View Full Version : Zound 51
Frogger
03-07-2005, 05:53 PM
Name: Zound
Version: 51
Compatibility: UT2004 3355+/-
Description: Zound will say triggered words from the players chat line
Comments: This version was done primarily to add fixes to small bugs from version 50 which was totally rewritten.
Noteable changes from 50:
New Features:
1.Repeat Delay
- number of seconds before a trigger can be repeated 0-600 (spam preventer) suggested by mdhutson
2.Hello/Byebye are now able to be triggered - suggested by Mini_Misty
3.PlayerEnter/Exit added - suggested by Mini_Misty
Fixes:
1.Character limit fixed
2.Random sounds fixed (note new syntax)
3.Hidden=True triggers also get ShowTrigger=False setting
Freebies:
1.Zoundconvert for 4x.ini to 51.ini
Credits: ProAsm, UT2Vote Team
Homepage: http://www.proasm.com
Download: http://www.proasm.com/files/Zound51.zip
ZoundConvert Available Separate also: http://www.proasm.com/files/ZoundConvert.zip
legacy-Riktar
03-07-2005, 10:49 PM
Gogo Mini_Misty!
And once again Zound gets an upgrade =)
Good job Frogger and co.
Frogger
03-08-2005, 02:12 AM
one thing i learned during the testing of 51 is the syntax for random sounds has been listed incorrectly in our tutorials from the beginning i'm afraid. This has been fixed in this release. For those that use random sounds, you will likely want to go into your uax files and rename your random sounds.
the old readme:
Now in the ini file you only put the word once as shown above.
But in your .UAX file you make 3 sounds and call them:
cool
cool1
cool2
Please note the first word has no number following it.
Should read:
cool
cool2
cool3
I had not used random sounds before so i had to build a package for testing the new settings this time around...got some weird results until ProAsm explained the issue..
toniglandyl
03-08-2005, 03:01 PM
the converter, what if we have v50 ?:confused:
ProAsm
03-08-2005, 05:46 PM
50 will convert to 51 automatically.
The only thing you need to do is if you had the extra character work around for Random sounds you need to just remove it before copying and pasting the ini file across.
The other option is to use the new ZoundConvert and convert your original Zound4x to Zound51 :)
Frogger
03-09-2005, 01:24 AM
if nothing else...the only new entries are the RepeatDelay= and then the new syntax for random sounds. You don't need to add Random=0 to entries that don't have random sounds. There is nothing else really to convert going from 50 to 51.
1.save as zound51.ini
2.rename two section headings
3.add RepeatDelay=0 (or n)
4.adjust random entries if you have them
4a.remove @ symbol
4b.add Random=n
legacy-mdhutson
03-09-2005, 02:04 AM
Ill check into it but it seems like Im not hearing the PlayerExit zound play when people leave my server.
And on that note, the player exit zound has always seemed odd. Its the exact opposite in function of the Enter. The person joining the server is the only one who hears the enter, but he is the only person who does not hear the exit.
I am liking the repeat delay though. :up:
Frogger
03-09-2005, 03:06 AM
Originally posted by mdhutson
And on that note, the player exit zound has always seemed odd. Its the exact opposite in function of the Enter. The person joining the server is the only one who hears the enter, but he is the only person who does not hear the exit.
i agree...it is kinda goofy....but it's tough to push a command to a client once they are no longer in the server...or maybe even not in game.....
legacy-[PHX]Big_Deal
03-10-2005, 04:22 PM
That sounds all fine, but if you want Download it, it opens Zound50 to download ;)
Pls fix your Link on your Page ProAsm :up:
Thx for your good work.
Frogger
03-10-2005, 05:18 PM
Originally posted by [PHX]Big_Deal
That sounds all fine, but if you want Download it, it opens Zound50 to download ;)
Pls fix your Link on your Page ProAsm :up:
Thx for your good work.
not sure where you mean...zip is version 51.. and link on page goes to zound5.htm..with info and links for 51....:confused:
ProAsm
03-10-2005, 05:25 PM
Pls fix your Link on your Page ProAsmOops - sorry about that - fixed :)
Thanks ;)
legacy-Mini_Misty
03-10-2005, 07:51 PM
good work :-)
- I already changed my Zoundfiles to fix the randomzound-numbers -
BUT:
As I posted before in the Zound50-thread, and has been pointed out above -
the "playerexit" ( thx ) trigger is not doing anything on player exit!
ProAsm
03-11-2005, 02:08 PM
As I posted before in the Zound50-thread, and has been pointed out above -
the "playerexit" ( thx ) trigger is not doing anything on player exit!Yes, I agree (in a way).
Originally Zound detected a playerexit in a notsoprofessional way which could cause lag on slower servers.
In one of the recent patches Epic gave mutators the ability of detecting when a player leaves, which Zound now uses, but obviously this detection is after the player has already left, hence you dont hear the sound :(
Frogger
03-11-2005, 03:24 PM
Originally posted by Mini_Misty
As I posted before in the Zound50-thread, and has been pointed out above -
the "playerexit" ( thx ) trigger is not doing anything on player exit!
this is working same as it always has on my server... please post your ini (at least player enter/exit lines)
be aware if you are the one disconnecting..you won't hear the sound..has always been this way. Other players connected will hear it though..
legacy-Mini_Misty
03-11-2005, 05:48 PM
it's ....
[Zound51.ZoundConfigs]
bZound=True
SoundDelay=4
LoginDelay=3
SoundsEach=0
DelaysEach=0
Dedicated=True
ShowTrigger=True
bAnnounce=True
bBuffSound=True
bBotsTalk=False
ZoundVolume=2.000000
NoSpecToPlayer=False
Say24HourTime=False
NewGameTrig=0
EndGameTrig=0
RepeatDelay=0
[Zound51.ZTriggers]
Zounds=(Soundname="startup",Triggername="playerenter",SoundFilename="Misty_z01b",Hidden=True,AdminOnly=False,Random=0)
Zounds=(Soundname="backtolive",Triggername="playerexit",SoundFilename="Misty_z04b",Hidden=True,AdminOnly=False,Random=0)
- did work in 4.6 - did not since 5.0 -
Frogger
03-11-2005, 06:04 PM
Zounds=(Soundname="hello",Triggername="PlayerEnter",SoundFilename="madsoundsIV",Hidden=True,AdminOnly=False)
Zounds=(Soundname="byebye",Triggername="PlayerExit",SoundFilename="madsoundsIV",Hidden=True,AdminOnly=False)
these work for me
only guesses i have are ensure trigger name is spelled correctly, uax sound works....check log for any 'cannot find' messages.. Can't see any other reason it wouldn't play that when another player leaves..
ProAsm
03-12-2005, 02:49 AM
Also check the case, in some cases PlayerExit and playerexit are 2 different things.
legacy-Riktar
03-12-2005, 04:08 AM
Pretty sure UScript is not case sensitive.
I recall that in all the tutorials they made that clear for Java programmers.
ProAsm
03-12-2005, 09:05 AM
UScript does not call folders, drives, filenames.
Its the C++ headers.
Also Linux is case sensitive most times.
legacy-[PHX]Big_Deal
03-12-2005, 04:15 PM
Here a example that you cant test.
If you use a binding to show your stat to your teammate like that:
Shift=Teamsay trailblazer:%W--lifespan:%H--armor:%S--pills:%A--position:%L
it must show something like that:
trailblazer:rocket-launcher--lifespan:199 health--armor: 50 shield--pills: 100 adrenaline--position: near the blue flag
This are 119 signs and will not show
But if you write Shift=Teamsay %W--%H--%S--%A--%L it will be show.
This worked with V49 and i hope you can help. :up:
legacy-Riktar
03-12-2005, 11:48 PM
Originally posted by ProAsm
UScript does not call folders, drives, filenames.
Its the C++ headers.
Also Linux is case sensitive most times.
Should have guessed with your name. =)
Frogger
03-13-2005, 02:38 AM
Originally posted by [PHX]Big_Deal
Here a example that you cant test.
If you use a binding to show your stat to your teammate like that:
Shift=Teamsay trailblazer:%W--lifespan:%H--armor:%S--pills:%A--position:%L
it must show something like that:
trailblazer:rocket-launcher--lifespan:199 health--armor: 50 shield--pills: 100 adrenaline--position: near the blue flag
This are 119 signs and will not show
But if you write Shift=Teamsay %W--%H--%S--%A--%L it will be show.
This worked with V49 and i hope you can help. :up:
i tested several times with characters across the screen and more...i can't say how many characters it is...I had no idea people used this many characters.. Can someone give a finite number we need to show? I don't know what UT2004's internal limit is, but I assume we should test to that....?
legacy-Mini_Misty
03-13-2005, 01:46 PM
hi
setting "playerenter" to "PlayerEnter" made the playerenter-sound not to be played at entering - but the "PlayerExit" did nothing, since the playerexit did likewise!
I think, it will not hurt, telling you: that my server ( and my clients ) are all running on OSX !
'don't know if that is part of the problem, but the playerexit(byebye) worked on 4.6 with no problem.
Frogger
03-13-2005, 05:14 PM
i just tested to 200 characters and it displays fine... what other muts are you running, [PHX]Big_Deal?
here is what i have on this server...
Ut2Vote44
WaitLimit.MutWaitLimit
PingCompensation2.MutPingCompensation
Kamikaze.MutKamikazeCombo
DemoRecord41.DemoRecord
TA100.MutTalkingIcon
UAdminModV095b.UAdminMod
zound51.zound
UT2k3Style.MutUT2k3Style
UTClassic.MutUseLightning
bN_RealUtils_v17rc8c.bN_RPMutator
legacy-[PHX]Big_Deal
03-14-2005, 01:21 PM
I run the following Mutators on our Server:
RSS Feeds (ServerExt V107)
Team Balancer (ServerExt V107)
Safe Game 101 Beta 6b
UT2Vote V4.9
UTExtra V1.2
UTAN Ban Manager V1.0
Zound V5.1
Ownage2
Serverversion is 3355
A friend have testet this bind on other Servers. This bind is working on Servers without Zound, if Zound is running the bind is no more working.
When you are dead and not respawnd and you start the bind it works, but only show this "trailblazer:%W--lifespan:%H--armor:%S--pills:%A--position:%L". This is normal, because you are dead and there is nothing to show. If you respawn it doesn´t show again.
I hope i could help
ProAsm
03-14-2005, 05:05 PM
Have you a bind we can test with DeathMatch ?
legacy-[PHX]Big_Deal
03-15-2005, 01:12 PM
Use this in a Teamplay:
Shift=Teamsay trailblazer:%W--lifespan:%H--armor:%S--pills:%A--position:%L
legacy-pierrem
03-17-2005, 03:19 PM
Thanks for the update guys, much appreciated and keep up the good work!
legacy-Mini_Misty
03-21-2005, 07:30 PM
as I found out today,
Zounds does not work with "Chat Filter" of ServerExt !
( just could make good use of a chat filter lately - so I did not notice before )
will it be possible to put the Zounds Mutator further up in the "say-line"
( might help with some other problems - stated earlier )
ProAsm
03-22-2005, 11:08 AM
Zounds does not work with "Chat Filter" of ServerExt !Yes this is correct.
There are 2 ways of using the BroadcastHandler, the old way and the new way.
As of patch 3339 Epic changed the way in which the BroadcastHandler works (new way), but most mods still use the old way including Zound and ServerExt uses the new way.
Zound47 used the new way with disasterous results, so we switched it back to the old way.
UT2Vote50 will also be switching back to the old way not like UT2Vote49 which currently uses the new way.
Why in the hell Epic changed this is anyone's guess but Zound and UT2Vote will continue using the old way.
What we may do in future releases is give the Admin the option of both ways, although the easiest is for ServerExt to revert to the old way as currently all mods using the BroadcastHandler will not be compatible with ServerExt, pity as I have had to dump it off my servers as well.
legacy-Mini_Misty
03-22-2005, 04:04 PM
thx ........... :cry:
... Zounds come first :up:
Frogger
03-22-2005, 04:08 PM
fyi..uadminmod's chat filter and logging works fine with zound5x
legacy-xxxxxx
03-25-2005, 01:07 PM
how can i turn off the zounds on client side?
legacy-eviL<3
03-25-2005, 02:42 PM
So what does this do excactly? :confused:
legacy-mdhutson
03-26-2005, 01:53 AM
Originally posted by xxxxxx
how can i turn off the zounds on client side?
on client side, open the console and type,
'mutate zound off'
Originally posted by eviL<3
So what does this do excactly?
this mutator makes the server play a sound clip when a certain word is typed into the chat line, then the client players all hear it being played
legacy-xxxxxx
03-26-2005, 09:00 AM
[QUOTE]Originally posted by mdhutson
[B]on client side, open the console and type,
'mutate zound off'ehe. thx. my life being very e z by this information:D
Frogger
03-26-2005, 02:45 PM
you can also disable permenantly...so you don't have to do each level..
CustomMessages=Disable Zound Forever: Add 'Zound=0' to [DefaultPlayer] in user.ini
legacy-mdhutson
03-26-2005, 03:09 PM
Help!
This has me stumped. I run Zound 5.1 just fine. Until a few days ago I notice the 'mutate zounds' command no longer lists what zounds I have available. They still play just fine but you cant get the list to show. Also it wont respond the commands like 'mutate zound off' or 'mutate zounds showtriggers' anymore either.
here is the top of my config
[Zound51.ZoundConfigs]
bZound=True
SoundDelay=12
LoginDelay=7
SoundsEach=15
DelaysEach=3
Dedicated=True
ShowTrigger=False
bAnnounce=True
bBuffSound=False
bBotsTalk=False
ZoundVolume=1.800000
NoSpecToPlayer=False
Say24HourTime=False
NewGameTrig=0
EndGameTrig=0
RepeatDelay=90
[Zound51.ZTriggers]
Zounds=(Soundname="PlayerEnter",Triggername="PlayerEnter",SoundFilename="ffzounds99.uax",Hidden=True,AdminOnly=False,Random=0)
Zounds=(Soundname="PlayerExit",Triggername="PlayerExit",SoundFilename="ffzounds99.uax",Hidden=True,AdminOnly=False,Random=0)
Zounds=(Soundname="newgame",Triggername="newgame",SoundFilename="",Hidden=True,AdminOnly=False)
Zounds=(Soundname="midgame",Triggername="midgame",SoundFilename="",Hidden=True,AdminOnly=False)
Zounds=(Soundname="endgame",Triggername="endgame",SoundFilename="",Hidden=True,AdminOnly=False)
Zounds=(Soundname="hello",Triggername="hello",SoundFilename="ffzounds99.uax",Hidden=True,AdminOnly=True)
Zounds=(Soundname="byebye",Triggername="byebye",SoundFilename="ffzounds99.uax",Hidden=True,AdminOnly=True)
I threw in the hello and bybye zound lines just to see if those were causing the trouble as I did include clips with the same name.
Anyone?
Frogger
03-26-2005, 04:42 PM
not likely cause...but i don't list .uax in the soundfile name..
Zounds=(Soundname="hello",Triggername="PlayerEnter",SoundFilename="madsoundsIV",Hidden=True,AdminOnly=False)
Zounds=(Soundname="byebye",Triggername="PlayerExit",SoundFilename="madsoundsIV",Hidden=True,AdminOnly=False)
Zounds=(Soundname="angry",Triggername="angry",SoundFilename="madsoundsIV",Hidden=False,AdminOnly=False)
legacy-mdhutson
03-27-2005, 03:34 PM
Okay I figured it out.
I run a series of mutators so I always need to check them all for things like this. Turns out, a kick idlers mutator I run was somehow responsible. Nothing to do with Zounds itself.
"Move along. Nothing to see here."
legacy-windybut
04-02-2005, 02:41 PM
I use Mini_Misty server for my invasion fix. I must say that I love the server too. So I thought Id have a go at using Zounds on my PC. Thats when the problems started. I extracted the files Misty_z01b.uax into my sounds dir and installed Zounds v51 from a zip file. I am trying to use the sounds in an instant game in UT2004. I setup my Zounds.ini as follows:-
[Zound51.ZoundConfigs]
bZound=True
SoundDelay=4
LoginDelay=3
SoundsEach=0
DelaysEach=0
Dedicated=True
ShowTrigger=True
bAnnounce=True
bBuffSound=True
bBotsTalk=False
ZoundVolume=2.000000
NoSpecToPlayer=False
Say24HourTime=False
NewGameTrig=0
EndGameTrig=0
RepeatDelay=0
[Zound51.ZTriggers]
Zounds=(Soundname="ahhh",Triggername="ahhh",SoundFilename="Misty_z01b",Hidden=True,AdminOnly=False,Random=0)
In my UT2004.INI i have entered the following lines too:-
ServerPackages=Zounds51
ServerPackages=Misty_Z01b.uax
I dont know what I am doing wrong but I cannot play the sound called AHHH at all. I have loaded Misty_z01b.uax in UED and it plays there without a hitch. So if anyone can help me I would appreciate it.
Windybut (Alias ISuc@This)
ProAsm
04-02-2005, 05:50 PM
Sometime the Serverpackages dont like the .uax extension, but you do need the extension in the [Zound51.ZTriggers] - SoundFilename="Misty_z01b.uax",
legacy-windybut
04-02-2005, 09:28 PM
ProAsm Thanks for your reply but I had another go at getting it to work and sure enough it was the .uax that needed removing. But I do appreciate you taking the time to try and help me out so thanks again.
WindyBut ( Alias ISuc@This )
legacy-Mini_Misty
04-03-2005, 06:01 PM
Hi, ProAsm !
As I have mentioned before, the "playerexit" sound is not triggered on my server!
... and as I just found out the "byebye" comes up with the following error :
Warning: Failed to load 'Sound Misty_Z01b.byebye2': Failed to find object 'Sound Misty_Z01b.byebye2'
- Is it possible, that the "byebye" Soundname has to be also "byebye"?
'cause the "bye" sound works fine and it is set as below-->
Zounds=(Soundname="BYE",Triggername="bye",SoundFilename="Misty_Z01b",Hidden=False,AdminOnly=False,Random=2)
Zounds=(Soundname="BYE",Triggername="byebye",SoundFilename="Misty_Z01b",Hidden=False,AdminOnly=False,Random=2)
---------------------------------------------------------------------------------
...and to "windybut":
the server is called "Misty's Playground" and "Miss Misty" is the admin.:cool:
Frogger
04-04-2005, 03:05 AM
it is looking for 'byebye2'. Do you have 2 sounds for byebye? It may be the random part that is giving the issue.
legacy-Mini_Misty
04-04-2005, 11:00 AM
the random part is not the problem !
please, read the post again :eek:
Frogger
04-04-2005, 04:22 PM
i thought i did understand your post..anyway.... for reference these are my enter/exit strings that work ok
Zounds=(Soundname="hello",Triggername="PlayerEnter",SoundFilename="madsoundsIV",Hidden=True,AdminOnly=False)
Zounds=(Soundname="byebye",Triggername="PlayerExit",SoundFilename="madsoundsIV",Hidden=True,AdminOnly=False)
legacy-Firebaall
05-08-2005, 11:48 PM
This is great fun! It works really well.
But...
The problem I'm having is with the conversion that UnrealEd 3.0 does in making the .uax sound package from my wav files.
I'm finding that it really reduces the volume of the file when it creates the .uax file. Is there any way to prevent the massive volume loss?
Is there a way to increase the Zounds default volume control past the "2.0" maximum setting?
Thanks! :)
Frogger
05-09-2005, 07:37 AM
Originally posted by Firebaall
I'm finding that it really reduces the volume of the file when it creates the .uax file. Is there any way to prevent the massive volume loss?
Is there a way to increase the Zounds default volume control past the "2.0" maximum setting?
Thanks! :)
i've never noticed this. What wav format are you using?
ProAsm
05-09-2005, 01:09 PM
Originally posted by Mini_Misty
Hi, ProAsm !
As I have mentioned before, the "playerexit" sound is not triggered on my server!
... and as I just found out the "byebye" comes up with the following error :
Warning: Failed to load 'Sound Misty_Z01b.byebye2': Failed to find object 'Sound Misty_Z01b.byebye2'
- Is it possible, that the "byebye" Soundname has to be also "byebye"?
'cause the "bye" sound works fine and it is set as below-->
Zounds=(Soundname="BYE",Triggername="bye",SoundFilename="Misty_Z01b",Hidden=False,AdminOnly=False,Random=2)
Zounds=(Soundname="BYE",Triggername="byebye",SoundFilename="Misty_Z01b",Hidden=False,AdminOnly=False,Random=2)
Sorry Mini_Misty, I have been away for a while.
Regarding your byebye2 trigger, you cannot randomize a fixed trigger and "byebye" is a fixed trigger, ie its built in :)
legacy-Firebaall
05-09-2005, 08:18 PM
Originally posted by Frogger
i've never noticed this. What wav format are you using?
Hey Frogger....
The wav format I'm using is Wav PCM. The original files have excellent volume, but when converted to the uax package, they end up being much lower in playback volume ( even in the preview plackback in UnrealEd 3.0 ).
Does the source wav need to be in a specific format? I know it doesn't like stereo wavs as a source. I'm using mono 8 bit @ 24K, during my test sound paks.
Frogger
05-10-2005, 02:36 AM
Originally posted by Firebaall
Does the source wav need to be in a specific format? I know it doesn't like stereo wavs as a source. I'm using mono 8 bit @ 24K, during my test sound paks.
i use 8 bit mono 12500, but shouldn't matter. I don't know what wav PCM is. Are these wavs from the web or some you made yourself?
legacy-Firebaall
05-10-2005, 04:52 AM
The wavs I have are ones that I captured and converted myself, using an audio program. The samples come from everything from voice capture to Mp3 files. It has several types of "wave" formats that it can convert to, and save as:
Wave PCM
Wave ADPCM
Wave A-LAW
Wave DSP
Wave GSM
Wave mu-LAW
Wave PCM is Wave Pulse Code Modulation.
The 8 bit @ 24k should not matter, like you said. The worse that would come of it, is a large .uax file.
I always thought Wave PCM was the standard. I'm no sound engineer, and I have no clue what the difference between each format is. But it is nice to know that I can convert ( downsample ) my original source material into whatever format. lol
Any Ideas?
legacy-mdhutson
05-10-2005, 02:02 PM
If you can help it try to always record/convert wav clips in the standard PCM format.
As for the volume drop, I have noticed this too. Usually it doesn't happen to me since I downgrade the quality and the volume ends up being higher than when I started.
But anyway, here's what you should do.
1) Open the Windows Menu and under Accessories > Entertainment, open Sound Recorder
2) Open the wav file
3) Click on the 'Effects' selection at the top of the window, and select "Increase Volume 25%"
4) repeat if you think necessary to compensate for the drop in volume.
5) Save the changes and convert them into your .uax package
Usually increasing once helps alot and maybe twice if its a quieter wav file to begin with (i.e. older CD's from the early 90's or any from the 80's or earlier)
legacy-UnrealBomb8912
05-10-2005, 09:51 PM
Hmmm... this doesn't seem to work with UT2vote... actually NOTHING WORKS WITH UT2VOTE ON!! CUZZ IT HATES ME!
legacy-Firebaall
05-10-2005, 09:54 PM
:up:
Good tip mdhutson!
This does seem to work well. Here's the oddity that I found:
In my wav edit program, whenever I tried to amplify the wav, I was getting some nasty clipping. Using the windows voice recorder, not so much a problem.
Weird...
I also found, my music waves needed the 2x ( 50% ) increase, while voice needed a whopping 4x ( 100% ) increase.
:weird:
Seems to be on track.
Thanks, everyone, that responded.
Frogger
05-11-2005, 04:00 AM
Originally posted by UnrealBomb8912
Hmmm... this doesn't seem to work with UT2vote... actually NOTHING WORKS WITH UT2VOTE ON!! CUZZ IT HATES ME!
rofl.. all of these mutators work flawlessly with UT2vote and many many more..
ServerMuts=WaitLimit.MutWaitLimit,UTExtra14B4.UTEx tra,Kamikaze.MutKamikazeCombo,
DemoRecord41.DemoRecord,UAdminModV095b.UAdminMod,z ound51.zound,UT2k3Style.MutUT2k3Style,
UTClassic.MutUseLightning,PingCompensation2.MutPin gCompensation,
bN_RealUtils_v17rc8c.bN_RPMutator
legacy-bushbomb
05-23-2005, 11:23 PM
Hey, just have a few questions....
1) Is there any kind of quick fix to allow serverext chatfilter to still filter text?
2) Any ETA as to when a version would be that works with the new/old handler by choice?
3) What exactly went wrong when you switched?
4) What version of ServerExt Chatfilter still used the old way? Maybe I could revert to that version?
Frogger
05-24-2005, 05:29 AM
Originally posted by bushbomb
Hey, just have a few questions....
1) Is there any kind of quick fix to allow serverext chatfilter to still filter text?
2) Any ETA as to when a version would be that works with the new/old handler by choice?
3) What exactly went wrong when you switched?
4) What version of ServerExt Chatfilter still used the old way? Maybe I could revert to that version?
1.you can try loading serverext before zound, it may work
2.not planned
3.zound never switched
4.no versions of Serverext chatfilter work with zound AFAIK
I use uadminmod for chat filter/logging with no issues. All other features of serverext should also work fine with zound. Ut2Votechat logging should also work.
legacy-bushbomb
05-24-2005, 05:10 PM
I used uadminmod95 a while and it was great, but it kept killing people in invasion trying to auto-balance the teams, even though all balance options were off. Before T-Bone disappeared, he said he's aware of the problem, and it would be fixed in version 100 (but he disappeared before it was done). Do you have any trouble with that?
Also, is it possible to enable/disable zounds while in-game if I have it already listed in the mutator list?
legacy-bushbomb
05-24-2005, 05:31 PM
Originally posted by ProAsm
Yes this is correct.
There are 2 ways of using the BroadcastHandler, the old way and the new way.
As of patch 3339 Epic changed the way in which the BroadcastHandler works (new way), but most mods still use the old way including Zound and ServerExt uses the new way.
Zound47 used the new way with disasterous results, so we switched it back to the old way.
UT2Vote50 will also be switching back to the old way not like UT2Vote49 which currently uses the new way.
Why in the hell Epic changed this is anyone's guess but Zound and UT2Vote will continue using the old way.
What we may do in future releases is give the Admin the option of both ways, although the easiest is for ServerExt to revert to the old way as currently all mods using the BroadcastHandler will not be compatible with ServerExt, pity as I have had to dump it off my servers as well.
I thought that meant 47 switeched to the new way and now you switched back to the old way.
legacy-bushbomb
05-24-2005, 09:39 PM
Hmmm, perhaps as a new feature ( and I don't think it would take 2 much effort at all ) what do you think about this......
Adding a phrases parameter to triggers. For instance, lets say I have a sound of some guy playing a banjo. I setup the trigger be "banjo". With hidden turned on, all that the other people witness is the banjo playing, no text. Well basically adding something to the zounds=(soundname=............ line like soundtext="Here's a little song for ya!". The in-game, when someone types "Banjo" others hear the banjo and see "Playername: Here's a little song for ya!" as if they had typed the line like normal.
I'd think that in your class where you stop the text if Hidden is true, you could simply say if hidden = true, then another if soundtext != "" then pass the soundtext string along the same way you pass along the non-hidden text.
I'm not sure how protective you are of your code, but if you would like any help I'd be more than willing to help out. I've mostly coded for RPG stuff for our server and to help Druid out, but I like a good challenge if you find it's not a simple addition.
If you don't like the idea at all, would there be any way I could get your permission to add the feature myself, just for a single server and never distributed? I noticed you striped the source code, and a lot of people are sensitive about their source code, so I understand if that's not an option.
Basically, we love your mod and we'd like to use it also as a chat filter, replacing lines of swearing with funny things. We do that currently w/ ServerExt, but we'd much rather have your sound mod working than the ServerExt chat filter. Maybe your mod could easily do both?
Frogger
05-25-2005, 08:14 AM
Originally posted by bushbomb
Also, is it possible to enable/disable zounds while in-game if I have it already listed in the mutator list?
mutate zound off/on will enable/disable on a level by level basis.
Originally posted by bushbomb
I thought that meant 47 switeched to the new way and now you switched back to the old way.
this is right..my mistake...we have not maintained the change is what I meant..
legacy-bushbomb
05-25-2005, 02:05 PM
An earlier post in this thread indicated that command would simply turn off zounds clientside. My indirect question is, Is there a command that I can turn on/off so ServerExt chatfilter will function, cause when zounds is off, chatfilter works. I was wondering if I could turn the mutator on/off in-game, not just the clientside sounds.
Frogger
05-26-2005, 05:30 AM
Originally posted by bushbomb
An earlier post in this thread indicated that command would simply turn off zounds clientside. My indirect question is, Is there a command that I can turn on/off so ServerExt chatfilter will function, cause when zounds is off, chatfilter works. I was wondering if I could turn the mutator on/off in-game, not just the clientside sounds.
if you run UT2vote you can vote to remove/add certain mutators (as admin you can force change)
legacy-bushbomb
05-28-2005, 09:28 PM
there's a "beep" sound built in to the game already, we just added the "beep" sound when certain words are used and have "hidden" turned on. Seems to work pretty good. Glad we are able to use your mod, it's turning out to be lots of fun.
Frogger
05-29-2005, 03:44 AM
Originally posted by bushbomb
there's a "beep" sound built in to the game already, we just added the "beep" sound when certain words are used and have "hidden" turned on. Seems to work pretty good.
Great Idea!!:up: :cool:
legacy-Firebaall
08-16-2005, 04:42 AM
Quick question...
If the .ini is set so that only admins can use the zounds, do they have to be logged in as the admin before they will work?
legacy-mdhutson
08-16-2005, 07:57 PM
Originally posted by Firebaall
Quick question...
If the .ini is set so that only admins can use the zounds, do they have to be logged in as the admin before they will work?
Yes.
That is the only way the game can tell you are an admin.
legacy-Firebaall
08-16-2005, 11:02 PM
Hmmm...
A provision in the .ini for an "approved" list of users might have been the way to go for that.
legacy-bushbomb
08-22-2005, 09:50 PM
Couple questions....
1) Is there any intention of trying to make Zounds work with serverExt?
2) As firebaall suggested, can you set it up so we can pre-define a list of cd-keys that are always allowed to play sounds and no one else? That way admins do not need to log in every time?
with the cd-key list, I've made a few mods that we use and I set them up to pull in lists of users and/or cd-key hashes so it knows who has what permissions inside the mod. I can help or post the code here if you're interested in adding that ability to zounds.
Frogger
08-23-2005, 03:19 AM
@ bushbomb
1.new beta in works right now addressing this
2.I had actually just finished my list of feature wishes prior to seeing this thread was bumped...i had suggested it the opposite way..i.e. you add GUID for those players NOT allowed to use zound. Maybe we can set a switch such that your GUID list can either be allow/disallow.
Frogger
08-24-2005, 07:25 AM
ServerextUsers
Please give specific list of issues you have using serverext in conjunction with zound5x. We are working on new beta and need specific details on what to address.
legacy-Mini_Misty
08-25-2005, 08:16 AM
@ frogger
will the sound-array problem be fixed in new version ?
( as stated in Miss_Mistys mail )
Frogger
08-25-2005, 08:50 AM
Originally posted by Mini_Misty
@ frogger
will the sound-array problem be fixed in new version ?
( as stated in Miss_Mistys mail )
its on the list.
legacy-bushbomb
08-28-2005, 11:05 PM
Frogger, Basically any logging features with ServerExt stop when zounds is turned on. I've noticed the following 3...
Chatfilter
ChatLogging
Player Join Log
Frogger
08-29-2005, 07:12 AM
Originally posted by bushbomb
Frogger, Basically any logging features with ServerExt stop when zounds is turned on. I've noticed the following 3...
Chatfilter
ChatLogging
Player Join Log
yes...making excellent progress now addressing these issues...
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