Quake 2 is another classic from id software.While not modded quite as much as it's predecessor or Q3A, it is still a blast to play and the mod's on offer are bundles of fun. Just step into Quake 2 Rocket Arena, armed with the new and almighty rocket and rail gun and you will be gibbing for hours on end.If you dig fast paced action, then load up the good ole Quake 2, fire up a mod or two and have some fun!

Post tutorial Report RSS Working Quake2 Replacement Sounds

Adding replacement sounds for the current Quake2 weapons is a tough job. We're going to hack this without the engine for new sounds..

Posted by on - Basic Sound Effects

[page=Introduction]

Adding replacement sounds for the current Quake2 weapons is a tough job. You can't just remove the MZ_, because then it will crash, but with the MZ_ you will get the sound and muzzle flash. We're going to hack this without the engine for new sounds!

There is only ONE simple way to do this, and I'll tell you how.

[page=Getting the sounds NULLed]

Open pak0.pak with one of your Pak utilities (Pakexplorer or Pakscape), and go to sound/weapons, and extract these sounds to your mod folder's sound/weapons:

blastf1a.wav
hyprbf1a.wav
machgf1b
machgf2b
machgf3b
machgf4b
machgf5b
shotgf1b.wav
shotgr1b.wav
sshotf1b.wav
railgf1a.wav
rocklf1a.wav
rocklr1b.wav
grenlf1a.wav
grenlr1b.wav
bfg__f1y.wav
(Using The Reckoning, do these too from your Xatrix folder)
plasshot.wav
rippfire.wav
(Using Ground Zero, do these too from your Rogue folder)
nail1.wav
shotg2.wav
disint2.wav

Now, edit each one with a recording program (preferably Sound Recorder) and delete EVERYTHING in the sound, and re-save it.

[page=Finishing it up]

Alright, we've done that. Now, test in-game to make sure every normal weapon has no sound at all. If it has no sound, well done! If it has a sound, you messed up. Now, after your fire_* function, you have to add a gi.sound to go with your model. If you're using a weapon like a shotgun and need two in different spots, head on over to Weapon_Generic, find where it says like

if (ent->client->weaponstate == WEAPON_FIRING)

and work with a few if statements in there to get sounds at certain spots. I recommend CHAN_AUTO for all sounds so they do not overlap, but it's not safe. CHAN_WEAPON works good too, since it allocates memory just for weapons.

That should be all. Mail me for any help, I don't get time to view PMs..

-Paril Kalashnikov
jonno.5000@gmail.com = Msn & Email

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