I've been playing L4D since release, but on the Xbox 360.

The same was for L4D2 until about a year ago when I decided to buy it off of steam.

Then I started college about a year ago, started poking around with Sourcemod, and not too long ago started experimenting with SourcePawn, and the rest is history.

I actually coded a plugin to fix the MeleeSwing Sounds, but for some reason, the vcd files don't actually work, here's the code for it,
Spoiler


The plugin even implemented Ellis' lines where he comments after beheading a common, like, "Man, that zombie was too tall, I fixed 'im", alongside customizable cvars for the percentage chance of both the grunts and Ellis' comments, etc...

But since the vcd files don't actually work, well, we can't get anywhere.

I was poking around the offsets, and I found these particular 3 offsets,

Code:
CTerrorPlayer::OnSpeak(CBasePlayer *,char  const*,float)
CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
CAI_ExpresserHost<CBasePlayer>::Speak(CAI_Concept,char  const*,char *,unsigned int,IRecipientFilter *)
CAI_ExpresserHost<CBasePlayer>::Speak(CAI_Concept,AI_CriteriaSet *,char *,unsigned int,IRecipientFilter *)
CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(CAI_Concept,AI_Response *)
CTerrorPlayer::SpeakIfAllowed(CAI_Concept,SpeechPriorityType,char  const*,char *,unsigned int,IRecipientFilter *)
CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
I'll get around to studying detours, and if I can learn how they work, I can probably get something out of these adresses, idk.
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bazrael
Senior Member
Join Date: Jan 2010
Location: Where Lucy became superw
Old 09-01-2014 , 03:48   Re: [L4D2] Special Infected Warnings Vocalize Fix
Reply With Quote #20

Another problem you can try to fix is "ConceptPlayerDeath". Actually this talker concept is workable but I think it was cancalled after game formally released.
PHP Code:
sm_cvar survivor_death_anims 1 //default:0 
If you put this cvar into your server.cfg and kill survivors, you can see their "dying animation" with DEATH SCREAMING. But survivor will keep dying animation again and again.
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