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Post by Dark]Yan[Qc] on Apr 6, 2007 19:07:57 GMT -5
I am making something funny, I wanna try to put the Worms Armaggedon and Worms World Party sounds instead of Wolf voice. Allies would be English and Axis French So If anyone of you is interessed to try and think its a good idea, tell me, I ll make it
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Post by malice on Apr 6, 2007 19:09:28 GMT -5
if you could that would be funnay as hell. me and pain play worms often. d**n good game.
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Post by Dark]Yan[Qc] on Apr 6, 2007 19:10:25 GMT -5
lol ok Ill work on it Its strange to here some gay voices instead of big soldiers voice hhihihihih
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Post by malice on Apr 6, 2007 19:12:01 GMT -5
yep and the scot voices rule too!
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Post by Dark]Stoner[US] on Apr 7, 2007 13:56:43 GMT -5
lmao... that would be hilarious yan... I love those games!
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Post by malice on Apr 7, 2007 14:22:14 GMT -5
if anyone has it on the psp let me know...so we can play some games.
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Post by Dark]Yan[Qc] on Apr 8, 2007 9:11:27 GMT -5
well, I tried changing some sounds, but idk why, when I tried to recopy back my mp_pak0.pk3, my mp_beach cant be load .. d**n! I ll study the other sounds packs and try to make a "new" sound pack with the worms sound
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Post by L0 on Jul 28, 2007 12:38:38 GMT -5
revieving old threat Ok what kinda method u used for adding sounds and also i remeber some time ago u ask me how would u add string to center menu when ammo is going low.....well i didn't quite figure that 1 out since i didn't even try but i did ran across 'advance' settings of hud it self - and not with tweaking...here is 1 of things how u can change visual part of hud as size of stamina bar......and thru this it can surely be done to put string in that would call another file and would appear 'low ammo warning' if u still need it ;D #include "ui_mp/menudef.h"
// (SA) example HUD // // fyi, I tried to lay this out so the HUD elements // go left to right so it's easier to find stuff // // so stamina -> health -> ... -> ammo //
// green text from MK mockup - (61 64 36) = (.24 .25 .14) (too light, using +0.1 (.34 .35 .24)) // orange text from MK mockup - (161 121 65) = (.63 .47 .25) // white text from MK mockup - (161 150 145) = (.63 .59 .57)
// // defines from ui_shared.h
{ assetGlobalDef { cursor "ui_mp/assets/3_cursor3" // cursor gradientBar "ui_mp/assets/gradientbar2.tga" // gradient bar fadeClamp 1.0 // sets the fadeup alpha fadeCycle 1 // how often fade happens in milliseconds fadeAmount 0.1 // amount to adjust alpha per cycle
shadowX 5 // x amount for shadow offset shadowY 5 // y amount for shadow offset shadowColor 0.1 0.1 0.1 0.25 // shadow color
font "fonts/impact.ttf" 16 // font smallFont "fonts/impact.ttf" 12 // font bigFont "fonts/impact.ttf" 20 // font }
// STAMINA BAR // // actual tex is 24x109 menuDef { name "Stamina" fullScreen MENU_FALSE visible MENU_TRUE style WINDOW_STYLE_EMPTY border 0 bordersize 0 bordercolor .34 .35 .24 1 rect 5 390 16 80
itemDef { name "stambar" decoration visible 1 rect 0 0 16 80 ownerdraw CG_STAMINA addColorRangerel 0.0 0.25 1 0.1 0.1 0.5 // 0-25% addColorRangerel 0.25 1.0 0.1 1 0.1 0.5 // 25-100% } itemDef { name "stambar_image" decoration visible 1 rect 0 0 16 80 style WINDOW_STYLE_SHADER background "ui_mp/assets/hudsprint.tga" } }
// PLAYER STATUS // menuDef { name "Status" fullScreen MENU_FALSE visible MENU_TRUE rect 40 438 172 32
// health text itemDef { name "a" rect -10 7 32 32 visible 1 textstyle ITEM_TEXTSTYLE_SHADOWEDMORE decoration textscale .8 // forecolor .63 .47 .25 1 forecolor 1 1 1 1 ownerdraw CG_PLAYER_HEALTH addColorRange 10 999 .63 .47 .25 1 // healthy addColorRange -999 10 1 0 0 1 // hurting }
// armor text itemDef { name "a" rect 140 8 32 32 visible 1 textstyle ITEM_TEXTSTYLE_SHADOWEDMORE decoration textscale .5 forecolor .34 .35 .24 1 ownerdraw CG_PLAYER_ARMOR_VALUE addColorRange -999 999 .34 .35 .24 1 } }
// THE HEAD //
// CURSOR HINTS // menuDef { name "Cursorhints" fullScreen MENU_FALSE visible MENU_TRUE rect 296 260 48 48
itemDef { name "chRect" decoration visible 1 rect 0 0 48 48 ownerdraw CG_CURSORHINT } }
menuDef { name "stability" fullScreen MENU_FALSE visible MENU_TRUE // rect 50 176 10 64 // bar anchored at bottom, fills up rect 50 208 10 64 // bar anchored in center, fills up/down
itemDef { name "stabRect" decoration visible MENU_TRUE
// addColorRange 0 128 0 1 0 1 // addColorRange 128 255 0 0 1 1
addColorRange 0 128 .24 .4 .14 1 addColorRange 128 255 .24 .14 .4 1
rect 0 0 5 64 ownerdraw CG_PLAYER_WEAPON_STABILITY } }
// POWERUP AREA //
// AMMO // menuDef { name "Ammo" fullScreen MENU_FALSE visible MENU_TRUE rect 490 410 114 65
// heat indicator itemDef { name "heat" decoration visible MENU_TRUE rect 35 -10 80 40 // horizontal version align HUD_HORIZONTAL ownerdraw CG_PLAYER_WEAPON_HEAT }
// ammo icon itemDef { name "a" rect 35 -10 80 40 // taking into account 'wide' weapon icons (wide weaps fill box, narrow weaps are currently left-justified) visible 1 decoration align ITEM_ALIGN_RIGHT ownerdraw CG_PLAYER_WEAPON_ICON2D }
// ammo text itemDef { name "amtex" ownerdraw CG_PLAYER_AMMO_VALUE ownerdrawflag CG_SHOW_NOT_V_BINOC rect 120 35 34 0 // taking into account 'wide' weapon icons visible 1 textstyle ITEM_TEXTSTYLE_SHADOWEDMORE align ITEM_ALIGN_RIGHT decoration textscale .8 forecolor .63 .59 .57 1 //addColorRangerel 0.0 0.1 1 0 0 1 // alert! //addColorRangerel 0.1 1 .63 .47 .25 1 // warning! }
//divider // itemDef { // name "divider" // rect 50 -22 16 28 // visible 1 // style WINDOW_STYLE_SHADER // background "gfx/2d/numbers/slash" // decoration // forecolor .63 .59 .57 1 // }
// clip count text itemDef { name "cliptex" rect 110 35 40 0 visible 1 textstyle ITEM_TEXTSTYLE_SHADOWEDMORE ownerdraw CG_PLAYER_AMMOCLIP_VALUE ownerdrawflag CG_SHOW_NOT_V_BINOC decoration align ITEM_ALIGN_RIGHT textscale .8 forecolor .63 .59 .57 1 addColorRangerel 0.0 0.4 1 0 0 1 // alert! addColorRangerel 0.4 1.0 .63 .47 .25 1 // haha! }
}
// PLAYER WEAPON RECHARGE BAR // menuDef { name "Weapon Recharge" fullScreen MENU_FALSE visible MENU_TRUE style WINDOW_STYLE_EMPTY //border 1 //bordersize 1 //bordercolor .75 .75 .75 1 //rect 628 400 10 70 rect 619 390 16 80
itemDef { name "weaprechargebar" decoration visible 1 rect 0 0 16 80 ownerdraw CG_PLAYER_WEAPON_RECHARGE } itemDef { name "weaprechargebar_image" decoration visible 1 rect 0 0 16 80 style WINDOW_STYLE_SHADER background "ui_mp/assets/hudtrim.tga" } }
// HOLDABLE // // menuDef { // name "Holdables" // fullScreen MENU_FALSE // visible MENU_TRUE // rect 606 310 24 48 // // itemDef { // name "w_holdable" // rect 0 0 24 48 // visible MENU_TRUE // decoration // ownerdraw CG_PLAYER_HOLDABLE // } // }
// menuDef { // name "weapon area" // fullScreen MENU_FALSE // visible MENU_TRUE // rect 550 0 50 100 // // itemDef { // name "weaponArea" // rect 0 0 40 40 // style 4 // visible 1 // decoration // ownerdraw CG_AREA_WEAPON // special 4 // spacing // align HUD_VERTICAL // } // } // // menuDef { // name "holdable area" // fullScreen MENU_FALSE // visible MENU_TRUE // rect 606 310 24 48 // // itemDef { // name "holdableArea" // rect 0 0 24 48 // visible 1 // style 4 // decoration // ownerdraw CG_AREA_HOLDABLE // special 4 // spacing // align HUD_VERTICAL // } // }
}
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Post by L0 on Jul 28, 2007 12:41:02 GMT -5
(spam) EDIT: u maybe experience crash on maps cuz u modify only mp_pak0.pk3 as most of important fucntions are actualy in mp_pak1.pk3- there is no limit of what u can do there ;D
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Post by Dark]Yan[Qc] on Jul 29, 2007 11:10:48 GMT -5
hmmm ... what ? lol sorry dude, I dont get a d**n thing in that whole C++ code loll When you'll have it all set up in a cfg or whatever extension file I'll try ;D
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Post by L0 on Jul 29, 2007 13:03:41 GMT -5
that is part of code for cvars- i don't think that cvar is created so u get pop up on low ammo u can get around it if u do cfg with smth like (from head): u create cfg that will call cmd for text when u get low ammo, as u know there is tweak with which u can enable/disable low ammo warning, so what u do is create action script that would in same time that u get low ammo warning in icon (as red numbers -3, 4... bullets left) call also a cvar command that is the same as for headshots or just use normal pm as u do (pm your self) and put also 2 cmd as for weight of text (bigger) and position of text, etc middle screen (same level as most kills....) and that should do the trick. But can also create a new cvar - simular to that kinda code u see above and just add function in, if u pick the 2nd choice (create cvar) u can enable/disable function in console the same as u would enable/disable etc. r_intensity... 0 would be disabled 1 would be enabled....it maybe sounds little complicated but once u get in and see what's all about it's not really that hard, there are tho side effects, i for example yesterady put all aim's in red color and got "error- can't register red class....bla bla bla bla) but that issue can be overcome also- sandman had that problems in sandmod 2.1.2 that's why it's all bugy and he solve it in 2.2.0 so solution exist. ;D
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Post by L0 on Jul 29, 2007 13:53:39 GMT -5
as u see on pic. it's basically very simple- all u do is replace text (text, position, pm) with commands, but there is a catch! In this cfg u wouldn't get size and position of text where u wish to as PM has already writen his own cmd where does appear, what color it is and how big is it.... now by general PM appears above talk (say, say_team) if i'm not misstaken, so u can put position cmd out of it and u only change size of txt, or simply just don't use pm and call cmd to appear on middle screen as most kills and stuff.... only trick is to get the right combination of cmd and u're a winner. ;D For commands i'll look when i'll have more time and u play with combinations or if u're up 2 just google cmd etc. "rtcw cvar commands" or smth and u'll get bounch of links with cmd- some will be for ET also but they will work also on RTCW- if they aren't only in mod. Since RTCW is based on quake engine here u have sites with quake cvar cmds but some aren't in rtcw- u can test if cvar command exist also in rtcw by simply typing in console etc. "r_intensity" with no value and if u get returned with "r_intensity is 3, default 1" or smth like that it means command exist if it says "unknown command" means that, that command doesn't exist in rtcw and was taken out. And if u would use 2 choice as creating cvars for your self as i mention 1 post above u could create cvars that doesn't exist and also RTCW has bounch of cvars that are in but aren't enabled, etc there is a bounch of VSAYs as "camp"..... but just aren't enabled so u don't see them, if u would enable them in *.pk3 file u would get those vsays.... this is all there is to it ;D EDIT: dumbass forgot to add links ;D ucguides.savagehelp.com/Quake3/console.html (few console cmd) ucguides.savagehelp.com/Quake3/FPS_visuals.html (list and description of cmd on bottom of site) ucguides.savagehelp.com/Quake3/FPS_visuals.html (description of rest of cmd....)
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Post by Dark]Yan[Qc] on Jul 30, 2007 16:39:51 GMT -5
woah ... This is really interesting, but even if you wrote all those posts and give yourself such a hard time thinking about it. I don't think I can do it by myself. However, if one day you are able to do it, tell me, i ll be really glad to use it ;D Thx for searching and trying to explain it like that L0.
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