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Post by grieve[Q2C] on Mar 9, 2023 2:56:08 GMT -5
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Post by knightmare on Mar 9, 2023 14:13:59 GMT -5
Wait, you put music in the map, but only as a .wav that's looped globally?
You really should have it as a 44KHz .ogg file under baseq2/music/ and specify its filename (without the .ogg extension, at least 3 chars long) under the "musictrack" worldspawn key. My v3.24 patch and KMQ2 will play it on a separate channel, where you can adjust the music volume directly.
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Post by grieve[Q2C] on Mar 10, 2023 4:38:52 GMT -5
pretty cool feature, will remember it next time I use music in a map.
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Post by knightmare on Mar 10, 2023 23:53:53 GMT -5
Why wait until your next map? You could release another variant with the music in .ogg format.
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Post by grieve[Q2C] on Mar 11, 2023 5:17:09 GMT -5
well, I also want this to be compatible with other ports, at least for Q2pro ....
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Post by knightmare on Mar 11, 2023 5:47:30 GMT -5
It won't break compatibility. There will just be a "musictrack is not a field" message in the console if the game DLL doesn't support that.
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Post by grieve[Q2C] on Mar 11, 2023 11:25:35 GMT -5
yep, but music just wouldn't work with other ports. there are already 3 versions of the map around, q2_q3dm5.bsp (without music), q2_q3dm5b.bsp (with switcheable music, like in *Beethoviana* or Maric's *Spirit Wind*), and as an addition, q2_q3dm5c.bsp which starts with the music looped.
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