RenikDelan Posted July 12, 2003 Share Posted July 12, 2003 Well, I'm sure thats what John Williams would say. My question is, can I have different duel music, depending on what room i am on the same map? Like if a fight breaks out in the bar, Cantina Band would start crankin, but if I was chillin with Darth Maul's in his crib, "Duel Of The Fates" would start playin? So how would I do it?? -=IJ=- Renik Link to comment Share on other sites More sharing options...
rgoer Posted July 12, 2003 Share Posted July 12, 2003 I was looking into this, but there is only one music/mp/duel.mp3 so I think that multiple duel songs in one level would be impossible. You could include a new music/mp/duel.mp3 in your .pk3 of your level, but I think that it would cause all maps to use your custom duel music... not sure. Link to comment Share on other sites More sharing options...
RenikDelan Posted July 12, 2003 Author Share Posted July 12, 2003 yeah... well, i was just wondering if there was a key that you could call upon /music/mp/duel-renik.mp3 in room one and /music/mp/duel-renik.mp3 in room two. -=IJ=- Renik Link to comment Share on other sites More sharing options...
rgoer Posted July 12, 2003 Share Posted July 12, 2003 Well, you could have speaker objects playing whatever music you wanted in those two rooms, but as soon as two guys got into a private duel by hitting engage_duel at each other, JK2 is going to start playing music/mp/duel.mp3 as well--which will sound really awful with the speaker objects still playing... Link to comment Share on other sites More sharing options...
RenikDelan Posted July 12, 2003 Author Share Posted July 12, 2003 You can have the speaker objects turn off once you enter a duel though, right? -=IJ=- Renik Link to comment Share on other sites More sharing options...
lauser Posted July 13, 2003 Share Posted July 13, 2003 I think that maybe this is the answer you need. Make a music folder for your PK3. Then put a mp folder inside that one and put you music file inside mp folder. This should work to change the duel music. EDIT...hmmm I've looked eveywhere and I can't find the file that exec's the ACTUAL duel sound...LOL Link to comment Share on other sites More sharing options...
rgoer Posted July 13, 2003 Share Posted July 13, 2003 Just putting your own music/mp/duel.mp3 directory structure within your .pk3 won't work the way you think. It will change the duel music for ALL maps. At least, I think it will. Link to comment Share on other sites More sharing options...
rgoer Posted July 13, 2003 Share Posted July 13, 2003 The command engage_duel is hard coded by the .qvm file (the actual game code where all commands are stored) to call the file music/mp/duel.mp3--you'd need to write a new MOD and compile a new .qvm if you wanted to change how engage_duel works. Link to comment Share on other sites More sharing options...
lauser Posted July 13, 2003 Share Posted July 13, 2003 Yes I agree rgoer. I'm not about to start opening qvm files but, I have emailed the authors of a couple of MODS. Hopefully they have something worth while to say. Link to comment Share on other sites More sharing options...
lauser Posted July 15, 2003 Share Posted July 15, 2003 Hey I found the answer man!! Someone has gone ahead and made a MOD!! Coolness!! http://www.pcgamemods.com/file.php?id=c4de8ced6214345614d33fb0b16a8acd Link to comment Share on other sites More sharing options...
rgoer Posted July 15, 2003 Share Posted July 15, 2003 Um, Ging, I still don't think that works the way he wants it to. From the pcgamemods description: This small mod changes some of your sound files as well as your MP duel music.Yeah, I'm pretty sure that, by "changes ... your MP duel music," they mean: "changes the MP duel music for the entire game, not just one map." I think that RenikDelan was looking for a way to have duel music that was specific to only his map, and I still think that is impossible. Here's how quake loads itself up: 1. Look for a particular asset (resource file) in the default .pk3 hard-coded into the loaded .qvm file--in the case of JK2, these are assets0.pk3, assets1.pk3, et cetera. 2. Look for a particular asset in any other .pk3 files that reside in the baseq3 folder (in JK2, it is just "base"). I'm not sure, but I feel pretty confident that these "secondary" .pk3 files get read alphabetically, and each identical "asset" it comes accross in sequence overrides any previous "twins" quake may have found. That is, is you have one music/mp/duel.mp3 in aardvark.pk3, and a different music/mp/duel.mp3 in zebra.pk3, the duel.mp3 from zebra.pk3 is the one you will hear in the game. Not completely sure about this, though, just my hypothesis. 3. If all .pk3 files are a wash, look for a particular asset in the uncompressed directory structure beneath baseq3. Pure servers skip this step, and if an asset hasn't been located before this time, quake gives up on finding it and substitutes whatever error-result is defined in the .qvm file. Since the .qvm file tells quake that the "engage_duel" command loads the "music/mp/duel.mp3" file, and not some other "music/mapname/duel.mp3" file, I think you are S.O.L. as far as "my map only" duel music. Link to comment Share on other sites More sharing options...
lauser Posted July 15, 2003 Share Posted July 15, 2003 If thats the case why would he ake a MOD instead of just changing the music file to suit his own needs? I will test it to make sure. A little premature.......heheheheeee I'll email him also to see what his intentions were. Link to comment Share on other sites More sharing options...
RenikDelan Posted July 21, 2003 Author Share Posted July 21, 2003 My intentions were to have different duel music for different rooms on the same map. -=IJ=- RenikDelan Link to comment Share on other sites More sharing options...
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