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"Every Duel Has Its Own Tune...."


RenikDelan

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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? :D

 

So how would I do it??

-=IJ=- Renik

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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.

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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...

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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

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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.

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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.

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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.

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