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Topics - Slayer

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Quake / Frag Sounds
« on: August 30, 2015, 03:39:21 PM »
Yo. I'm sure this has been done before, but i figured i'd share this tip anyway. It makes a .wav play whenever you score a frag. Doubt this gives any real unfair advantage. I use it just to keep myself from staring up at the message feed every 2 seconds. Kills my eyes.

Aprq2 and r1q2 (probably others as well) have a trigger function built in. Allowing you to have commands execute when the console spits out a certain string. Description from aprq2 readme :
"trigger <cmd> <string>" If string match to print msg from server, trigger execute cmd. Wildcard support.

You can use triggers for all kinds of things. Here is what i use to make a sound play upon getting a frag.

Code: [Select]
alias poop "play hitsound.wav"

trigger poop "*was blasted by* Slayer*"
trigger poop "*was gunned down by* Slayer*"
trigger poop "*was blown away by* Slayer*"
trigger poop "*was machinegunned by* Slayer*"
trigger poop "*was cut in half by* Slayer*"
trigger poop "*was popped by* Slayer*"
trigger poop "*was shredded by* Slayer*"
trigger poop "*ate Slayer*"
trigger poop "*almost dodged Slayer*"
trigger poop "*was melted by Slayer*"
trigger poop "*was railed by Slayer*"
trigger poop "*was disintegrated by Slayer*"
trigger poop "*couldn't hide from Slayer*"
trigger poop "*saw the pretty lights from Slayer*"
trigger poop "*didn't see Slayer*"
trigger poop "*caught Slayer*"

Hitsound.wav is a file i downloaded and placed in quake/baseq2/sound. Any stock Q2 sound may be used, though you will have to find out where the sound you want is stored. Pretty sure "play hitsound.wav" only works because i placed it directly in the sound folder. The other sound paths can be found by typing "precache" followed by "soundlist" in the console (you have to be in a game or it won't list many of them). Hitsound.wav is the quake 3 ding. I got it here.

Here is a kill tracker config of sorts. I have not played with it much because all i wanted was frag-sounds, but there is some cool stuff in here.

Quake / DM Improvement Idea
« on: February 14, 2015, 04:32:00 PM »
Not sure if this is the correct subforum for the topic but hell...

I think tasty's main DM server would benefit greatly from some system that kicks players that have been AFK for a long while. Some people (myself included on occasion) will sit there AFK for a long long time. Like a few map rotations, or longer. Seeing as DM hits max capacity every night give or take, some people can't get in due to idle'rs. Even if nobody wants a spot, DM should actually be 15-16 players when maxed. Instead of like 14.

I have seen this function on other servers so i'm assuming it is possible. Just throwing the idea out there because i don't know who to ask.

Quake / R1Q2 Mac Os X and Linux
« on: December 27, 2014, 01:44:07 PM »
I have attached a version of r1q2 that i finally managed to run on mac os x. It works on my newer machine as well as one running an outdated version of os x.

I'm on a time crunch right now and can't explain much but i'll come back and edit this post later so stay posted if you are interested.

HTTP downloads do not work, and as far as i know can not work with mac unless some changes are made. Linux i am not sure, you will have to look at the source. Im not sure if other versions of the source compile well on linux, but if they do use them. This version is pretty old.

If you can not fire your weapon set "cl_async" to 1. I need to test if it ACTUALLY turns async on or not, but without it set to 1 you can't shoot or jump with mouse.

Instructions : Copy r1gl, and r1q2ded into your Quake 2 folder.
Copy into your baseq2 folder inside Quake 2 folder.

Here is a link to the source

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