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Multiplayer footstep sound dilemma


inbredyokel

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Does anyone know of a way to edit or remove the footstep sound so it is only different for your multiplayer model, and doesn't alter the sounds of any of the other players in a MP game? Madjai on the modeling forum is making Maw, and from what he can tell there isn't any way to implement a hovering noise or eliminate the footstep noise without changing it for every model in the game, a major turnoff for anyone downloading the model. If there is any way around this your help would be much appreciated, and I'm guessing he would glady give you credit.

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from what he can tell there isn't any way to implement a hovering noise or eliminate the footstep noise without changing it for every model in the game

 

That's true, replace for one, replace for all, maybe you should look at how for example the little r2 droids are handled in terms of footstep sounds.

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The droids aren't player models and they're in single player, which is a totally different situation. Madjai said he tried playing with the file that points to the different shared sounds, and it didn't have any effect. There's gotta be a solution to this, if someone can resize Yoda in multiplayer then anything is possible.

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The droids aren't player models and they're in single player, which is a totally different situation.

 

Actually it's not, the dir structure and sound config are exactly the same for MP as wel as SP and some droids are player models, think of the remote controllable droids.

 

He should try editing the animsounds.cfg:

 

//walk1

BOTH_WALK1 6 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_WALK1 20 sound/player/footsteps/boot%d.wav 1 4 0

//walk1

BOTH_WALK2 5 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_WALK2 18 sound/player/footsteps/boot%d.wav 1 4 0

//fastwalk (run)

BOTH_RUN1 8 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_RUN1 20 sound/player/footsteps/boot%d.wav 1 4 0

//fastwalk (run)

BOTH_RUN2 8 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_RUN2 20 sound/player/footsteps/boot%d.wav 1 4 0

//

BOTH_RUNBACK1 3 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_RUNBACK1 8 sound/player/footsteps/boot%d.wav 1 4 0

//

BOTH_WALKBACK1 3 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_WALKBACK1 10 sound/player/footsteps/boot%d.wav 1 4 0

//

BOTH_RUNBACK2 3 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_RUNBACK2 8 sound/player/footsteps/boot%d.wav 1 4 0

//

BOTH_WALKBACK2 3 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_WALKBACK2 10 sound/player/footsteps/boot%d.wav 1 4 0

//

BOTH_WALL_RUN_LEFT 5 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_WALL_RUN_LEFT 9 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_WALL_RUN_LEFT 13 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_WALL_RUN_LEFT 17 sound/player/footsteps/boot%d.wav 1 4 0

//

BOTH_WALL_RUN_RIGHT 5 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_WALL_RUN_RIGHT 9 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_WALL_RUN_RIGHT 13 sound/player/footsteps/boot%d.wav 1 4 0

BOTH_WALL_RUN_RIGHT 17 sound/player/footsteps/boot%d.wav 1 4 0

 

 

let it point 2 sound/player/footstepds/yoursound%d.wav

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Yep, it doesnt work cuz the boot filenames are registered in the clientcode itself as u can see in the following codedump:

 

 

Com_sprintf (name, sizeof(name), "sound/player/footsteps/boot%i.wav", i+1);

cgs.media.footsteps[FOOTSTEP_NORMAL] = trap_S_RegisterSound (name);

 

Com_sprintf (name, sizeof(name), "sound/player/footsteps/splash%i.wav", i+1);

cgs.media.footsteps[FOOTSTEP_SPLASH] = trap_S_RegisterSound (name);

 

Com_sprintf (name, sizeof(name), "sound/player/footsteps/clank%i.wav", i+1);

cgs.media.footsteps[FOOTSTEP_METAL] = trap_S_RegisterSound (name);

 

U could replace the 3 step*.* sound files in the footstep dir with your sounds, for primary walking jk2 uses the boot sounds, the step files as far as i can see are only registered.

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