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InsideQC Forums • View topic - Custom ambient sounds using cvars

Custom ambient sounds using cvars

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Custom ambient sounds using cvars

Postby frag.machine » Sun Jan 08, 2012 3:34 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Custom ambient sounds using cvars

Postby Baker » Sun Jan 08, 2012 4:29 am

fragmachine ++

In the middle of July, I was investigating what sounds and models were hardcoded into the engine (like "dland.wav" ... the fiend sound).

The environmental effects hardcoded into the engine. [So are the basic particle effects like bolt.mdl and so forth].
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Re: Custom ambient sounds using cvars

Postby frag.machine » Sun Jan 08, 2012 3:03 pm

Yeah, hardcoded stuff like menu sounds and models are a nuisance to mappers/modders and worth a bit of effort from engine coders to become easier to work. Besides the environment sounds I am working on "cvarizing" the remaining stuff (land and water splash sounds, which models should be drawn fullbright and models used by the beam-like entities such bolts and grappling hook). Once I am sure everything works and no bugs were inserted I'll put another tut.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Custom ambient sounds using cvars

Postby revelator » Sun Jan 08, 2012 7:51 pm

could maybe be interresting to implement the sound shader system from doom3 ? :)
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Re: Custom ambient sounds using cvars

Postby hogsy » Fri Jan 13, 2012 2:44 pm

That's certainly not a bad idea though I think using cvars is a tad bit cleaner way of doing it, especially considering that if you were to switch over to some script based system you would obviously need to provide them along with the client, and when it's simply just an engine modification it makes things seem a bit messy to me.
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