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Help on making sound mods please ?

User is offline   methoddan 

#1

Hi all,

I'm not much of a modder (erm, OK pretty much not at all) though I've been thinking of making a sound mod for Duke Nukem 3D (I use eDuke32 if that's relevant information) (and maybe ZDoom aswell... I know this would be the wrong place to post that but if somebody knows how to do so on both games i'd appreciate the info).

I can make the sound files, no problem. What I'd like to know is:

A) I currently have the sound files in .wav format. Is this OK or do they need to be converted ? if so, to what file format (and if there's a special program/tool required, what is it?)

:rolleyes: I'm not going to be vague - my sound mod idea involves adding extra sounds to times when you shoot an enemy; or an enemy dies for example. Obviously when this happens in the un-modded game, something is triggered and the game plays the sound clip for the gun shooting, or the enemy screaming etc... I'd like to know how to make it play extra files at the same time.

C) Regarding what I just said; is it possible to make it play random sounds from a given choice when one of these actions is triggered ?
More precisely I was thinking of adding some custom taunts into the game, and it'd get annoying if Duke repeated the same one over and over again each time you killed an enemy - if there's a way of setting these sounds to play only X% of the time, and when they do play to choose a random sound file from given set that'd be great.

D) ... if so, how on earth would I go about doing this ?

I'm not sure if I get notified about responses in my inbox so feel free to reply directly to mu e-mail - ibeatgodzilla@gmail.com


Thanks in advance for any help and info you can provide :lol:

- Dan
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#2

first off you should save this site http://wiki.eduke32.com/wiki/Main_Page

to add sounds to a game you first have to define them. you do that in the DEF file
i suggest that you make a copy and paste this new DEF file to your mod direction.
.wav files are perfect for sounds. and i use .ogg for music.

to define sounds you should first define them by number. the number of defined sounds ends at 397 so i suggest that you start with defining your first sound file 400 up...
example: define sound1 400
next off you have to define the sound with the definesound command.
here is the command http://wiki.eduke32....iki/Definesound

tell me when you have done that. then we gotta test if it works ingame :rolleyes:

i usually test sounds and other stuff in my modded con. ifhitspace { sound number }
space = the use button which is E by default in eduke32.
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User is offline   methoddan 

#3

Hi,

Thanks for spending the time to help me here :rolleyes:

In the meantime I did work out that you can mod sounds by fiddling with the user.con file; and that I don't need to convert my Wav files.

Going by what the user.con file said, I'd just need to rename my wav file as the same name as the original sound intended to replace, stick it in the directory, and hey presto.

But... it didn't work. M first guess was that this may be because I'm also using DukePlus - which if possible I still want to keep.

I then had another look and saw that the DukePlus 'Userplus.con' pretty much replaces (or adds to? not sure...) the standard user.con.

Two questions then come up:

1) unlike the normal user.con, there isn't a simple list of the various sounds used in the game... not sure where they are. If the userplus.con adds to, and doesn't replace, the user.con file... then in what directory do I put my new sounds ?
2) to add an extra sound, do I just type in the line anywhere in the .con file or does it have to be with the other sound effects ? If so, where are tey on the userplus.con file ?

I won't just sit here expecting answers from everybody - I'll keep fiddling around and see if I get anywhere, but still; if anybody knowsd the ,answer then any help is appreciated :lol:
I'll try what you said too - that should alread help me work out what directory the sounds need to be in.

Dan
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User is offline   methoddan 

#4

I've just realised...

There may be an even easier way to achieve my goal:

DukePlus comes with added optional taunts, which are quite fun.

Since that's very near what I'm hoping to make as a mod, all I'd basically need to do is replace the wav files in the DukePlus sound files and rename them as the originals;

Simple.

But then there's still one little thing I'd like to change... the DukePlus taunts are fun and (though most people probably appreciate this) only happen every so often.

I'd love to know how to change the frequency so I can make them occur more often... I've also noticed some seem to happen at specific triggers (ex. when you blow up a load of guys with the RPG) ... a general random taunt every X enemies would be best.

- Dan
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User is offline   Root 9 

#5

View Postmethoddan, on Dec 12 2010, 08:45 PM, said:

I'd love to know how to change the frequency so I can make them occur more often... I've also noticed some seem to happen at specific triggers (ex. when you blow up a load of guys with the RPG) ... a general random taunt every X enemies would be best.


you can change the SWEARFREQUENCY value in the user.con file..
Also look up SWEARFREQUENCY in the game.con file

Hope this helps
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User is offline   methoddan 

#6

View PostRoot 9, on Dec 12 2010, 02:20 PM, said:

you can change the SWEARFREQUENCY value in the user.con file..
Also look up SWEARFREQUENCY in the game.con file

Hope this helps




Aaah yes it does - thanks a lot for that http://forums2.duke4...tyle_emoticons/default/smile.gif
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User is offline   Root 9 

#7

View Postmethoddan, on Dec 17 2010, 04:48 PM, said:

Aaah yes it does - thanks a lot for that http://forums2.duke4...tyle_emoticons/default/smile.gif


No problem, glad I could help :rolleyes:
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