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


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Author
Grrrrrrrrrrrrrrrrrrr
Senior Member
Join Date: Oct 2007
Plugin ID:
869
Plugin Version:
2.7.5
Plugin Category:
Fun Stuff
Plugin Game:
Any
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    The plugin plays sounds and displays text at certain events sometimes based on the number of kills.
    Old 04-30-2009 , 16:18   quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
    Reply With Quote #1

    Quake Sounds [Revamped]
    Version: 2.7.5
    Old Name: Quake Sounds

    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.


    Changes From the Original
    • Added: client preferences (AKA: cookies or clientprefs)
    • Removed: keyvalues for client settings
    • Fixed bugs & optimized (The original does not work properly)
    • Changed: how quakesoundslist.cfg is read and configured
    • Changed: how plugin.quakesounds.txt is configured
    • Added: DOD head shot support
    • Added: Client preferences menu support (!settings)


    Supported Games:

    • Counter Strike:Source
    • Day of Defeat:Source
    • Half Life 2: Deathmatch
    • Team Fortress 2
    • others are unsupported, but you may try this plugin using the "_other.sp" version

    Limitations and How to Change Them:
    • Number of Sets (default 5): in quakesounds.sp change #define MAX_NUM_SETS 5
    • Number of sound files (default 102): in quakesounds.sp change #define MAX_NUM_FILES 102


    Installation
    1. Pick one of the attached .sp files based on the game your server runs.
      quakesounds_css.sp
      quakesounds_dods.sp
      quakesounds_hl2dm.sp
      quakesounds_tf2.sp
    2. put sm_quakesounds.cfg in cstrike/cfg/sourcemod
    3. extract "quake.zip" and put the generated folder called "quake" in cstrike/sound
    4. put plugin.quakesounds.txt in cstrike/addons/sourcemod/translations
    5. put quakesoundslist.cfg in cstrike/addons/sourcemod/configs
    6. compile quakesounds_<game>.sp in the forum by clicking the "Get Plugin" link
    7. put the generated quakesounds_<game>.smx in cstrike/addons/sourcemod/plugins

    Configuration


    1. for quakesoundslist.cfg

    "headshot"
    {
    "0" <– (NOTE: plays the sound for every head shot) Number of Kills required to play the sound
    {
    "standard" "quake/headshot.mp3"
    "female" "quake/female/headshot.mp3"
    "config" "0"
    }
    "1" <– Number of Kills required to play the sound
    {
    "standard" "quake/headshot.mp3"
    "female" "quake/female/headshot.mp3"
    "config" "0"
    }
    }

    "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

    2. for plugin.quakesounds.txt

    "headshot 1" <– 1 = Number of Kills required to play the sound
    {
    "#format" "{1:s},{2:s}"
    "en" "{1} Headshot"
    "de" "{1} Kopfschuss"
    "fr" "{1} aime les grosses têtes !!"
    }
    "headshot 3" <– 3 = Number of Kills required to play the sound
    {
    "#format" "{1:s},{2:s}"
    "en" "{1} Hattrick"
    "de" "{1} Hattrick"
    "fr" "{1} Tour du chapeau"
    }


    CVARS
    • sm_quakesounds_version: The version number
    • sm_quakesounds_enable [1/0]: Enables the plugin
    • sm_quakesounds_announce: Enables the plugin announcement
    • sm_quakesounds_text: The default text setting for new users
    • sm_quakesounds_sound: The default sound setting for new users


    To Do List (Future Features):
    Changelog
    • 2.7.5 - fixed a coding error. psychonic has been added as an author.
    • 2.7 - fixed some text display bugs and file and name length fixes
    • 2.61 - fixed client preferences support (!settings)
    • 2.60 - Text display fix
    • 2.50 - fixed client cookies problem [This is an important update]
    • 2.40 - fixed the join sound and client name problem by changing the file name length [This is an important update]
    • 2.30 - added a client check
    • 2.20 - fixed a logic issue [This is an important update]
    • 2.10 - fixed maxclients problem and stopped first blood sound playing for team kills
    • 2.00 - a fully working release
    • 1.02 beta - added DOD head shot support [Still needs testing]
    • 1.01 beta - added TF2 support bitches [Still needs testing]
    • 1.00 beta - Created plugin [Still needs testing]

    Thank You
    For Your Help:
    exvel - helped with define and negative integer question
    PM - helped with string referencing
    SirLamer - helped with string referencing
    psychonic - helped with TF2 support & DOD head shot support
    Sgt-Mess - Tested with CSS
    tcviper - fixed the join sound problem by changing the file name length
    psychonic - pointed out the client names may be up to 64 characters long
    psychonic - fixed client cookies problem
    psychonic - added !settings support


    Original plugin created by dalto
    Attached Files
    File Type: zip quake.zip (1.52 MB, 56665 views)
    File Type: txt plugin.quakesounds.txt (7.5 KB, 41517 views)
    File Type: cfg quakesoundslist.cfg (2.9 KB, 42130 views)
    File Type: cfg sm_quakesounds.cfg (863 Bytes, 39323 views)
    File Type: sp Get Plugin or Get Source (quakesounds_css.sp - 50453 views - 21.4 KB)
    File Type: sp Get Plugin or Get Source (quakesounds_dods.sp - 8013 views - 21.4 KB)
    File Type: sp Get Plugin or Get Source (quakesounds_hl2dm.sp - 8543 views - 21.4 KB)
    File Type: sp Get Plugin or Get Source (quakesounds_tf2.sp - 12312 views - 21.4 KB)
    File Type: sp Get Plugin or Get Source (quakesounds_other.sp - 8730 views - 21.4 KB)
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    Last edited by berni; 09-11-2009 at 14:32. Reason: Changed public ConVar
    Grrrrrrrrrrrrrrrrrrr is offline
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    FredJed223
    Senior Member
    Join Date: Feb 2008
    Old 04-30-2009 , 17:02   Re: quake sounds [Revamped]
    Reply With Quote #2

    Any TF2 support?
    FredJed223 is offline
    psychonic

    BAFFLED
    Join Date: May 2008
    Old 04-30-2009 , 19:25   Re: quake sounds [Revamped]
    Reply With Quote #3

    Quickie version of the above with TF2 support added. Will delete attachment at Grrrrrrrrrrrrrrrrrrr's request and/or if integrated into the main plugin.

    Last edited by psychonic; 05-02-2009 at 09:27. Reason: Removed attachment - Integrated into base plugin.
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    shustas
    SourceMod Donor
    Join Date: May 2007
    Location: London
    Old 05-01-2009 , 13:13   Re: quake sounds [Revamped]
    Reply With Quote #4

    I dont get it. So what is the diff between this and the old one? Is it only the way config files are organized? Im using CSS. The old one is not bad, just very rare times I cant hear any sounds. Does your version fix that?
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    Grrrrrrrrrrrrrrrrrrr
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    Old 05-01-2009 , 13:39   Re: quake sounds [Revamped]
    Reply With Quote #5

    yes, it does. Basically, the new version has several bugs and logic issues fixed, is optimized for speed and memory, and has some configuration improvements. The logic issues are the biggest problem with the old version. (read the replies in the old version's post for examples)


    I like the new version mainly because of how the plugin prioritizes events. And, I like the new configuration which makes everything editable. For example, the number of kills for head shots and combos.
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    Last edited by Grrrrrrrrrrrrrrrrrrr; 05-01-2009 at 13:47.
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    shustas
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    Old 05-01-2009 , 14:15   Re: quake sounds [Revamped]
    Reply With Quote #6

    cool then
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    Sgt-Mess
    Senior Member
    Join Date: Dec 2007
    Location: Sway Side,WA
    Old 05-01-2009 , 19:56   Re: quake sounds [Revamped]
    Reply With Quote #7

    I will do some testing with this since I've been waiting for someone to fix dalto's plugin for quite some time now.

    I remember there being one thing I could remember with daltos plugin, which was that the "Prepare to Fight" sound never played at the beginning of each round. Or it just wasn't included in his plugin.
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    silentpaul
    Junior Member
    Join Date: Sep 2006
    Old 05-02-2009 , 00:03   Re: quake sounds [Revamped]
    Reply With Quote #8

    is the dods head shots fixed in this version?
    silentpaul is offline
    exvel
    SourceMod Donor
    Join Date: Jun 2006
    Location: Russia
    Old 05-02-2009 , 03:27   Re: quake sounds [Revamped]
    Reply With Quote #9

    Grrrrrrrrrrrrrrrrrrr, I think the current method of setting game mod through recompiling is too tricky. You could simply use auto-detecting of game mods by the plugin. Something like this:
    PHP Code:
    decl String:gameName[80];
    GetGameFolderName(gameName80);
        
    if (
    StrEqual(gameName"cstrike"))
    {
        
    // stuff for CS
    }
    else if (
    StrEqual(gameName"dod"))
    {
        
    // stuff for DoD
    }
    else if (
    StrEqual(gameName"tf"))
    {
        
    // stuff for TF
    }
    else if (
    StrEqual(gameName"hl2mp"))
    {
        
    // stuff for HL2
    }
    else
    {
        
    // stuff for all other mods,
        // or you can force plugin to SetFailState here 
        // if other mods are not supported

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    Last edited by exvel; 05-02-2009 at 03:36.
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    Grrrrrrrrrrrrrrrrrrr
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    Old 05-02-2009 , 05:23   Re: quake sounds [Revamped]
    Reply With Quote #10

    @Sgt-Mess: The included quakesoundslist.cfg has everything disabled by default. So, did you edit the config for the events you wanted to enable?

    @exvel: The problem with your code is that it compiles with code for every mod and runs repetitive if statements. I know there is a default define called build_dod, but I don't know what the default define is for other mods. This would be that same as your code but with define statements since the define is set by sourcemod.
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