Quake 4 - Sound modding. Tell me what I am missing

Locked
unholycrap
Posts: 2
Joined: Tue Feb 07, 2006 8:12 pm

Quake 4 - Sound modding. Tell me what I am missing

Post by unholycrap »

A very simple Quake 4 sound mod. I am looking to rid the machinegun of its horrible blammering. Being the default weapon, it is the sound you hear usualy more than anything else in multiplayer.


I was pretty sure I had this right...

This is where the sounds appear to be located in q4base:
pak010.pk4\sound\weapons\machinegun


I made a pak013.pk4 archive by copying another one from the game directory, and modifying its contents with WinRAR to fit these:

pak014.pk4\sound\weapons\machinegun\fire0.ogg
pak014.pk4\sound\weapons\machinegun\fire1.ogg


For the new .ogg files I used renamed copies of clipin.ogg and clipout.ogg. I'll probably use something cooler later.



I downloaded a machine gun mod someone else had made and the included instructions:
Extract the pak013.pk4 file to your Quake4\q4base directory.
If you already have a pak13.pk4, rename this machine gun sound effects pak file to pak014.pk4. If you already have a pak014.pk4 file, rename this machine gun sound effects pak file to pak015.pk4 and so on if there's another sequential pk4 file.
More simply put, this machine gun sound effects pak file needs to be the last pak file number in your q4base directory.
Load Quake 4 and the new Machine Gun sounds should work right away!
This mod doesn't work either. It has to be something else I am missing?
User avatar
Foo
Posts: 13840
Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand

Post by Foo »

Presumably you tried to use it offline on your own and not online - it wouldn't work online.
unholycrap
Posts: 2
Joined: Tue Feb 07, 2006 8:12 pm

Post by unholycrap »

I have tried other modes of play including single player, create server and devmap.

No client side sound modding in multiplayer? Please tell me you are joking.
Mogul
Posts: 1635
Joined: Wed May 23, 1973 12:48 pm

Post by Mogul »

Not on pure servers. The same way it's been for the past seven years.
This line only remake is total rubbish I've ever seen!!! Fuck off!!! --CZghost
User avatar
Foo
Posts: 13840
Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand

h

Post by Foo »

unholycrap wrote:I have tried other modes of play including single player, create server and devmap.

No client side sound modding in multiplayer? Please tell me you are joking.
Isn't this an obvious security necessity? Allow client-side sound alteration, and you bump footstep sounds up to extremely high volumes and deaden all ambient noises.

Ensuring that all players in a game are using the same assets to play has, as mentioned, been a core part of Quake since 3 came around, with the 'pure' server system.

I would have expected it to work in single player. You could try making another folder paralell with q4base and putting the paks in there/loading it as a mod in-game.
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

I have a Q3 downgrade sound pack from q4 filefront and it works in MP mode. I'm not sure if i have pure server set to 0 but i probably do.
R. Tetzlaff
Posts: 50
Joined: Tue Mar 01, 2005 8:21 am

Post by R. Tetzlaff »

Oeloe wrote:I have a Q3 downgrade sound pack from q4 filefront and it works in MP mode. I'm not sure if i have pure server set to 0 but i probably do.
If YOU start the server, every custom content in your base directory is considered "pure" as well. You can use every mod you want, as long as the server has it.
CheapAlert
Posts: 448
Joined: Tue Mar 19, 2002 8:00 am

Post by CheapAlert »

soundmodding is popular for q4 still? looks like i'll cook soemthing
Leader and director of the [url=http://cheapy.deathmask.net]OpenArena[/url] project which is a free software version of q3a designed for hobo fagts
Locked