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InsideQC Forums • View topic - Help: Making a player 'deaf'

Help: Making a player 'deaf'

Discuss programming in the QuakeC language.

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Postby Spike » Sun Mar 20, 2011 3:48 pm

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Postby OneManClan » Wed Mar 23, 2011 1:55 pm

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Postby Spike » Wed Apr 06, 2011 4:16 pm

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Postby OneManClan » Wed Apr 06, 2011 5:00 pm

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Postby mh » Wed Apr 06, 2011 5:26 pm

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Re:

Postby OneManClan » Thu Mar 21, 2013 6:34 am

Last edited by OneManClan on Fri Mar 22, 2013 10:58 pm, edited 1 time in total.
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Re: Re:

Postby OneManClan » Thu Mar 21, 2013 8:30 am

Ok, I made a silent version of "weapons/r_exp3.wav" and put it in the .pk3, but you can still hear the explosions... presumably by the original r_exp3.wav which is still in the pak.

Is there something else that needs to be done?

[EDIT] I just noticed that I have a "r_exp3.wav" in C:\Quake\id1\sound\WEAPONS - ie not in a pak - is this normal?
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Re: Help: Making a player 'deaf'

Postby frag.machine » Thu Mar 21, 2013 3:40 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Help: Making a player 'deaf'

Postby leileilol » Thu Mar 21, 2013 5:35 pm

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Re: Help: Making a player 'deaf'

Postby Spike » Thu Mar 21, 2013 6:10 pm

except he's making a QW mod. not all clients support the particle builtin, and even if they do there's no guarentee that they can cope with the 1024-particles quirk. I really have no idea which qw clients actually support that.
writebytes are evil. Also QW uses a slightly different format, and has nasty protocol limits.
as his mod is already dependant upon fteqwsv, he can just use the dimension_send&self.dimension_see filter for greater control over the sound+multicast+etc builtins so should have no need for writebytes.
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Re: Help: Making a player 'deaf'

Postby OneManClan » Fri Mar 22, 2013 6:54 am

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Re: Help: Making a player 'deaf'

Postby ratbert » Fri Mar 22, 2013 4:02 pm

OMC keep things simple

1) Keep mod based on using the same fortress folder structure setup. Making players download ton new things from a different setup is going to annoy people.

2) Make your new sounds and/or models unique names so they do not conflict with existing customtf mod (or other tf mods for that matter) that it currently uses.
Your only adding a few new things to your customtf agr mod anyhow. Having to download whole pak or pk3 files for simple mod changes in this current age is
Dumb (just my two cents). Maybe a good idea back in 1996 when things were way different. As you know with my coop mod many custom things I added I usually
added "rat" to start of the model or sound to give a unique name.

3) Is your player base using only modern quakeworld clients using FTE or EZQUAKE?

4) With these various changes you are trying implement will they make your player base happy or annoyed?
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Re: Help: Making a player 'deaf'

Postby Baker » Fri Mar 22, 2013 9:40 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: Help: Making a player 'deaf'

Postby leileilol » Fri Mar 22, 2013 10:56 pm

He wants hyperventilation sounds. Alias abuse won't help that.
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Re: Help: Making a player 'deaf'

Postby Spike » Fri Mar 22, 2013 11:04 pm

regarding the volume cvar (or rather any cvar in general), if the server changes the setting to its non-default setting, fte clients will restore the original value automatically when the map changes/player disconnects/server restores the setting to its default.
ezquake will not. which means ezquake users will likely get annoyed if they disconnect while the effect is in force. If its a short-term effect, you can probably get away with it. if it stays like that for the rest of the game then you probably cannot. on the plus side, quakeworld clients tend to not save configs by default, so it should be restorable by just quitting and starting it up again.

I have to ask though, is the aim to make the player unable to hear anything (including the someone-just-said-something-beep), or will you want to still be able to hear a select sounds (alternatives, announcements, etc)?

hacks are evil nasty things, but they're often the simplest/fastest/best/only way to do things. just make sure you understand and accept the consequences.
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