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Mortal Kombat!!
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hum4n01dtyph00n



Joined: 28 Mar 2008
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PostPosted: Fri Apr 04, 2008 8:27 pm    Post subject: Reply with quote

Well so far all that's working is the following:

When you target an opponent and when I crit.

Thats it. Then again all I use is the UNREALT soundpack. Unreal Tournament sound pack is OP.

Can you try and get these ones fixed? All I REALLY want is sounds to play after the following:
When I...
Crit
Kill (rampage, double kill, multi kill, and so on, and so on...)
Die

PLEASE make those work ><

Working on two combat logs right now.
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mkong409



Joined: 22 Jun 2006
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PostPosted: Fri Apr 04, 2008 9:05 pm    Post subject: Reply with quote

Okay, I found some additional code in the UT pack that will have to be upgraded. I'll get to it this weekend. I'll have something as soon as I can.
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hum4n01dtyph00n



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PostPosted: Fri Apr 04, 2008 11:52 pm    Post subject: Reply with quote

Awesome.

Guess I should have clarified I only use the UT pack. >_>

Thanks man.
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mkong409



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PostPosted: Sat Apr 05, 2008 10:32 am    Post subject: Reply with quote

Okay, I never used the UT pack before, but I've run into something that hopefully (if you've been using it for awhile) you can answer.

I've fixed the code in UT.lua to work properly with the combat log. However, it appears as though the UT sounds were set to play two sounds in the event of a killing spree.

You get the original sound from MKombat.lua, which played the following:

UT_Pack["FLAWLESS_WIN"]= soundPath .. "humiliation.wav";
UT_Pack["FATALITY"] = soundPath .. "godlike.wav";
UT_Pack["BRUTALITY"] = soundPath .. "dominating.wav";
UT_Pack["SUPURB_VICTORY"] = soundPath .. "unstoppable.wav";

But now you also get the additional sounds of your killing streak (KILLING SPREE, MONSTER KILL, ULTRA KILL, et al).

The issue is, both of these events fire simultaneously and the sounds play on top of each other. I've never played UT, and never used this pack in WoW, so I'm not sure if that's what it's supposed to do. It certainly doesn't sound very good.

I have some ideas to work around this, but now we are talking modifying original base code. I don't have a problem with doing that, I just am trying to determine if that's how it originally worked (playind sounds on top of each other).

My thinking it to introduce code to make the killing streak code override the standard kill sounds (if you are on a killing streak).
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hum4n01dtyph00n



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PostPosted: Sat Apr 05, 2008 4:11 pm    Post subject: Reply with quote

Not quite sure how it acted before, all I remember was not hearing the killing streak sounds.

Quote:
My thinking it to introduce code to make the killing streak code override the standard kill sounds (if you are on a killing streak).


So if you could, overriding the normal kill sounds with killing streak sounds would be far better.
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