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Wait..you can get footstep sounds in Darkplaces?

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  • Tool of Isis
    started a topic Wait..you can get footstep sounds in Darkplaces?

    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.

  • seanstar
    replied
    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.

    Leave a comment:


  • Seven
    replied
    @ 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,
    Seven
    Last edited by Seven; 08-28-2010, 07:20 AM.

    Leave a comment:


  • Seven
    replied
    @ 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.

    Leave a comment:


  • Baker
    replied
    Originally posted by Seven View Post
    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....
    It is a really great set. Spirit found it and posted it @ Func.

    Spirit deserves the credit for the find.

    Leave a comment:


  • Seven
    replied
    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....

    Leave a comment:


  • R00k
    replied
    OH Baker comes to the rescue again!!

    Leave a comment:


  • Baker
    replied
    There are GPL footstep sounds:

    http://tenshihan.nexuizninjaz.com/FO...0Soundbank.zip

    Leave a comment:


  • R00k
    replied
    I would think that DME used havoc's code, since LH has a PhD in Quake

    Leave a comment:


  • seanstar
    replied
    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.

    Leave a comment:


  • lxndr
    replied
    I have no idea how CSQC works, I guess it's time to me to look into DP/FTE code.

    Leave a comment:


  • R00k
    replied
    Originally posted by lxndr View Post
    Ideally, the engine should provide the default functionalities,
    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.

    Leave a comment:


  • lxndr
    replied
    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.

    Leave a comment:


  • R00k
    replied
    ...

    I'll just rip the code out so there's no issue. Besides a quakeC solution, a better way would be CSQC.
    Last edited by R00k; 08-23-2010, 01:28 PM.

    Leave a comment:


  • golden_boy
    replied
    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.

    Leave a comment:

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