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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12524367 views, last view: 11/01/2024 23:37

for questions, announcements etc.

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#10650: ..

by {Qs}Homicidal on 06/13/2008 02:09

yep as far as cube 1 go's

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#10651: AAAAUGH!

by JBridge on 06/13/2008 02:56

I'm trying to replace the sound that plays when you die with something a little more famous. Will a .ogg file work, or do I have to convert it to .wav, as the current files are?

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#10652: Re: AAAAUGH!

by Hirato Kirata on 06/13/2008 03:02, refers to #10651

.ogg, .wav, .mid and .mp3 should work fine as music or sounds

if it's for filetypes other than ogg or wav, you'll have to insist on the extension though

on a side note, on POSIX systems, mp3 needs smpeg, and mid needs timidity or a similar midi library

~Hirato Kirata

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#10653: Re: AAAAUGH!

by JBridge on 06/13/2008 03:04, refers to #10652

Right then. Pvt. Wilhelm signing off.

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#10654: Re: AAAAUGH!

by MovingTarget on 06/13/2008 04:18, refers to #10653

Just one more thing: The engine is picky about what kind of .wav file you're using, so you're better off using .ogg. If you really wanna go wav, though, it's microsoft adpcm.

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#10655: Re: AAAAUGH!

by JBridge on 06/13/2008 09:38, refers to #10654

Thanks. The .ogg in question is the copy of the Wilhelm scream from Wikipedia. For some reason, it sounds soft. Oh well- it's good enough for me.

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#10656: Items.png What the hell!??!?!?!?

by Q009 on 06/13/2008 10:14

How Sauerbraten does it?!?!?!? I have cut the metal boxes in items.png with only armors, ammo etc... But Sauerbraten anyway shows it!!! How it's possible?!?!?!?!??!?!
Example:

Real: Sauerbraten shows:
////////
<> //o o//
// <> //
//o o//
////////

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#10657: Re: Items.png What the hell!??!?!?!?

by Q009 on 06/13/2008 10:16, refers to #10656

Oops sry:

Real:

<>

Sauerbraten shows:

////////
//o o//
// <> //
//o o//
////////

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#10658: Eisenstern music

by alex2 on 06/13/2008 17:50

Hi! Do you know where can I find Eisenstern music? I can no longer ear it on the game, don´t know why, even after reinstaling. I need it for a animation.
Thank´s in advance.
Mak A. Pullman has great music! Awsomme rifs!

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#10659: Re: Eisenstern music

by marcpullen2 on 06/14/2008 02:57, refers to #10658

Thanks for the compliments. :)

You can download the music here:

http://www.last.fm/music/Marc+A.+Pullen

The Sauerbraten albums are:

Two Minute Warning
Sauer Anger
Panexypnos Dimiourgia
Spontaneous Failure (this will be in the next release of Sauerbraten)

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#10660: Completely offtopic

by fsdjkfconorfhdsjk on 06/14/2008 05:44

This is really Off Topic, but I was wondering if someone could send me a screenshot of this web site:

http://www.conorkirkpatrick.com/

it is my site, but it is showing up wrong for me, but the way my comp is set up, i don't know if it is a problem on my house network.


~Conor

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#10661: Re: Completely offtopic

by fsdjkfconorfhdsjk on 06/14/2008 05:50, refers to #10660

Nevermind, no need I got it working.


It was realy weird, it was showing images of my old site in place of new ones, so since it is completely redone, the old images were just stretched, and it only affected the welcome page.

Weird, since I had deleted those files :P

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#10662: Re: Completely offtopic

by noerrorsfound!?(*#$ on 06/14/2008 08:22, refers to #10661

It's a magical thing called your browser's cache. :-D

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#10663: Re: Eisenstern music

by SanHolo on 06/14/2008 12:20, refers to #10659

Marc: Awesome!! Thank you!!

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#10664: Re: Eisenstern music

by MovingTarget on 06/14/2008 13:40, refers to #10663

Apparently the "where can I find the music" question is in the FAQ now...

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#10665: Localised sounds and music

by Potato on 06/14/2008 20:06

How do I place localised music or sounds to things like radios or running streams of water (and the sound/music plays and loops when i am not near it)? Is it possible?

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#10666: Re: Localised sounds and music

by jbuk2k7s cookie has gone on 06/14/2008 20:44, refers to #10665

in config
mapsound "path/to/your/sound.ogg" 0 -1
[repeat for as many sounds ad desired]

then ingame
/newent sound id-of-sound radius

where id-of-sound represents the number (starting from 0) of the sound you made with the mapsound command, so the second sound specified is id 1, the third id 2 etc.

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#10667: Re:Re: Localised sounds and music

by Potato on 06/14/2008 21:23

Thanks it works.
(What's the -1 for? Thanks in advance.)

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#10668: Re: Re:Re: Localised sounds and music

by Hirato Kirata on 06/15/2008 03:48, refers to #10667

fyi, the 0 is the volume

anyways, the third paramater (the -1 here) says how many instances can be playing of this sound at once. as it's -1, it's the highest possible number

~Hirato Kirata

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#10669: Re: Re:Re: Localised sounds and music

by jbuk2k7s cookie has gone on 06/15/2008 11:00, refers to #10668

Well actually its the volume adjustment from normal, but w/e.

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