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 On 6/4/2016 at 10:26 AM, Zeros Darok said: 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 On 6/4/2016 at 12:24 PM, swagmaster said: 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 On 6/30/2016 at 4:27 PM, eezstreet said: 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 On 6/30/2016 at 4:57 PM, Seven said: 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 On 6/30/2016 at 5:48 PM, eezstreet said: Yes? I don't see why it wouldn't lol.Cool, so, uh, how?
eezstreet Posted June 30, 2016 Posted June 30, 2016 On 6/30/2016 at 6:06 PM, Seven said: 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 On 6/30/2016 at 6:47 PM, eezstreet said: 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 On 6/30/2016 at 11:22 PM, eezstreet said: @@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 On 7/1/2016 at 11:20 PM, Seven said: 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 On 7/2/2016 at 12:01 AM, eezstreet said: 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 On 7/2/2016 at 2:29 AM, Seven said: 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 On 7/2/2016 at 4:13 AM, eezstreet said: 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 On 7/2/2016 at 7:07 PM, eezstreet said: 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 On 7/2/2016 at 7:22 PM, Seven said: 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 Reveal hidden contents // 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 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALL_FLIP_LEFT 4 sound/player/footsteps/boot%d.wav 1 4 0//BOTH_WALL_FLIP_RIGHT 1 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALL_FLIP_RIGHT 4 sound/player/footsteps/boot%d.wav 1 4 0//BOTH_WALL_RUN_LEFT 4 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALL_RUN_LEFT 8 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALL_RUN_LEFT 12 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALL_RUN_LEFT 16 sound/player/footsteps/boot%d.wav 1 4 0//BOTH_WALL_RUN_RIGHT 4 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALL_RUN_RIGHT 8 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALL_RUN_RIGHT 12 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALL_RUN_RIGHT 16 sound/player/footsteps/boot%d.wav 1 4 0//BOTH_WALL_FLIP_BACK1 1 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALL_FLIP_BACK1 2 sound/player/footsteps/boot%d.wav 1 4 0BOTH_WALL_FLIP_BACK1 5 sound/player/footsteps/boot%d.wav 1 4 0//BOTH_DEATH1 13 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH2 13 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH3 15 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH4 19 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH5 19 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH6 14 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH7 13 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH8 17 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH9 21 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH9 40 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH10 26 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH10 52 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH11 19 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH11 40 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH12 14 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH13 33 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH14 24 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH15 15 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH15 43 sound/player/bodyfall_human%d.wav 1 3 0BOTH_DEATH16 25 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