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Wait..you can get footstep sounds in Darkplaces?
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Wait..you can get footstep sounds in Darkplaces?
I was watching a video of someone playing SOA using darkplaces and they had footstep sounds. It sounded like either Quake II or 3's footsteps. Can someone tell me how to get that to work? I can't find anything about it really.Tags: None
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i was looking for a footstep mod about 3 months ago but all i could find was dme11, this mod is cool but it has some problems so i didnt play it...no footsteps
then last night i came on to see that youve done it again baby...yeah!
i also love the nail position...i do have a problem with my lightning bolt postition being a little left, maybe you could help me change it to a little on the right side to match my right hand models.
thanks Seven.
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@ Tool of Isis
to come back to your initial question:
If you dont want to use dpmod to get your footstep sounds,
and coding is too difficult for you:
I recommend my mod:
(because it works again as it should with Darkplaces beta 20100824 or newer)
Find this build here, you must scroll down a while: Index of /twilight/darkplaces/files
It combines:
1.) dpmod fire-sprite
2.) footsteps (with different sound depending on texture you are walking on. Try the bridge in start map)
3.) nailgun nail position correction
before:
, after: 
Here you go
As usual, the source files are included (if you want to further develop it)
as well as a readme.txt.
Special thanks to Sajt and Lord Havoc.
Hav fun,
SevenLast edited by Seven; 08-28-2010, 07:20 AM.
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@ Spirit
Thank you for sharing your find !
@ all
I just saw, that Lord Havoc made a new beta build of DarkPlaces: version 20100824.
With this build, my "old" footsteps mod work again (I wrote about it on page 2).
With beta build before (from 20100528 ) it didnt work.
He must have read about it at quakeone.com
Thank you Lord Havoc for repairing this.
Seven
PS: Another new feature in this autobuild is that the explosion effect
from dynamite-boxes are now accoring to TE_EXPLOSION values.
jakub1 found out that it wasnt before.Last edited by Seven; 08-28-2010, 07:19 AM.
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It is a really great set. Spirit found it and posted it @ Func.Originally posted by Seven View PostStunning sounds for almost every opportunity Baker.
Thank you very much for this link !
Specially the monsters growl2.wav is a HAMMER !
If you have a good speaker set.
I accidently had it adjusted loud and played this growl2 sound first.
I almost fell of my chair....
Spirit deserves the credit for the find.
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Stunning sounds for almost every opportunity Baker.
Thank you very much for this link !
Specially the monsters growl2.wav is a HAMMER !
If you have a good speaker set.
I accidently had it adjusted loud and played this growl2 sound first.
I almost fell of my chair....
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DeathMatch Essentials v1.1 has footsteps for single player quake...i use doom3 player step wavs for it though becuase the mod sounds werent loud enough for me.
i like the mod but it has these sprite particles that look bad...if you run sprites it should look great.
i had to look around to find the zip file for this mod...i think havoc used some of this mods code for dpmod.
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I have no idea how CSQC works, I guess it's time to me to look into DP/FTE code.
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Ya, client-side quakeC code can be provided by the mod author for use with their mod. It can even use DarkSnow's footstep code, with a few changes for implementation, and using DarkPlaces features for texture lookup. In return, any engine that supports the functionality of CSQC can also use that code to facilitate footsteps for any other mod. DarkPlaces just so happens to also support CSQC. The original post of this thread was for footsteps in DP, not engine_xyz, or my_quakeC_mod.Originally posted by lxndr View PostIdeally, the engine should provide the default functionalities,
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Ideally, the engine should provide the default functionalities, which in turn could be override/improved by mods.
But considering the number of mods and engines, there's a crucial need for a common protocol, often called standards. As there's none actually, we could define it just right here.
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Players who like it will routinely set them to on, hence not even noticing when mods provide their own :-(
ah well, another reason to have your own engine.
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