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Post by Animositisomina on Aug 1, 2010 17:25:40 GMT -5
I love Quake 2, but the "HUNH! HUNH!" jumping sound gets old really fast. I'm trying to figure out how to remove it. I've tried creating a new pak file with empty (silent) replacements for jump1.wav in all the proper locations, but that didn't work. I've tried deleting every reference to jump1.wav inside pak0.pak, that didn't work either. Somehow, the game is still finding and using the original sound file. Is it even possible to remove at all? (or replace with silence?) Any tips would be appreciated.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Aug 1, 2010 17:30:04 GMT -5
Hm, I think I asked about that quite a while ago. Afaik no solution turned up back then...
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Post by Animositisomina on Aug 1, 2010 17:41:46 GMT -5
Well that stinks. Thanks anyhow.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Aug 1, 2010 18:13:36 GMT -5
Oh wait, you wanna remove it on your local Q2 installation, right? I thought you wanted to remove it just for a Quake 2 map you were creating (that's what I wanted because the sound didn't fit the theme of my map). It should be possible to remove it from your installation somehow. Someone in here will know how I guess. LMAO: I just reread this and it looks like I was drunk or something when I replied to this thread. What I wanted to do was to replace/remove the jump pad sounds, not the jump sounds.
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Post by Animositisomina on Aug 1, 2010 19:22:59 GMT -5
Yeah, I meant the singleplayer game itself. So far it doesn't seem possible though. Even if you overwrite the sound file with something new, you still get the original sound in-game. I'm guessing it's hardcoded into the engine.
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Post by draxi on Aug 2, 2010 8:30:12 GMT -5
Did to try to replace the jump sounds in the baseq2/players/ folders? Afaik, the files in a folder, "overwrites" the files in the .pak files..
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SkiesOfBordom
Quake 2 Mapping Club
Welcome to Skyz's Domain[x=skiesofbordom ][x=skiesofbordom ][x=skiesofbordom]
Posts: 367
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Post by SkiesOfBordom on Aug 16, 2010 7:55:47 GMT -5
any sound placed in the baseq2/* folders should overwrite any occurrence elsewhere (for baseq2 mod only) as long as its named properly and in the right location.
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Aug 24, 2010 17:33:26 GMT -5
You'd think so but the player sounds don't seem to obey that law. I tried replacing the death sound and even placing it in the players/male folder didn't work.
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reflex
ShotGun Guard
Posts: 47
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Post by reflex on Sept 4, 2010 8:57:21 GMT -5
I have a modified male jump sound. Now, I have a baseq2\sound\player\male folder off of q2 that has the ORIGIONAL jump sound, but the one in my pak overides it with the more gentle version I like. So seems like it would have to be in the pak?
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Post by knightmare on Sept 19, 2010 10:08:23 GMT -5
FYI: You can remove jumping sounds in KMQ2 by setting the cvar player_jump_sounds to 0.
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