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Quake Sounds v3 [6th-Jun-2016]


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sneaK
SourceMod Moderator
Join Date: Feb 2015
Location: USA
Old 11-06-2016 , 19:31   Re: Quake Sounds v3 [6th-Jun-2016]
Reply With Quote #401

Quote:
Originally Posted by CSChaoz View Post
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?
It's in the first post.

Quote:
Originally Posted by Spartan_C001 View Post
Configuration

2. Sound Set configs (dependant on your configuration)

"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
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PStar
Veteran Member
Join Date: Mar 2008
Old 12-05-2016 , 17:59   Re: Quake Sounds v3 [6th-Jun-2016]
Reply With Quote #402

hello!

i recentyl added this plugin to my sevrer but the !quake or /quake commands are not wokring.
When i type it in all i see in my client console that the command sm_quake is not known.

Can someone help me to fix the preference menu?

Ty in advance.
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belgvr
Member
Join Date: Dec 2008
Location: Brazil
Old 12-20-2016 , 13:06   Re: Quake Sounds v3 [6th-Jun-2016]
Reply With Quote #403

Great plugin... love it... But i miss keeper's simultaneous kill =( is it too difficult to create an event for it?
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tmini76
New Member
Join Date: Jul 2015
Old 01-02-2017 , 14:45   Re: Quake Sounds v3 [6th-Jun-2016]
Reply With Quote #404

Using this on my Counterstrike Classic Offensive server (mod of CSGO). The knife sound doesn't play. I thought it was because it might use a different knife weapon handle. I see this plugin uses knife_default_ct, knife_default_t, knifegg, knife_flip, knife_gut, knife_karambit, bayonet, knife_m9_bayonet for CSGO. I thought CSCO (the mod) just used knife so I added it and compiled but it still didn't work. Can anybody look into this?
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Xeogin
New Member
Join Date: Aug 2015
Location: NC, USA
Old 01-21-2017 , 23:48   Re: Quake Sounds v3 [6th-Jun-2016]
Reply With Quote #405

Found a bug. The sm_quakesoundsv3_text cvar wasn't even being referenced at all at, instead it was looking at the sm_quakesoundsv3_announce cvar by mistake. Made the change and it's working as expected. Only flaw being you'll have to edit or delete the clientprefs-sqlite.sq3 file to have previous client's preferences refreshed to reflect that.
Attached Files
File Type: sp Get Plugin or Get Source (quakesoundsv3.sp - 809 views - 40.1 KB)
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padres
Junior Member
Join Date: Oct 2016
Old 03-18-2017 , 07:25   Re: Quake Sounds v3 [6th-Jun-2016]
Reply With Quote #406

does plugin count kill from every round or till death?
can it be set somewhere?

i think its reseting now every round... :/
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TonyBaretta
Senior Member
Join Date: Mar 2014
Location: nope.avi
Old 03-18-2017 , 07:40   Re: Quake Sounds v3 [6th-Jun-2016]
Reply With Quote #407

for what i know it will be reset when player death not at round end
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Kamizun
AlliedModders Donor
Join Date: May 2015
Location: Portugal
Old 08-01-2017 , 10:24   Re: Quake Sounds v3 [6th-Jun-2016]
Reply With Quote #408

Quote:
Originally Posted by Indarello View Post
Since several months ago when new sound system was added
EmitSoundToClient now works like EmitAmbientSound
When you are dead and watching by other player
Sound plays from your dead body
Maybe smb know how to fix this ?
This is happening to me with Sourcemod and this plugin.

https://forums.alliedmods.net/showthread.php?t=299592
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soin
New Member
Join Date: Aug 2017
Old 08-31-2017 , 18:43   Re: Quake Sounds v3 [6th-Jun-2016]
Reply With Quote #409

Now this is weird... I installed everything according to the instructions. When I start a game I can verify that the plugin is loaded (via sm plugins list and also via autocomplete in the console: sm_quake...). However, the mod refuses to play any sound or show any text. Is there a way to test if it is working properly? I noticed the console command sm_quake but this seems to be useless.

Furthermore, I was wondering whether I have to adapt the paths in the files standard.cfg and female.cfg to the Windows format if my server is running on a Windows machine:
Code:
previously: quake/standard/headshot.mp3
afterwards: quake\standard\headshot.mp3

Last edited by soin; 08-31-2017 at 18:46.
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pWEN
Junior Member
Join Date: Sep 2015
Old 09-30-2017 , 15:29   Re: Quake Sounds v3 [6th-Jun-2016]
Reply With Quote #410

I'm having an issue with sounds not playing in CS:S. I installed the plugin as-is, using both the SMX file from the first post, and the one Xeogin made, and made sure to delete the clientprefs-sqlite.sq3 file between using each. Text will appear in the game, !quake brings up the menu, and the plugin vars are available in the console, but no sounds will play. There are no errors in the console relating to this plugin.

Here's my folder structure in cstrike:
/addons/sourcemod/configs/QuakeSetList.cfg
/addons/sourcemod/configs/quake/female.cfg
/addons/sourcemod/configs/quake/male.cfg
/addons/sourcemod/plugins/quakesoundsv3.smx
/addons/sourcemod/translations/plugin.quakesounds.txt
/sounds/quake/[all the sound files in their respective folders]

I saw someone had mentioned that the newest version of the sound files has no WAVs, yet the zip in the first post does have hattrick.wav, headhunter.wav, and play.wav. Could the existence of even one WAV file cause issues for the plugin? Where can I find the newest version of the sound files?
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