yeah, mindgrid.
I forgot the project url but it appears that the project does not
function at that address, and the pack is 2 years old.
At 10:59 AM 5/13/2006, you wrote:
actually this wasn't the case in the original quake. in the original
game, you could actually just plonk sounds in the id1 directory
under sounds and provided they had the same names it took them
without argument.
Speaking of sounds though, where did all the new sounds for audio
quake come from like the weapons and some of the ambience? those
aren't the original ones used in quake. did some one make them?
cheers
edd.
----- Original Message ----- From: "Sabahattin Gucukoglu" <[EMAIL PROTECTED]>
To: "Cara Quinn" <[EMAIL PROTECTED]>
Cc: <[email protected]>
Sent: Friday, May 12, 2006 11:30 PM
Subject: [AGRIP-discuss] Re: A quick question for Sebby...
Hi Cara,
On 12 May 2006 at 15:15, Cara Quinn <[EMAIL PROTECTED]>
spoke, thus:
Hi Sebby, this had been asked on list earlier this
week by someone else, and I wanted to follow up with it as I myself have
just tried this as well, and also can't get it to work. What I'm
talking about is this; I'm replacing the player sound folderfrom pak 1
and placing a new one in the sound folder in id1. The prob is that the
sounds simply just don't replace. <smile> The folder name is fine, the
file names are fine, but no dice. I have no idea why this won't work.
Any thoughts?...
Yes, I couldn't help noticing that either when I last applied my little
mod, and have noted it. Alas, sounds come from pak files over physical
files in the id1 directory. I'm not entirely sure why that's the case
when gamecode is unaffected. I'm also not entirely certain whether using
the id1 directory for "Loose" files is even sanctioned at all.
Anyway, the solution for now is to create a higher-numbered pakfile and
store your media in it in the id1 directory. Alternatively, of course,
use the +gamedir to the engine and specify a location for your sounds
(though that's harder to deploy to others without breaking something).
When Matthew sorts out .qmod I'm sure this sort of thing will get polished
up.
Cheers,
Sabahattin
--
Sabahattin Gucukoglu <[EMAIL PROTECTED]>
Sound, QA, Misc. Development,
AGRIP Project
http://agrip.org.uk/
Voice: +44 20 88008915 or +44 7986 053399
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