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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Tue Mar 24, 2009 5:30 pm Post subject: |

OneManClan wrote:
Every night, before I sleep, I close my eyes and fantasize about throwing one.

Now that's bordering on the creepy :p
Do you have a link to the source code for he mod used on the server?
_________________
Apathy Now!

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OneManClan Joined: 28 Feb 2009 Posts: 62 |

Posted: Wed Mar 25, 2009 8:36 am Post subject: |

MauveBib wrote:

OneManClan wrote:
Every night, before I sleep, I close my eyes and fantasize about throwing one.

Now that's bordering on the creepy :p

MauveBib wrote:
Do you have a link to the source code for he mod used on the server?

!!
Yes, it's here:
http://users.tpg.com.au/andreasx/agr/ClassicProzac_6-12-08.zip
[EDIT: 'sbitems.qc' seems to be the place for special grenades, but it's up to you if you want to put it there, or somewhere else. Also, since this is CustomTF, and the gren will purchased from a menu, I can take care of that (cutfmenu.qc) , though I'm still not sure how much it should cost; probably around $1000, and also I'm not sure how to limit their use so the map doesn't become one big mess; maybe limit it to 1 active gren at a time on the map, OR players can only carry 1 (in that case they can cost $800), and you get 2 with ammo bandolier.]
OneManClan

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OneManClan Joined: 28 Feb 2009 Posts: 62 |

Posted: Mon Mar 30, 2009 7:05 am Post subject: |

OneManClan wrote:

MauveBib wrote:

OneManClan wrote:
Every night, before I sleep, I close my eyes and fantasize about throwing one.

Now that's bordering on the creepy :p

MauveBib wrote:
Do you have a link to the source code for he mod used on the server?

!!
Yes, it's here:
http://users.tpg.com.au/andreasx/agr/ClassicProzac_6-12-08.zip
[EDIT: 'sbitems.qc' seems to be the place for special grenades, but it's up to you if you want to put it there, or somewhere else. Also, since this is CustomTF, and the gren will purchased from a menu, I can take care of that (cutfmenu.qc) , though I'm still not sure how much it should cost; probably around $1000, and also I'm not sure how to limit their use so the map doesn't become one big mess; maybe limit it to 1 active gren at a time on the map, OR players can only carry 1 (in that case they can cost $800), and you get 2 with ammo bandolier.]
OneManClan

Hey MauveBib,
Just so you know, I do have access to programmers who know the CustomTF code inside-out, so if it's easier for you, I can just get them to do the 'installing the gren into the mod' part.
thanks,
OneManClan
ps. Can't wait!

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Fri Apr 24, 2009 2:24 pm Post subject: |

Apologies for the delay, but I'm sure you understand I have higher priorities. Here's a link to the code and a sample quake (not QW) mod where the smoke grenade replaces the grenade launcher. http://elf.planetquake.gamespy.com/smoke.zip _________________
Apathy Now!

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OneManClan Joined: 28 Feb 2009 Posts: 62 |

Posted: Sat Apr 25, 2009 7:32 pm Post subject: |

MauveBib wrote:
Apologies for the delay, but I'm sure you understand I have higher priorities. Here's a link to the code and a sample quake (not QW) mod where the smoke grenade replaces the grenade launcher. http://elf.planetquake.gamespy.com/smoke.zip

THANK YOU!!!!
It's being installed into the AGR Custom TF menu system as we speak!
It will probably make its world debut at the Weekly AGR Session on Sunday May 3rd (next week!!!). I'll be wearing my tux. MauveBib - u ARE gonna be there, right?!?!
Can't wait.
OneManClan
Last edited by OneManClan on Sat Apr 25, 2009 7:52 pm; edited 1 time in total

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Sat Apr 25, 2009 7:40 pm Post subject: |

I'll certainly make an attempt to be there, but I'll certainly drag the average player quality down _________________ Apathy Now!

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OneManClan Joined: 28 Feb 2009 Posts: 62 |

Posted: Sat May 16, 2009 4:38 am Post subject: |

UPDATE ON THE SMOKESCREEN GRENADE: It's been installed, and is ready to go! But, now I'm getting greedy...! I want a 'hiss' sound to emanate from the gren. I made the wav, and got it to work, as follows:

Code:
void() SmokeGrenadeExplode = { // sound sound (self, #CHAN_WEAPON, "weapons/sss3.wav", 0.5, #ATTN_NORM); // hiss self.attack_finished = time + SMOKE_SPRAYTIME;
self.think = GrenadeSmoke;
self.nextthink = time + 0.2;
};

This makes a nice 'hiss' sound, and it gets quieter as you move away from the gren. Nice. It currently loops forever; so ...
How do I make it stop?!
All I can think of is to play a 'silence' wav on the same channel. But where? I tried different spots:

Code:
if (total_smoke > SMOKE_MAXIMUM) { sound (self, #CHAN_WEAPON, "ambience/silence.wav", 0.5, #ATTN_NORM); return; }

.. but no go. I think the above section only 'returns' temporarily if the current sprites in the world are over the 'max allowed'. Does it need to go into a separate function? I can delay the playing of the silence the same number of seconds the gren is set to last (SMOKE_SPRAYTIME), but where do I call this function? I tried to put it in the main function (SmokeGrenadeExplode ), but I get the impression that there can only be ONE self.nextthink per function.
OneManClan
Last edited by OneManClan on Sat May 16, 2009 10:12 am; edited 2 times in total

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Sat May 16, 2009 5:02 am Post subject: |

Sounds like the problem is with your wav file. Sounds like your file is set to loop. Take a look at the properties of the file in a sound editor. sound() should only play the sound once, not forever. _________________ Apathy Now!

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OneManClan Joined: 28 Feb 2009 Posts: 62 |

Posted: Sat May 16, 2009 5:39 am Post subject: |

MauveBib wrote:
Sounds like the problem is with your wav file. Sounds like your file is set to loop. Take a look at the properties of the file in a sound editor. sound() should only play the sound once, not forever.

I made the 'sssss' sound loop on purpose, to minimise the size of the .wav - I thought this was standard procedure with long/ambient /loopable sounds. I'd like it to last as long as the smoke is being created and that means over 10 seconds.
What should I do?
OneManClan

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Sat May 16, 2009 4:52 pm Post subject: |

The engine will always play a looped sound forever. You may want to take a look in the doors/plats code to see how they deal with the start/loop/end sounds and do the same for your smoke grenade. _________________ frag.machine - Q2K4 Project http://fragmachine.quakedev.com/

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Sat May 16, 2009 5:37 pm Post subject: |

Just make the sound 10 seconds or however long, it's by far the simplest and easiest option. It's a matter of saving a few kilobytes, and a non-looped sound is actually easier on the netcode (albeit marginally), as you don't have to send a message to stop the sound.
_________________
Apathy Now!

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OneManClan Joined: 28 Feb 2009 Posts: 62 |

Posted: Sun May 17, 2009 10:18 am Post subject: |

[EDIT: Prob solved! Apparently having the loop setting in the Cubase arrange window 'on' affects files rendered. I turned it off, and outputted the .wav again. No loop! Still it would be nice to know how to do this to an existing audio file.]

MauveBib wrote:
Just make the sound 10 seconds or however long, it's by far the simplest and easiest option. It's a matter of saving a few kilobytes, and a non-looped sound is actually easier on the netcode (albeit marginally), as you don't have to send a message to stop the sound.

Ok, I made a new 11 second .wav (16 bit, 22Khz), and installed (again) with:

Code:
sound (self, #CHAN_WEAPON, "weapons/ssss22.wav", 1.0, #ATTN_NORM); // hiss

but it loops!??
I didn't set a loop, and I have no idea how to remove it. I used the information here to loop the earlier version, but how do I REMOVE a loop?
OneManClan
ps. I have soundforge, cooledit, Cubase, AND Wavelab, and I cant find any info anywhere on removing a loop.

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Lardarse Joined: 05 Nov 2005 Posts: 243 Location: Bristol, UK |

Posted: Sun May 17, 2009 5:00 pm Post subject: |

You might have to hexedit the file to remove the loop points.

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OneManClan Joined: 28 Feb 2009 Posts: 62 |

Posted: Wed Jun 03, 2009 2:24 pm Post subject: |

Hey guys, The Smokescreen Grenade has been installed, and I'd like to invite all those who are interested to it's World Debut, at this Sunday's Weekly AGR Session. Below is the 'press release' which was sent to those on the AGR Mailing List. MauveBib, you ARE gonna be there, right?
OneManClan
================================
Men and women of CustomTF,
This Sunday, the 7th of June 2009, will be a very special day in the history of CustomTF. Most regular AGR players have already seen the steady trickle of changes over the last few months, as my dream coding requests have come true, many subtle tweaks, a few fairly major changes; but after this week, anyone who hasn't played for a while will be in for a BIG shock.
For this Sundays Weekly AGR Session will be the debut of a brand new weapon in the world of CustomTF. And this WILL change gameplay (more on this issue below). Until it is revealed on Sunday, I will continue to refer to it by its codename 'Project Shield'.
What is 'Project Shield'? C'mon, I just told you it's a secret! Ok, ok, if you insist, I will give away three things:

1. It is a grenade.
2. It will cost $1400.
3. It does no damage whatsoever. To anything.

"Wtf? An expensive grenade that does no damage?? Have you lost it OMC? What's the point of that??"
Come along this Sunday, 22:00 GMT, tastyspleen.net:26666, and you'll see!!
This is also the last of the current coding changes to AGR Custom TF. Progress has stalled on SkinBlind, and whether it ever sees the light of day is up to the Gurus. Sadly, for all the changes I've made, SkinBlind requires a level of programming ability which I simply don't have.
So, this Sunday will be like the official debut of 'AGR2'. For this special occasion, there will be no warm up map. The Classic 2fort5r will be the first map ever played with the new weapon. Contrary to AGR policy, this weapon WILL change gameplay, so it will NOT be available for all games, and it might even be disabled for entire sessions, depending on the scheduled maps, and how it works out in practice. This is NEW people, and no-one knows for sure what will happen, at this weeks:
What: Weekly AGR Session
Where: tastyspleen.net:26666
When: Sunday 22:00 GMT. Convert this to your timezone here:
Who: Anyone who wants to throw a ********** grenade!!!
Why: Because it will be a TF game unlike any other you have ever played!
Map Schedule:
1. 2fort5r (60 minutes*)
2. rock2 (60 minutes*)
3. To Be Announced (60 minutes*)
4. To Be Announced (50 minutes*)
* times may vary depending on player numbers, vibe, and quality of teamplay.
AGR VENTRILLO SERVER: 78.129.193.9, port 4298, AGR (Red+Blue) channels.
---------------
Btw, there may be guests from outside the CustomTF world coming to see 'Shield' in action, so please be nice
...and see you all Sunday!!
(I can't f**king wait! )
OneManClan
ps newbies please make sure you read the AGR Session FAQ

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Fri Dec 18, 2009 12:02 am Post subject: |

MauveBib wrote:
Apologies for the delay, but I'm sure you understand I have higher priorities. Here's a link to the code and a sample quake (not QW) mod where the smoke grenade replaces the grenade launcher. http://elf.planetquake.gamespy.com/smoke.zip

Does anyone have a mirror of this because would like to check it out. It seems awesome.
_________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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