Title: Engine client - Announcer replacing Post by: fromhell on September 29, 2014, 09:50:24 AM I thought about a string operation-based interception to add a custom announcer setting that could work across mods
Basically, sound functions that check if string has "sound/feedback/", load cl_announcerDir instead which would be like ("sound/feedback/%s/%s", cl_announcerDir, filename) or something, and if it doesn't find it there, it just loads ("sound/feedback/%s", filename) as normal. Replacing sound/players/announce is not neccessary, and I don't consider item sounds (regeneration/quad) as announcer voices. Theory, but trivial and I could implement this on a whim some day. Give QL's huge negative reaction to announcer replacing i'm gonna take this aspect a little more seriously, since announcers can apparently greatly affect the mood of the game :P Title: Re: Engine client - Announcer replacing Post by: Suicizer on October 09, 2014, 08:36:02 AM I thought about a string operation-based interception to add a custom announcer setting that could work across mods Basically, sound functions that check if string has "sound/feedback/", load cl_announcerDir instead which would be like ("sound/feedback/%s/%s", cl_announcerDir, filename) or something, and if it doesn't find it there, it just loads ("sound/feedback/%s", filename) as normal. Replacing sound/players/announce is not neccessary, and I don't consider item sounds (regeneration/quad) as announcer voices. Theory, but trivial and I could implement this on a whim some day. Give QL's huge negative reaction to announcer replacing i'm gonna take this aspect a little more seriously, since announcers can apparently greatly affect the mood of the game :P It affects the mood greatly indeed. There's some mod on OA around which messes up the announcer and replaces certain events for a voice of a woman (not even all events). |