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Module: Orpheu (v2.6.3)


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lazarev
Veteran Member
Join Date: Sep 2008
Old 06-14-2010 , 13:24   Re: Module: Orpheu2.3a (Fixed for windows server editions)
Reply With Quote #461

Quote:
Originally Posted by bblair View Post
Hello

Error: failed to precache because the item count is over the 512 limit

Orpheu changed 512 limit ?
English, please.
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YamiKaitou
Has a lovely bunch of coconuts
Join Date: Apr 2006
Location: Texas
Old 06-14-2010 , 13:38   Re: Module: Orpheu2.3a (Fixed for windows server editions)
Reply With Quote #462

Quote:
Originally Posted by lazarev View Post
English, please.
It is readable to me. He wants to know if Orpheu can change the precache limit (512 items)
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Immortal_BLG
Member
Join Date: Feb 2010
Location: RUSSIA
Old 06-14-2010 , 23:43   Re: Module: Orpheu2.3a (Fixed for windows server editions)
Reply With Quote #463

Hello, sorry for offtop, but I have little question: how to convert a address(dword_2151E20) to hex number? Like I saw in the tutor: dword_10162304 = 0x162304.

Please help
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padilha007
Senior Member
Join Date: Jul 2008
Old 06-14-2010 , 23:54   Re: Module: Orpheu2.3a (Fixed for windows server editions)
Reply With Quote #464

exp:

dword_10162304
=>
10162304
=>
0162304
=>
0x162304

Done
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Immortal_BLG
Member
Join Date: Feb 2010
Location: RUSSIA
Old 06-15-2010 , 00:02   Re: Module: Orpheu2.3a (Fixed for windows server editions)
Reply With Quote #465

How about dword_2151E20?
Sorry I don't understand this 10162304 => 0162304 -how so?
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ot_207
Veteran Member
Join Date: Jan 2008
Location: Romania The Love Country
Old 06-15-2010 , 07:13   Re: Module: Orpheu2.3a (Fixed for windows server editions)
Reply With Quote #466

Good job quim with this module! Will use this in my wallblocker.

Does anyone have any idea where these sounds are played?

PHP Code:
"weapons/generic_reload.wav",
"weapons/generic_shot_reload.wav"
Tried:
- Emit sound
- BuildSoundMessage
- Emit ambient sound
- PM_PlaySound

Edit: I think that dword_2151E20 => 0x151E20.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 06-15-2010 , 07:20   Re: Module: Orpheu2.3a (Fixed for windows server editions)
Reply With Quote #467

client-sided.
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ot_207
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Join Date: Jan 2008
Location: Romania The Love Country
Old 06-15-2010 , 07:21   Re: Module: Orpheu2.3a (Fixed for windows server editions)
Reply With Quote #468

Quote:
Originally Posted by Arkshine View Post
client-sided.
I already know that but there must be something that sends to players before the sound is played.
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Seta00
The Seta00 user has crashed.
Join Date: Jan 2010
Location: Berlin
Old 06-15-2010 , 07:25   Re: Module: Orpheu2.3a (Fixed for windows server editions)
Reply With Quote #469

Quote:
Originally Posted by ot_207 View Post
I already know that but there must be something that sends to players before the sound is played.
The client predicts when it should play the files based on other information, not a specific message.
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Immortal_BLG
Member
Join Date: Feb 2010
Location: RUSSIA
Old 06-15-2010 , 07:29   Re: Module: Orpheu2.3a (Fixed for windows server editions)
Reply With Quote #470

Quote:
Does anyone have any idea where these sounds are played?
I saw it in client.dll in function, that handles ReloadSound network message.
Code:
signed int __cdecl sub_19517B0(int a1, int a2, int a3, int a4)
{
  __int16 v4; // si@1
  signed int result; // eax@2
  float v6; // ST04_4@2
  float v7; // ST04_4@3

  BEGIN_READ(a4, a3);
  v4 = READ_BYTE();
  if ( (unsigned __int16)READ_BYTE() )
  {
    v6 = (double)v4 * 0.003921568859368563;
    dword_1A21BF8("weapons/generic_reload.wav", LODWORD(v6));
    result = 1;
  }
  else
  {
    v7 = (double)v4 * 0.003921568859368563;
    dword_1A21BF8("weapons/generic_shot_reload.wav", LODWORD(v7));
    result = 1;
  }
  return result;
}
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