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


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[Hecke] Leitwolf
Junior Member
Join Date: Jul 2009
Old 07-19-2009 , 01:33   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #171

Yes Grrrrr itīs strange ?!?! If you donīt belive we can join the Server (if you got DoD:S) My emailadress to add my as an friend: "[email protected]"

Last edited by [Hecke] Leitwolf; 07-19-2009 at 02:15.
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Grrrrrrrrrrrrrrrrrrr
Senior Member
Join Date: Oct 2007
Old 07-19-2009 , 15:32   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #172

@GEVREKA: what version of sourcemod are you using? I just compiled quakesounds_css.sp with sourcemod version 1.2.1 and I did not get any of the errors you posted.
Also, try changing:
Code:
public APLRes:AskPluginLoad2(Handle:myself, bool:late, String:error[], err_max)
to:
Code:
public bool:AskPluginLoad2(Handle:myself, bool:late, String:error[], err_max)

@[Hecke] Leitwolf: Are you using version 2.7.5 of the quakesounds plugin? If not, upgrade to version 2.7.5. If yes, reply with your quakesoundslist.cfg. Also, I do not have dod:s.
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GEVREKA
Member
Join Date: Sep 2006
Old 07-19-2009 , 17:04   Re: quake sounds [Revamped] (Version 2.7 / Updated July 17, 2009)
Reply With Quote #173

Quote:
Originally Posted by Grrrrrrrrrrrrrrrrrrr View Post
@GEVREKA: what version of sourcemod are you using? I just compiled quakesounds_css.sp with sourcemod version 1.2.1...
Quote:
Originally Posted by GEVREKA View Post
...TF2 Server, Latest SVN SourceMod Dev + Metamod: Source Dev.
SourceMod 1.3.0-hg2745

Yeah, with 1.2.1 where are no problems, but with:

Code:
public bool:AskPluginLoad2(Handle:myself, bool:late, String:error[], err_max)
There are... 2 errors, that's why I didn't posted this variant in my previous post (where is 1 error per variant).
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Raptor10
Senior Member
Join Date: Nov 2008
Old 07-22-2009 , 01:50   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #174

Hi all, I'm runnunig few Css servers and I got a problem with this plugin: at every connections to the server, including every map change, all sounds are downloaded..
Where do I made a mistake ?

I mean, a player that already downloaded all sounds, still download again and again...

thanks for helping me
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The009
Member
Join Date: Feb 2007
Old 07-22-2009 , 11:54   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #175

Quote:
Originally Posted by Raptor10 View Post
Hi all, I'm runnunig few Css servers and I got a problem with this plugin: at every connections to the server, including every map change, all sounds are downloaded..
Where do I made a mistake ?

I mean, a player that already downloaded all sounds, still download again and again...

thanks for helping me
If you have this issue its 1 of 2 things.

1: the fast redirect URL is wrong so the files are not actually downloading.
2: the files for the sounds are not located on the fast redirect and there for are not downloading by the clinet.

Those are the 2 main things that cause people to download a file every time that you connect to the server.
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[Hecke] Leitwolf
Junior Member
Join Date: Jul 2009
Old 07-22-2009 , 12:33   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #176

I think the same....^^
[Hecke] Leitwolf is offline
Raptor10
Senior Member
Join Date: Nov 2008
Old 07-25-2009 , 00:55   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #177

Well thanks for the explanations but I think I havo something wrong in my Motd.. I mean: the sounds file are in the right place either in the Url and into the server (no doubts about that) but I don't know exactely how to compile the Modt.. Can you be so kind to give an example of Modt ?

thanks
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[Hecke] Leitwolf
Junior Member
Join Date: Jul 2009
Old 07-25-2009 , 05:40   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #178

The motd.txt of the Server is to set what happens in the Start-Picture on the Server that you senn when you join in. There are no connections between motd.txt and quakesound ?!?!

Here is my motd.txt, it displays a picture

Code:
<html>
<body bgcolor="#000000" text="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0" scroll="no">
<table width="100%" height="100%" boder="0" cellspacing="0">
<tr>
<td>
<table width="100" align="center" boder="0" cellspacing="0">
<tr>
<td align="center"><img src="http://s10.directupload.net/images/090616/v3x5nuhu.jpg" border="0"></td>
</tr>
</table>
</td>
</tr>
</table>
</body>
</html>
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The Flyer
Member
Join Date: Jan 2009
Old 07-25-2009 , 08:28   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #179

Hi all,

how one of the only sounds to hear anyone who also has killed?

Because for us it is the one of all the sounds heard.

Can someone help?
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MaKTaiL
Senior Member
Join Date: Jul 2008
Location: Brazil
Old 07-27-2009 , 08:03   Re: quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
Reply With Quote #180

There is a problem with the DODS Quake Sounds.
The count for headshots is not reseted when you die.

So you get a headshot and than you die.
When you respawn you get another headshot, but the sound is not played.
But if you get another headshot the sound Hattrick is played.

The normal would be to count consecutive headshots, not cumulative.

Last edited by MaKTaiL; 07-27-2009 at 08:05.
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