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Author Topic: bloodbath messages mod  (Read 1069 times)
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Predator
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« on: December 14, 2008, 10:12:33 AM »

I've created a small PK mod which adds audio messages issued on player death (kill and suicide messages) plus some audio "welcoming" messages which are played when a client joins the game.
All samples were taken from Blood 2, the only change is that I adjusted their volume to make them louder a little bit.
The whole thing should add some fun to PK gameplay. Grin


You can get and test the mod here. Let me know your comments and suggestions for improvement.

Note: extract directly to your painkeep directory, it will also make a backup folder with original qwprogs.dat file so whenever you feel like going back to original PK you'll be able to do so.
« Last Edit: April 26, 2009, 03:34:50 PM by Predator » Logged

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Predator
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« Reply #1 on: April 26, 2009, 03:44:17 PM »

Update:

I really like the taunt feature that Sh1tty has on his server so I've added taunts to my code as well.
Currently there are 3 different male taunt sets and 1... female taunt set. Grin It should be suitable for Rossy. Grin

Things are easy - think of a key you'll be using to taunt and then bind that key to:

impulse 70 for male voice 1
impulse 71 for male voice 2
impulse 72 for male voice 3
impulse 73 for female voice 1

As you see it's impulse-wise compatibile with Nib's code that Sh1tty uses, so if you already have a key assigned to impulse 70 and you're fine with the first male taunt set you don't have to do anything.

Chris - could we test this on MWP some time? It could be quite funny! Grin

NOTE: extract to your painkeep folder. Remember that if you have a custom qwprogs.dat file there (other than the one from vanilla pk) you will lose it, so make a backup first.
You will not lose the vanilla pk file as it will be stored in a subfolder called "backup".
« Last Edit: April 26, 2009, 03:46:39 PM by Predator » Logged

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5h17h34d
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« Reply #2 on: April 26, 2009, 08:26:16 PM »

Only server needs the qwprogs.dat. My client still has the original one from 1997!

As a matter of fact there is a server cvar to choose which dat file to use if you run MVDSV as your server:
sv_progsname qwprogs

Also, remember if you are running locally to test you will need his dat file present. Not sure if EZQuake knows what sv_progsname is.
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« Reply #3 on: May 01, 2009, 07:31:04 PM »

Also, remember if you are running locally to test you will need his dat file present. Not sure if EZQuake knows what sv_progsname is.

Answer to my own question... EZQuake does not recognize sv_progsname until version 2.0, which is still in the alpha/beta stage. I use the nightlies available here: http://uttergrottan.localghost.net/ezquake/dev/nightlybuilds/

Predator, you might find that useful for testing. Being able to rename dat files to something descriptive makes it a lot easier.
Also, Flu revived an old thread over at GP concerning QW mapping in Radiant. Your expertise it requested!
http://www.groundplan.com/gplan_forum/viewtopic.php?p=37129#p37129
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Predator
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« Reply #4 on: May 01, 2009, 07:56:32 PM »

OK, thanks a lot, Sh1tty.

Sadly enough I'll probably have to decrease the number of sounds my mod uses as on some maps I begin to hit the precaching limit, which is 512 (all entities, not only sounds).
Of course that could be increased but it would require recompilation of ezquake, and I'd have to do this with all future versions of it.
The limit of 512 seems absurd, but unless ezquake guys decide to increase it on their own I'll probably have to get rid of some sounds. Too bad. Sad

BTW, I replied at GP.
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