Concert Arena [WIP]


(Pande) #41

Trigger a bunch of target_speakers.

Each one should have a wait time of all the songs going before it added together.

so for example a song with 2:14 time can go first, then a song with 3:51 time next so that speaker gets a wait of 2:14, and the one after it gets 6:05. (you’ll have to enter it in seconds though ofc)


(shagileo) #42

Speakers perhaps?
(global speakers)

Maybe if you use the enable speaker “command” in the script, the sound will continue playing even when you switch teams

EDIT: posted right after Pande did :slight_smile:


(Wezelkrozum) #43

Yes!!!:smiley: The music plays right. Everytime you join an other team (axis, allies or spectators) it seems the music fades to 0. BUT! If you fade the music back up every 500 milliseconds before it fades totally to zero it won’t fade away and play further.:slight_smile:

And I have to music files:
11kHz (lower quality) 24 mb
22kHz (better quality) 48 mb

Which one will I use? Or shall I made both packs?


(aaa3) #44

[QUOTE=wezelkrozum;192431]
And I have to music files:
11kHz (better quality) 24 mb
22kHz (lower quality) 48 mb

Which one will I use? Or shall I made both packs?[/QUOTE]

did u mix up or the other is 4 times longer/betterbitrate:P


(Wezelkrozum) #45

haha oke, I made a big mistake


(Pande) #46

Use the 22k, 11k is just hideous and not worth the size reduction at all.


(Jedi_Mediator) #47

The red ones remind me of borg :stuck_out_tongue:


(Wezelkrozum) #48

Here is a new beauty. The led-display:


(shagileo) #49

Oh man, this is so awesome
Can’t wait to dance utz utz


(Wezelkrozum) #50

HELP HELP HELP!
How can I fix the maximum limit of remapshaders? Or use it to the max?


(IndyJones) #51

why don’t you make new shaders for map?


(Zer0Cool) #52
  1. iirc there is no real limit for remapping, you can remap about 16 shaders at one time but unlimitted during whole game
  2. you can use the setstate command and the changemodel command if you want change more shader surfaces at the same time

(Wezelkrozum) #53

Because I have the shaders already?

[QUITE=Zer0Cool]1. iirc there is no real limit for remapping, you can remap about 16 shaders at one time but unlimitted during whole game
2. you can use the setstate command and the changemodel command if you want change more shader surfaces at the same time[/QUOTE]

  1. Why do I get the error G_FindConfigstringIndex: overflow then?
  2. Don’t need that.

EDIT:
The limits:

  • 16 remapshaders at one remapshaderflush (no problem)
  • It seems that it loads all the shaders before it starts the game and there is a limit for those amount of remapshaders. (the problem) Then I get G_FindConfigstringIndex: overflow.

(Wezelkrozum) #54

BTW:

  • Can you change the model unlimited times?
  • Is it possible to rotate a model?

(S14Y3R) #55

[QUOTE=wezelkrozum;192999]BTW:

  • Can you change the model unlimited times?
  • Is it possible to rotate a model?[/QUOTE]

changemodel? i don’t think there’s a hard limit, maybe depends how you’re changing them[and how many at once]( ie. func_timer/relay/TST etc,) small 'wait 100’s might be necessary if not working properly when changing many at a time,

for rotate, use ‘setrotation x y z’ for a constant rotation in script. -x y z is speed of rotation, set to 0 0 0 to stop again(if needed)

~lookin’ good btw :smiley:


(Wezelkrozum) #56

At the moment I have a problem with the error:

Textures/dirpath/texturename had odd vertex count autosprite2 shader

Description:
You’re implementing a shader script that uses vertex deformations that are greater than the size of the brush you’re using it on.

If you can help me go to this topic:
http://www.splashdamage.com/forums/showthread.php?t=18150

It doesn’t look very good now for this project. If I can’t solve this problem it can’t be finished:(

EDIT:
Project continues without the autosprite2 command…


(Wezelkrozum) #57

I’m sorry. But the release data of the WCC June 2009 is delayed to 20 July due an error.


(shagileo) #58

20 July - aaarrrwww :frowning:

Somebody, help him fast. I want to dance asap


(Zer0Cool) #59

what do you think about adding some flamethrowers? love pyroeffects :smiley:
props_flamethrower->info_notnull
switch on/off with alertentity command in script


(Fluffy_gIMp) #60

Very cool stuff! :smiley: