.:: Bots United ::.  
filebase forums discord server github wiki web
cubebot epodbot fritzbot gravebot grogbot hpbbot ivpbot jkbotti joebot
meanmod podbotmm racc rcbot realbot sandbot shrikebot soulfathermaps yapb

Go Back   .:: Bots United ::. > Developer's Farm > SDK Programming discussions > Half-Life 1 SDK
Half-Life 1 SDK For developments focused around Half-Life (and its mods) Half-Life

Reply
 
Thread Tools
Re: EMIT_SOUND and sound levels >1 ?
Old
  (#11)
botmeister
Ex-Council Member
 
botmeister's Avatar
 
Status: Offline
Posts: 1,090
Join Date: Nov 2003
Location: Canada
Default Re: EMIT_SOUND and sound levels >1 ? - 18-02-2004

Quote:
Originally Posted by Pierre-Marie Baty
...so on a 32 player server, if a player is killed, you tell me not to play ONE sound (using one network message), but 32 SOUNDS at different amplitudes, using 32 NETWORK MESSAGES ?

Stefan !... 9_9
I think it will make the sound seem like it came from the person hearing it and won't give you the desired effect.

I'd say your best bet is to add custom sounds. If they are small in size and only a few, then it won't take very long to download.


Maker of the (mEAn) Bot.Admin Manager

"In theory, there is no difference between theory and practice. But, in practice, there is." - Jan L.A. van de Snepscheut
  
Reply With Quote
Re: EMIT_SOUND and sound levels >1 ?
Old
  (#12)
Terran
Member
 
Terran's Avatar
 
Status: Offline
Posts: 431
Join Date: Jan 2004
Default Re: EMIT_SOUND and sound levels >1 ? - 18-02-2004

Quote:
Originally Posted by botmeister
Where can I get more information on how to use this feature? This is exactly what I need for my server!
It was posted by Alfred Reynolds at the hlds_linux mailing list (and maybe others).

Quote:
Originally Posted by Alfred Reynolds
Here is the README about the HTTP downloading function.


Half-Life Fast HTTP Asset Downloading Instructions
V1.02 January 22, 2004


SUMMARY
-------

Half-Life now supports the download of custom content (maps,
skins, sounds,
and so on) from a HTTP server (ie: webserver) when connecting,
instead of
downloading directly from the game server itself.

HTTP downloading has three major benefits:

1) There is no impact on the game server when downloading
custom content, as
a completely separate HTTP content server does the transfer

2) Players will download custom content at their maximum
transfer rate,
resulting in *much* faster downloads

3) Players who are downloading custom content do not take up a
player slot
on the server while they wait



WHAT PLAYERS CONNECTING TO A SERVER WITH CUSTOM CONTENT WILL SEE
----------------------------------------------------------------

When a player connects to a server utilizing custom content, one
of two
things will occur:

1) If the server is not configured for HTTP download, the game
server
will use the normal "trickle" download mechanism

2) If the server is configured for HTTP downloading, the player
will
see an enhanced download dialog, and much faster downloads.
While
this content is downloading, they are not connected to the
game
server. Once the download finishes, they are automatically
reconnected to the game server, and ready to play.



CONFIGURING YOUR SERVER TO USE FAST HTTP ASSET DOWNLOADING
----------------------------------------------------------

1) Make a list of all the custom files (bsp, wav, mdl, etc)
used on your server

2) Put these files on a HTTP server (ie: webserver), keeping
the folder
layout intact

3) OPTIONAL: To display a "banner image" to players that
download content,
place a 340x56 pixel image in the file <custom content
directory>/gfx/banner.gif

4) Set the sv_downloadurl cvar to
"http://yourserver/custom_content_directory/"


Example:

Your server uses the non-standard map "de_generic", which
requires the following files:

C:\Program
Files\Steam\SteamCache\your@email.address\Counter-Strike\cstrike\maps\de
_generic.map
C:\Program
Files\Steam\SteamCache\your@email.address\Counter-Strike\cstrike\de_gene
ric.wad
C:\Program
Files\Steam\SteamCache\your@email.address\Counter-Strike\cstrike\sound\a
mbience\de_generic_a.wav
C:\Program
Files\Steam\SteamCache\your@email.address\Counter-Strike\cstrike\sound\a
mbience\de_generic_b.wav
C:\Program
Files\Steam\SteamCache\your@email.address\Counter-Strike\cstrike\sound\a
mbience\de_generic_c.wav


You have web space (perhaps through your ISP) with the URL
"http://www.turtlerockstudios.com/~matt" that you will use to
host your
custom content.

To do this, you copy the files needed for "de_generic" to your
webspace,
placing them in a folder called "my_cstrike" in your webspace
top-level directory,
keeping their directory layout intact.

You now have the following files in your webspace:


http://www.turtlerockstudios.com/~ma...de_generic.map

http://www.turtlerockstudios.com/~ma...de_generic.wad

http://www.turtlerockstudios.com/~ma...bience/de_gene
ric_a.wav

http://www.turtlerockstudios.com/~ma...bience/de_gene
ric_b.wav

http://www.turtlerockstudios.com/~ma...bience/de_gene
ric_c.wav

You now set the "sv_downloadurl" cvar on your game server to
"http://www.turtlerockstudios.com/~matt/my_cstrike/". Now,
players who connect
to your server will automatically download the map "de_generic"
and its required
files from your webspace when they connect (unless they already
have it, of course).


TECHNICAL DETAILS
-----------------

* The maximum length of the sv_downloadurl is 127 characters

* A username and password can be specified for the HTTP server
by embedding
them in the sv_downloadurl like so:

http://username:password@www.somewhere.com/

( Note - recent IE patches make disable this functionality )

* If a connecting player has an existing file of the same name,
it will not
be overwritten. The download file will be skipped.

* Certain game-crtical and/or dangerous files cannot be
downloaded (ie: *.exe, *.vbs, etc)





_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailma...nfo/hlds_linux
  
Reply With Quote
Re: EMIT_SOUND and sound levels >1 ?
Old
  (#13)
Terran
Member
 
Terran's Avatar
 
Status: Offline
Posts: 431
Join Date: Jan 2004
Default Re: EMIT_SOUND and sound levels >1 ? - 18-02-2004

But be careful, I run into some problems using this feature, below is my report to Alfred:

Quote:
Originally Posted by Terran
I've configured my linux CS Server to use this great new feature and
encountered some problems:

I'm running an apache webserver at the same box as the game server and
simply linked the necessary files to the webservers document tree.
I'm making heavy usage of .res files (generated by resgen).

Sadly most of the map makers ignore that linux differentiate upper and
lowercase letters in filenames. And they include resources in their maps
which they actually don't use. E.g. de_inferno requests a file named
"corvette.wad" which doesn't exist anywhere. Or de_train uses
gfx/env/trainyardbk.tga but the file is actually named
gfx/env/TrainYardBk.tga.

The old transfer method compensated those problem (ignoring missing but
unneccessary files, converting upper/lower case) but with the deligation of
the transfers to a webserver this is/can no longer be handled
automatically. Serveradmins have to check those problems on their own and
fix them by hand.

I don't know of a simple solution to this but at least a short "readme"
which records those problems should be provided.


Best regards, Dieter
  
Reply With Quote
Re: EMIT_SOUND and sound levels >1 ?
Old
  (#14)
stefanhendriks
RealBot Author
 
stefanhendriks's Avatar
 
Status: Offline
Posts: 3,088
Join Date: Nov 2003
Location: Netherlands
Default Re: EMIT_SOUND and sound levels >1 ? - 19-02-2004

Quote:
Originally Posted by Pierre-Marie Baty
...so on a 32 player server, if a player is killed, you tell me not to play ONE sound (using one network message), but 32 SOUNDS at different amplitudes, using 32 NETWORK MESSAGES ?

Stefan !... 9_9
hey, you pay the price for such a feature

Btw, 32 times sending a 'play' message does not hurt that much. About how many bytes are we talking about? I bet its nothing compared to the amount of packages sent anyway.


Author of RealBot, "Arrakis" and "Dune 2 - The Maker" | co-Founder of Bots-United | Fundynamic | Blog | E-Mail me
  
Reply With Quote
Re: EMIT_SOUND and sound levels >1 ?
Old
  (#15)
botmeister
Ex-Council Member
 
botmeister's Avatar
 
Status: Offline
Posts: 1,090
Join Date: Nov 2003
Location: Canada
Default Re: EMIT_SOUND and sound levels >1 ? - 19-02-2004

Thanks for the info Terran Looks like I have to get on a mailing list.


Maker of the (mEAn) Bot.Admin Manager

"In theory, there is no difference between theory and practice. But, in practice, there is." - Jan L.A. van de Snepscheut
  
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump



Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
vBulletin Skin developed by: vBStyles.com