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 Post subject: [Sound] All Quake and UT Announcer Sounds
PostPosted: Sat Dec 17, 2011 6:08 pm 
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Posts: 1112
These sounds might come in a mod so we have them ingame in JK2 =D
http://www.file-upload.net/download-750 ... 3.rar.html

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 Post subject: Re: [Sound] All Quake and UT Announcer Sounds
PostPosted: Thu Aug 02, 2012 6:18 pm 
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Joined: Sun Jul 08, 2012 11:21 am
Posts: 22
Could you reupload it? Broken...


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 Post subject: Re: [Sound] All Quake and UT Announcer Sounds
PostPosted: Fri Aug 03, 2012 9:31 pm 
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Location: france
re up please :D

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 Post subject: Re: [Sound] All Quake and UT Announcer Sounds
PostPosted: Thu Aug 09, 2012 11:36 pm 
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fixed.

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 Post subject: Re: [Sound] All Quake and UT Announcer Sounds
PostPosted: Sat Aug 11, 2012 10:18 am 
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Lol.I have a question...where do i put those mp3 sounds to have them in game?


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 Post subject: Re: [Sound] All Quake and UT Announcer Sounds
PostPosted: Sat Aug 11, 2012 11:59 am 
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:roll:

..it needs a Nerevar or so to do that I guess or you gotta trial and error about it
or you learn quake engine language: http://www.quakewiki.net/archives/qdeve ... rial1.html

this could be a simple way I often thought about without compiling stuff and so:
models\players\[Model Name]\animsounds.cfg
There are many lines like that:
BOTH_DEATH1 13 sound/player/bodyfall_human%d.wav 1 3 0
Maybe you can just change the path but cooler would be to make 2 sounds play the same time like
BOTH_DEATH1 13 sound/player/bodyfall_human%d.wav 1 3 0 sound/player/QUAKESOUND%d.wav 1 3 0
or
BOTH_DEATH1 13 sound/player/bodyfall_human%d.wav 1 3 0; sound/player/QUAKESOUND%d.wav 1 3 0

%d = randomness I guess

but I don't know xD

I asked Triforce about that tho :x

Code:
// Place UPPERSOUNDS or LOWERSOUNDS on a block of sounds
// To deviate from this will court disaster the likes of which have never before been
// seen
//
// RECORD STRUCTURE :
// Animation enum/name
// Frame into sequence where sound should start
// sound file
// starting number (if there are variations of the name: laser1laser2laser3)
// ending number
// probability sound will play
//



Maybe this code translated to quake engine might help or someoen should take the original one from quake and copy paste it (http://www.shacknews.com/file/7443/quak ... ource-code) :mrgreen:
Spoiler:
Code:
/*=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=*
* Title: "Killing Spree v2.0"                            *
* Author: Mr.GeEk                                                               *
* Version SA-MP: 0.3d                                                          *
* Script Type: FilterScript                                                 *
* Date: 13/08/2011                                                            *
- for: sa-mp.com                                                              *
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=*/
/* [Updates]
In this update, add something new to play sounds through
a URL, in this case plays sounds depending on the number of killings
which leads, for example: one who reaches 5 murders, reproduces the sound
says "Killing Spree" (one such player).
*/
#include <a_samp>
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
#define BLANCO 0xEFEFF7AA
new Sounds[4][] =
{
"http://bit.ly/mTE72G", //Sounds[0] - KillingSpree
"http://bit.ly/pEeVqK",//Sounds[1] - monsterkill
"http://bit.ly/pNrwNG",//Sounds[2] - Unstoppable
"http://bit.ly/puy2Mp"//Sounds[3] - Ultrakill
};


//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
public OnPlayerConnect(playerid)
{
  SetPVarInt(playerid,"KillingSpree",0);
  return 1;
}
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
public OnPlayerDeath(playerid, killerid, reason)
{
  if(playerid != INVALID_PLAYER_ID && killerid != INVALID_PLAYER_ID)
  {
    new
       Kills,
       string[128];

    Kills = GetPVarInt(killerid, "KillingSpree") + 1;//+1 add murder to the murderer
    SetPVarInt(playerid,"KillingSpree",0);//Kills reset to 0 for the victim
    SetPVarInt(killerid,"KillingSpree",Kills);

    if(Kills == 5)
       format(string,sizeof string,"<< {FF0000}%s(%d) KillingSpree!! with {ffffff}%d {FF0000}Kills",Name(killerid),killerid,Kills);

    else if(Kills == 10)
       format(string,sizeof string,"<< {FF0000}%s(%d) MonsterKill!! with {ffffff}%d {FF0000}Kills",Name(killerid),killerid,Kills);

    else if(Kills == 15)
       format(string,sizeof string,"<< Wow! {FF0000}%s(%d) Unstoppable!! with {ffffff}%d {FF0000}Kills",Name(killerid),killerid,Kills);
       
    else if(Kills == 20)
       format(string,sizeof string,"<< Amazing! {FF0000}%s(%d) UltraKill!! withn {ffffff}%d {FF0000}Kills",Name(killerid),killerid,Kills);

    else return 1;

    if(Kills == 5 || Kills == 10 || Kills == 15 || Kills == 20)
    {
       SendClientMessageToAll(BLANCO, string);
       Reward(killerid,Kills);
       new IDSound;
       switch(Kills)
       {
         case 5: IDSound = 0;
         case 10: IDSound = 1;
         case 15: IDSound = 2;
         case 20: IDSound = 3;
         default: return 1;

       }
       return PlayAudioStreamForPlayer(killerid, Sounds[IDSound], 0.0, 0.0, 0.0, 0);
    }

  }
  return 1;
}
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
public OnFilterScriptInit()
{
    for(new id = 0; id < MAX_PLAYERS; id++)
        SetPVarInt(id,"KillingSpree",0);//reset the variable if you recharged again the FS

    return 1;
}
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
stock Reward(killerid,Kills)
{
    if(Kills == 5)
    {
      //reward you want to give it, give example 5 grenades
      GivePlayerWeapon(killerid, 16, 5);
    }

    else if(Kills == 10)
    {
      //Reward you want to give it
    }

    else if(Kills == 15)
    {
      //Reward you want to give it
    }
   
    else if(Kills == 20)
    {
      //Reward you want to give it
    }



    return 1;
}
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
stock Name(playerid)
{
    new
        Name[MAX_PLAYER_NAME];

    GetPlayerName(playerid, Name, sizeof(Name));
    return Name;
}
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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 Post subject: Re: [Sound] All Quake and UT Announcer Sounds
PostPosted: Tue Apr 23, 2013 7:18 am 
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Joined: Sat Dec 24, 2011 12:22 pm
Posts: 257
Hellowe, could some1 reupload please?
Need UT99 2003/2004 sounds! mp3/wav w/e!
Cmon guys announcer mod incoming!

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 Post subject: Re: [Sound] All Quake and UT Announcer Sounds
PostPosted: Tue Apr 23, 2013 7:26 pm 
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Joined: Sat Sep 17, 2011 3:14 am
Posts: 1112
Fixed! Die Sounds in dem Paket sind aus Quake und UT.
Die UT99 Soundfiles haben total das rauschen (auch im Originalspiel), sind aber auch im Paket - würde nicht nehmen. :D
Ansonsten kann ich noch in meinem CSS-Ordner schauen, fallse noch mehr haben willst.^^ Ich denke aber mal, das reicht erst mal, was im Paket drin ist,
man kann ja hinterher immer noch ersetzen.


A dream will come true if you realize quake sounds for jk *_* !?!?

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 Post subject: Re: [Sound] All Quake and UT Announcer Sounds
PostPosted: Tue Apr 23, 2013 9:54 pm 
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Joined: Sat Dec 24, 2011 12:22 pm
Posts: 257
Dankeföhn, ich find die Quali gar nicht so schlecht für 99.
Hast du skype? Dann kannst bei Weilen mal testen wenn du willst.

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 Post subject: Re: [Sound] All Quake and UT Announcer Sounds
PostPosted: Wed Apr 24, 2013 12:10 am 
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Joined: Sat Sep 17, 2011 3:14 am
Posts: 1112
MSN funktioniert doch noch lol Skype ist: xxxxxxxxxxxxxxxxxxxxx

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 Post subject: Re: [Sound] All Quake and UT Announcer Sounds
PostPosted: Wed Apr 24, 2013 10:31 pm 
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Joined: Fri Jan 06, 2012 10:56 pm
Posts: 118
bughero wrote:
Dankeföhn, ich find die Quali gar nicht so schlecht für 99.
Hast du skype? Dann kannst bei Weilen mal testen wenn du willst.


gimme ur skype name NUB!!!!!!!

mfg


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