 The Whole Story
#10115 posted by Ranger on 2010/09/07 08:03:38
I reinstalled Quake, nothing.
Set ambient_level to 1, still can't hear them. But I can hear the drip and torch (and even fl_hum1.wav) sounds though from like e1m2/e1m1
I didn't edit the maps yet, they are still stock Quake's.
I'm using Joequake, but I also tried with Winquake and even Shareware Quake. I did the testing with my volume max, and did "snd_show 1" to double check if those sounds were playing. When I used "soundlist" it displayed that wind2 & water1 were precached. No errors were displayed in the console. I tried replacing the sounds with other wavs files even.
#10116 posted by negke on 2010/09/07 09:48:53
Tried a different engine then? Or a blank config? I can hear them just fine with Joequake.
#10117 posted by negke on 2010/09/07 09:53:25
Or are you running a mod? Or have the paks/wavs been tampered with - perhaps the loop information got lost? Shouldn't be the case, though, if you reinstalled the game from a clean source.
 Try Installing Quake To A Completely Different Directory
#10118 posted by RickyT33 on 2010/09/07 15:58:01
Like "c:\games\quake\" instead of "c:\quake\".
That way you will be able to rule out the theory of mods interrupting the sfx
#10119 posted by Ranger on 2010/09/07 15:59:27
I tried with Winquake;
I don't know about the loop information hypothesis, because wouldn't it say "blah.wav is not looped" in the console?
I'm running stock Quake (at s_khz 22). I even tried running with the SW Quake's pak0 & Quake's pak1.
AUTOEXEC
---
startdemos //demo1 demo2 demo3
cl_truelightning "1"
cl_bobbing "1"
show_stats "0"
cl_bonusflash "0"
skill "3"
ambient_fade "5"
ambient_level "1.0"
r_maxsurfs "6000"
r_maxedges "10000"
r_clearcolor "0"
r_novis "1"
r_wateralpha "0.5"
d_mipcap "0"
d_mipscale "0"
d_subdiv16 "0"
v_centermove "0.1"
v_centerspeed "400"
v_kickpitch "0.75"
v_kickroll "0.75"
v_kicktime "0.4"
showram "1"
showturtle "1"
sv_aim "1.00"
sv_idealpitchscale "1"
cl_upspeed "180"
cl_rollangle "2.5"
edgefriction "2"
scr_conspeed "2500"
scr_printspeed "16"
scr_consize "0.65"
bgmbuffer "16384"
menu_main
CONFIG
---
cl_sbar "0"
_cl_color "22.000000"
_cl_name "Ranger"
m_side "0.8"
m_forward "1"
m_yaw "0.022"
m_pitch "0.022"
freelook "1"
sensitivity "4"
lookstrafe "0.000000"
lookspring "1.000000"
cl_backspeed "140.000000"
cl_forwardspeed "140.000000"
s_mixahead "0.2"
s_volume "0.4"
bgmvolume "1"
viewsize "100"
fov "90"
joystick "0"
vid_resetonswitch "0"
vid_window_y "0"
vid_window_x "0"
block_switch "0"
vid_windowed_mode "0"
vid_fullscreen_mode "3"
_windowed_mouse "0"
vid_stretch_by_2 "1"
vid_config_y "600"
vid_config_x "800"
_vid_default_mode_win "7"
_vid_default_mode "0"
_vid_wait_override "0"
vid_nopageflip "0"
_config_modem_hangup "AT H"
_config_modem_init ""
_config_modem_clear "ATZ"
_config_modem_dialtype "T"
_config_com_modem "1"
_config_com_baud "57600"
_config_com_irq "4"
_config_com_port "0x3f8"
saved4 "0"
saved3 "0"
saved2 "0"
saved1 "0"
savedgamecfg "1"
contrast "1"
gamma ".65"
crosshaircolor "79"
crosshair "1"
This is really bugging me, I mean I never noticed those 2 sounds were not playing until 2 days ago, I was thinking "I don't remember start.bsp's skill hall being this quiet"
 Other Info, Might Help Dunno
#10120 posted by Ranger on 2010/09/07 16:01:37
I have Shrak, SoA, DoE, Aftershock installed too...
How does a mod disrupt it?
 Ricky
#10121 posted by Ranger on 2010/09/07 16:07:07
I don't really think it's that because I installed SW Quake to see if it only affected CD Quake - I'm pretty sure I couldn't hear those 2 sounds in SW Quake
also got -heapsize 256000 & -zone 65536
if that helps
#10122 posted by Spirit on 2010/09/07 17:31:59
tried running without that weird autoexec.cfg?
 Autoexec
#10123 posted by Ranger on 2010/09/07 18:12:52
Hey, it ain't wierd - it squeezes the max outta Quake...
Anyhow, I figured out the issue: ambient_fade "5"
after making it to:
//ambient_fade "5"
Problem solved... the odd bit is that, I added that line to the autoexec to solve the amb sound issue in the first place - well it's fixed now so, ok
 And The Lesson Is
#10124 posted by Spirit on 2010/09/07 19:46:57
Reinstalling Quake is worthless if you keep your config files.
 ^^ That
#10125 posted by SleepwalkR on 2010/09/07 23:02:29
what spirit said
 Not Really
#10126 posted by Ranger on 2010/09/08 04:08:19
The part when I tried using SW Quake - It was just SW Quake with no cfgs or anything
 Quake3
#10127 posted by megaman on 2010/09/09 15:00:23
is it possible to make a func_door (or a plat?) toggleable in quake3?
 Of Interest I Guess ;)
#10128 posted by JPL on 2010/09/09 21:25:40
 Map Scale In Worldcraft
Hi guys, brief question: Using Worldcraft 3 atm. Is it possible to increase the space available for a map? Limited to about 8k or so units.
A further quick question, is it possible to do moving liquids? :)
 Extras4
#10130 posted by ijed on 2010/09/10 03:47:49
Has moving water volumes, search for an idgames2 mirror - should be in there somewhere.
Bigger maps have been explored - Necros built outside, but AFAIK the space can't be used to play in.
It's very time consuming to make the entire available space playable though, unless you just want a massive flat plain. I came close with one of my maps.
Unless you're making a mod going outside the limits probably isn't that useful.
 Func_bobbing
#10131 posted by ijed on 2010/09/10 03:49:18
Well, extras has water trains and a vertical only door type.
 Couldn't Find An Extras Link
#10132 posted by ijed on 2010/09/10 03:55:26
Maybe it's in here somewhere:
http://www.gamers.org/pub/idgames2/
It was made by p0x and has a load of toys to mess with, like emissions.
 Pox Mod
#10133 posted by madfox on 2010/09/10 09:17:45
 And
#10134 posted by madfox on 2010/09/10 09:19:38
exploding barrels, stars, breakables, stairs, fountains, chaotic boxes.
#10135 posted by gb on 2010/09/10 12:39:28
Maximum map size is a question of engine support. You can build stuff outside 4096x4096 and it'll show up in old engines, but you must keep the player away from the "line" or a massive HOM-like effect will occur.
If you require Darkplaces, FTE or something like it, then you can simply ignore the 4096x4096 restriction. However, you shouldn't go too far away from 0 0 0. You should be able to go 6000 units or so away from the center though without any noticeable side effects.
It is a pretty arbitrary restriction, really.
Yeah I'm not making something that massive in geometry complexity or number of areas (it's very linear), just a lot of long or high areas.
Can hopefully post up a gameplay prototype soon, will really appriciate some feedback on the difficulty settings and such :)
 8192*8192*8192 Actually
#10137 posted by negke on 2010/09/10 14:40:17
From -4096 to +4096 x/y/z
#10138 posted by gb on 2010/09/10 15:02:55
right, although I said 6000 units out from 0 0 0 which is outside of that.
The vanilla quake limit is 4096 units outward from (0 0 0) in all directions, correct.
#10139 posted by gb on 2010/09/10 15:07:55
plus, 8192x8192x8192 is only in relation to (0 0 0) - if you make a 6000x6000x6000 map (which technically fits inside the vanilla Quake boundaries) it can still break if it's not centered at (0 0 0).
|