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Go Back Home > Forums > Quake Talk > Other Games > HEXEN II community work and discussion Search Forums

View Poll Results: What Engine is better to play Hexen II ?
Hammer of Thyrion 2 11.11%
FTEqw 5 27.78%
JSHexen2 8 44.44%
UQE 3 16.67%
Voters: 18. You may not vote on this poll

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Unread 04-08-2017, 06:08 AM   #1381 (permalink)
Drole
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Bloodshot, about ambient sound effects. Do you use some custom sound entity or did you just used vanilla sound effects? Also do you know how one can change the volume or distance of individual sounds?
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Unread 04-08-2017, 10:49 AM   #1382 (permalink)
Chthon
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Hello Mathuzzz,

Hexen gamecode follows very similar syntax like Quake gamecode.
You can use most features/mods which have been developed for Quake in Hexen2 as well with only minor adjustments. *hint*

You have a few different existing .hc compilers. Though, to be able to use most advanced features you should of course use fteqccgui.exe. It has a lot of options which also includes H2 adjustments.
When you are familiar with QuakeC you will feel home very quick with HexenC as well. Coding is almost identical.


Back to your question:
Just like in Quake you also have this sound function (look into .hc files to find lots examples):
Code:
void (entity e, float chan, string samp, float vol, float atten) sound
As you can see, float vol sets the volume. 0 ... 1

Different attentuations and distances can be used by these values:
float ATTN_NONE = 0;
float ATTN_NORM = 1;
float ATTN_IDLE = 2;
float ATTN_STATIC = 3;
float ATTN_LOOP = 4;
Different channels by these:
float CHAN_AUTO = 0;
float CHAN_WEAPON = 1;
float CHAN_VOICE = 2;
float CHAN_ITEM = 3;
float CHAN_BODY = 4;

Tip:
You can use either original Hexen2 source or any Quake source (incl. mods) to see hundreds of examples of how these things are beeing used.

It is not difficult. I am sure you will be able to do what you are aiming for.

Best wishes,
Seven
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Unread 04-20-2017, 01:07 PM   #1383 (permalink)
Skull Wizard
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@Mathuzzz, seven is correct, I had to edit gamecode. I actually added a "noise1" key to the existing ambient sound entity but if you want new sounds they need to be precached, so you have to edit code to precache them so you can use them in your levels.

Sorry it took so long to respond, a family member passed away and I haven't been doing much on my computer recently because of it

Otherwise though, I threw up a modDB page with more media today

Hexen II - Shadows of Chaos mod - Mod DB
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Unread 04-21-2017, 07:20 AM   #1384 (permalink)
Axe Man
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wow I completely forgot about hexen - first played it way back on the n64, great multiplayer!
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Unread 04-21-2017, 12:46 PM   #1385 (permalink)
Drole
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@Bloodshot Sorry to hear about that.
I already handled the sounds, though I would like to look into it in the future, still wondering whether it is possible to change music during the map, using global sounds.

Im looking forward to the demo version of your mod. I see you like to use hanged men/skeletons.
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