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OneManClan Joined: 28 Feb 2009 Posts: 62 |

Posted: Thu Mar 18, 2010 6:30 pm Post subject: |

Thanks guys, for your brilliant suggestions. I was originally envisioning adding some DSP functions to the server software, and I'm so newb, I forgot that the *client* makes the sounds , and all the server does is tell the client which .wav's to play ( and when). Any DSP would have to be run on the client.... right? So unless the client can respond to a 'play this .wav with reverb' instruction from the server, this can't be done...or can it...?
In any case, I've had a go at an underwater effect using processed wavs, and it works! If you're curious - check out tastyspleen.net:26666. It works with axes, shotguns and rockets. Try it - jump in the water and fire your shotgun. For some reason though grenades don't work..? I forgot how TINY the sound files are!!! So the extra sounds can be downloaded in seconds, though for those who haven't been to my server there might be quite a few other files u need to dl.
Anyway, I really think this 'method' will do nicely for now, hopefully someone can explain why the alternative sound for grenades doesn't work.
ALSO: you know the sound a rocket projectile makes, when it hits a surface? I can't find where that wav is , possibly this is not in the quake C..?
OneManClan
ps Whilst people have offered to make maps specifically for the O vs D format of the game, AGR (as currently played at the Weekly AGR Sessions) is currently played almost exclusively on old skool maps - 2fort5r, rock2, etc.

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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Fri Mar 19, 2010 8:57 am Post subject: |

OneManClan wrote:
Thanks guys, for your brilliant suggestions. I was originally envisioning adding some DSP functions to the server software, and I'm so newb, I forgot that the *client* makes the sounds , and all the server does is tell the client which .wav's to play ( and when). Any DSP would have to be run on the client.... right? So unless the client can respond to a 'play this .wav with reverb' instruction from the server, this can't be done...or can it...?

The most easy and trivial task for any quake engine programmer would be to create a ampliation of the protocol to do that, tell the client to play a wav with a extra parameter.
But since this will break compatibility with everything, and must be supported by the clients, has been a big no-no in the community.
You could try to get the guys that are designing the new version of the protocol to support or "reserve" a sound message with parameters. So future clients and servers would have the support on the protocol..

Quote:
In any case, I've had a go at an underwater effect using processed wavs, and it works! If you're curious - check out tastyspleen.net:26666. It works with axes, shotguns and rockets. Try it - jump in the water and fire your shotgun. For some reason though grenades don't work..? .

Since you are using the autodownload system of quakeworld, It could be a artifact of such system... maybe you already have a file with that name, or something, so is not downloaded.

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