Seven Posted June 2, 2016 Posted June 2, 2016 Is it possible to add more sound options? For example, right now we have taunt taunt1 taunt2 taunt3, could a taunt 4 be added somehow?
eezstreet Posted June 3, 2016 Posted June 3, 2016 I actually did do this for Gunslinger's Academy. Player models could have up to 99 of every type of sound and it had backwards compatibility with base models. I might implement it into JK2 Enhanced.
Seven Posted June 3, 2016 Author Posted June 3, 2016 Did you do it through the _humanoid file? Or somewhere else?
Fuse294 Posted June 4, 2016 Posted June 4, 2016 I've seen a few mods that have a similar thing for Lightsabers so they can have multiple hit/swing sounds. MB2 Beta Tester / MB2 FA Assistant Dev
swegmaster Posted June 4, 2016 Posted June 4, 2016 I've seen a few mods that have a similar thing for Lightsabers so they can have multiple hit/swing sounds.is it possible for sabers to have multiple saber on/saber off sounds?
Fuse294 Posted June 9, 2016 Posted June 9, 2016 is it possible for sabers to have multiple saber on/saber off sounds? It could be done? Not sure though. Personally, however I've only seen 1 saberon, saberloop and saberoff per hilt, I've only ever seen additional sounds for swingsound, spinsound, blocksound, hitsound and bouncesound. MB2 Beta Tester / MB2 FA Assistant Dev
Seven Posted June 30, 2016 Author Posted June 30, 2016 Sorry to bump an older thread, but how did you do this @@eezstreet?
eezstreet Posted June 30, 2016 Posted June 30, 2016 It needs a code edit (that's strictly clientside, although if you want to guarantee that all clients will hear the same sound, you need a server edit too). I can explain how I did it though.
Seven Posted June 30, 2016 Author Posted June 30, 2016 It needs a code edit (that's strictly clientside, although if you want to guarantee that all clients will hear the same sound, you need a server edit too). I can explain how I did it though.Ok, but is it doable in sp aswell?
eezstreet Posted June 30, 2016 Posted June 30, 2016 Ok, but is it doable in sp aswell?Yes? I don't see why it wouldn't lol.
Seven Posted June 30, 2016 Author Posted June 30, 2016 Yes? I don't see why it wouldn't lol.Cool, so, uh, how?
eezstreet Posted June 30, 2016 Posted June 30, 2016 Cool, so, uh, how?As I explained, it's a code edit, in C++. Are you comfortable making code edits? I recommend following my tutorial on compiling OpenJK, and taking a peek at my primer for a solid foundation, although you certainly don't have to memorize all of it.If you're comfortable making these types of edits and have compiled OpenJK for SP successfully, I can proceed.
Seven Posted June 30, 2016 Author Posted June 30, 2016 As I explained, it's a code edit, in C++. Are you comfortable making code edits? I recommend following my tutorial on compiling OpenJK, and taking a peek at my primer for a solid foundation, although you certainly don't have to memorize all of it.If you're comfortable making these types of edits and have compiled OpenJK for SP successfully, I can proceed.The first line of the tutorial, I'm on mac. Is there any alternatives here?
eezstreet Posted June 30, 2016 Posted June 30, 2016 @@SevenThe only part of that tutorial that is Windows specific is what choice of IDE you're going to use. Download XCode and configure CMake through cmake-gui to use XCode. You'll also want to install SDL2 and homebrew, details on this are on the OPENJK repository. Check in the wiki here: http://github.com/Razish/OpenJK
Seven Posted July 1, 2016 Author Posted July 1, 2016 @@SevenThe only part of that tutorial that is Windows specific is what choice of IDE you're going to use. Download XCode and configure CMake through cmake-gui to use XCode.You'll also want to install SDL2 and homebrew, details on this are on the OPENJK repository. Check in the wiki here: http://github.com/Razish/OpenJKI hopefully will be able to do this, but is it just as complicated to add a character sound to a specific animation? For example, if the player or npc were to say something when they perform a mind trick.
eezstreet Posted July 2, 2016 Posted July 2, 2016 I hopefully will be able to do this, but is it just as complicated to add a character sound to a specific animation? For example, if the player or npc were to say something when they perform a mind trick.That's actually not all that difficult, there's the ability to do that with the animsounds.cfg, but i'm not sure that all player models possess one of these. I think NeoMarz' Darth Vader has some animsounds.cfg to make the breathing effect.
Seven Posted July 2, 2016 Author Posted July 2, 2016 That's actually not all that difficult, there's the ability to do that with the animsounds.cfg, but i'm not sure that all player models possess one of these. I think NeoMarz' Darth Vader has some animsounds.cfg to make the breathing effect.Can I just add them to the playermodels?
Archangel35757 Posted July 2, 2016 Posted July 2, 2016 I have a 3dsMax plugin called Foley Studio for rendering sound FX... (it has doppler shifts, etc.) http://boomerlabs.com/fsm https://vimeo.com/137026749 I was planning to create some new dynamic saber sounds (one day... far, far, away).
eezstreet Posted July 2, 2016 Posted July 2, 2016 Whats the animation for mindtrick?Probably BOTH_MIND_TRICK or BOTH_MINDTRICK or something. Check in _humanoid/animations.cfg, it lists all of them.
Seven Posted July 2, 2016 Author Posted July 2, 2016 Probably BOTH_MIND_TRICK or BOTH_MINDTRICK or something. Check in _humanoid/animations.cfg, it lists all of them.So I went in and added both mindtrick thing with a sound. I tried where on another animation it would say *jump1 for example *trick1, and in game it says unknown custom sound *trick1. So is this where I would need to access the source code?
eezstreet Posted July 2, 2016 Posted July 2, 2016 Yes, the game doesn't recognize *trick as a CS like *jump, *land, etc. But that's ok, you don't need to actually include a new one of these. You can use a direct path to a sound instead (starting from sound, so sound/chars/cultist/misc/jump.wav for instance)
Seven Posted July 2, 2016 Author Posted July 2, 2016 Yes, the game doesn't recognize *trick as a CS like *jump, *land, etc. But that's ok, you don't need to actually include a new one of these. You can use a direct path to a sound instead (starting from sound, so sound/chars/cultist/misc/jump.wav for instance)So I could do, sound/chars/cultist/misc/trick1.wav?
eezstreet Posted July 2, 2016 Posted July 2, 2016 So I could do, sound/chars/cultist/misc/trick1.wav?Yup.
Seven Posted July 2, 2016 Author Posted July 2, 2016 I added it but its just not working.This is my animsounds.cfg // Place UPPERSOUNDS or LOWERSOUNDS on a block of sounds// To deviate from this will court disaster the likes of which have never before been // seen //// RECORD STRUCTURE :// Animation enum/name// Frame into sequence where sound should start// sound file// starting number (if there are variations of the name: laser1laser2laser3)// ending number// probability sound will play// UPPERSOUNDS {BOTH_GESTURE1 30 sound/weapons/saber/saberspinoff.wav 0 0 0BOTH_GESTURE1 41 sound/weapons/saber/saberspinoff.wav 0 0 0BOTH_GESTURE1 47 sound/weapons/saber/saberspinoff.wav 0 0 0BOTH_GESTURE1 52 sound/weapons/saber/saberspinoff.wav 0 0 0BOTH_GESTURE1 56 sound/weapons/saber/saberspinoff.wav 0 0 0BOTH_GESTURE1 59 sound/weapons/saber/saberspinoff.wav 0 0 0BOTH_GESTURE1 62 sound/weapons/saber/saberspinoff.wav 0 0 0BOTH_GESTURE1 65 sound/weapons/saber/saberspinoff.wav 0 0 0BOTH_GESTURE1 68 sound/weapons/saber/saberspinoff.wav 0 0 0BOTH_GESTURE1 72 sound/weapons/saber/saberspinoff.wav 0 0 0BOTH_MELEE1 2 sound/weapons/melee/swing%d.wav 1 4 0BOTH_MELEE2 2 sound/weapons/melee/swing%d.wav 1 4 0BOTH_RIGHTHANDCHOPPEDOFF 25 sound/chars/obi-wan/misc/death%d.wav 1 3 30BOTH_RIGHTHANDCHOPPEDOFF 64 sound/chars/obi-wan/misc/death%d.wav 1 3 0BOTH_RIGHTHANDCHOPPEDOFF 88 sound/chars/obi-wan/misc/death%d.wav 1 3 30BOTH_RIGHTHANDCHOPPEDOFF 100 sound/chars/obi-wan/misc/death%d.wav 1 3 30BOTH_RIGHTHANDCHOPPEDOFF 110 sound/player/roll1.wav 0 0 0BOTH_ATTACK_BACK 3 sound/weapons/saber/saberhup%d.wav 4 6 0BOTH_ATTACK_BACK 14 sound/weapons/saber/saberhup%d.wav 4 6 0BOTH_CROUCHATTACKBACK1 8 sound/weapons/saber/saberhup%d.wav 4 6 0BOTH_CROUCHATTACKBACK1 22 sound/weapons/saber/saberhup%d.wav 4 6 0BOTH_FORCELEAP2_T__B_ 22 sound/weapons/saber/saberhup%d.wav 7 9 0BOTH_A2_STABBACK1 12 sound/weapons/saber/saberhup%d.wav 1 3 0BOTH_A2_STABBACK1 31 sound/weapons/saber/saberhup%d.wav 1 3 0BOTH_BUTTERFLY_LEFT 9 sound/weapons/saber/saberhup%d.wav 1 3 0BOTH_BUTTERFLY_LEFT 16 sound/weapons/saber/saberhup%d.wav 4 6 0BOTH_BUTTERFLY_LEFT 22 sound/weapons/saber/saberhup%d.wav 1 3 0BOTH_BUTTERFLY_LEFT 29 sound/weapons/saber/saberhup%d.wav 7 9 0BOTH_BUTTERFLY_RIGHT 9 sound/weapons/saber/saberhup%d.wav 1 3 0BOTH_BUTTERFLY_RIGHT 16 sound/weapons/saber/saberhup%d.wav 4 6 0BOTH_BUTTERFLY_RIGHT 22 sound/weapons/saber/saberhup%d.wav 1 3 0BOTH_BUTTERFLY_RIGHT 29 sound/weapons/saber/saberhup%d.wav 7 9 0BOTH_FJSS_TL_BR 16 sound/weapons/saber/saberhup%d.wav 4 6 0BOTH_FJSS_TL_BR 27 sound/weapons/saber/saberhup%d.wav 1 3 0BOTH_FJSS_TL_BR 54 sound/weapons/saber/saberhup%d.wav 7 9 0BOTH_FJSS_TR_BL 16 sound/weapons/saber/saberhup%d.wav 4 6 0BOTH_FJSS_TR_BL 27 sound/weapons/saber/saberhup%d.wav 1 3 0BOTH_FJSS_TR_BL 54 sound/weapons/saber/saberhup%d.wav 7 9 0BOTH_MINDTRICK1 2 sound/chars/obi-wan/misc/trick1.wav 7 9 0} LOWERSOUNDS {//walk1BOTH_WALK1 6 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALK1 20 sound/player/footsteps/boot%d.wav 1 4 0//walk2BOTH_WALK2 5 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALK2 18 sound/player/footsteps/boot%d.wav 1 4 0//walk7BOTH_WALK7 5 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALK7 15 sound/player/footsteps/boot%d.wav 1 4 0//fastwalk (run)BOTH_RUN1 8 sound/player/footsteps/boot%d.wav 1 4 0BOTH_RUN1 20 sound/player/footsteps/boot%d.wav 1 4 0//fastwalk (run)BOTH_RUN2 8 sound/player/footsteps/boot%d.wav 1 4 0BOTH_RUN2 20 sound/player/footsteps/boot%d.wav 1 4 0//BOTH_RUNBACK1 3 sound/player/footsteps/boot%d.wav 1 4 0BOTH_RUNBACK1 8 sound/player/footsteps/boot%d.wav 1 4 0//BOTH_WALKBACK1 3 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALKBACK1 10 sound/player/footsteps/boot%d.wav 1 4 0//BOTH_RUNBACK2 3 sound/player/footsteps/boot%d.wav 1 4 0BOTH_RUNBACK2 8 sound/player/footsteps/boot%d.wav 1 4 0//BOTH_WALKBACK2 3 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALKBACK2 10 sound/player/footsteps/boot%d.wav 1 4 0//BOTH_WALL_FLIP_LEFT 1 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