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Author Topic: RFE: Make the uniques fully bindable  (Read 3727 times)

Malek Deneith

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RFE: Make the uniques fully bindable
« on: September 23, 2009, 17:22 »

As some of you might know I'm a bit of freak when it comes to ability to bind sounds. I managed to make Kornel redo soundbinds into awesome, flexible system that exists now, and for a time I was content.

But there still is a snag...

That one itch I can't scratch... You see all the uniques use "missiles" of their non-unique counterpart. What this means is that you *can't* bind "fire" and "explosion" sounds for any uniques (so no Q2 blaster sound for you Super Jamie I'm afraid).

And that makes Malek a sad Inquisitor.

Now the obvious fix would be to give the uniques their own missiles - but that rises another problem: unless sound.ini will contain new soundbinds for uniques they'l go "silent". Yet, there exists a way around this problem still - since we now have player.wad (in betas at least) with the capability of keeping track of found uniques it is possible to have the game present you with bindings for uniques once you find them - for example by adding them to player.txt that gets generated every time you view player stats.

And that's the resolution I'm going to promote. And since someone mentioned it would be fun to see "pestering for all eternity" this post is going to get bumped every week or two, or reposted as needed until said "someone" caves in.

PS. Be nice K, and cave in soon and I'll make you a new sound.ini - commented and ready for easy cutomization so that those that wan't to will need only to replace the soundfile paths.









Partia na Rzecz Pe?nych Soundbindów walczy!!!
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Aki

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Re: RFE: Make the uniques fully bindable
« Reply #1 on: September 23, 2009, 17:24 »

Voted B/Option 2.
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Silhar

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Re: RFE: Make the uniques fully bindable
« Reply #2 on: September 26, 2009, 06:24 »

Lol'd at a whole poll and voted B.

Aki

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Re: RFE: Make the uniques fully bindable
« Reply #3 on: September 26, 2009, 06:25 »

Actually, switch my vote to A. I'm looking at replacing some of the music with the Dark Side of Phobos and will change weapons while i'm at it.
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Malek Deneith

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Re: RFE: Make the uniques fully bindable
« Reply #4 on: September 26, 2009, 06:29 »

Changing of votes possible now :P
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Aki

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Re: RFE: Make the uniques fully bindable
« Reply #5 on: September 26, 2009, 06:34 »

Fixed, For great justice!
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Malek Deneith

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Re: RFE: Make the uniques fully bindable
« Reply #6 on: October 09, 2009, 11:33 »

Bumping as it was foretold in prophecy.

Current poll status:

Yes - 4
Yes - 9
Yes - 4
Yes - 1

As you see the majority of people say "yes" to my little initiative, with a small number saying "yes".

General status:
Issue has been fixed: No
Issue has been scheduled on bugtracker: No
KK has posted regarding the issue: No
The topic gathered interest in background: Maybe

Current stage: Pestering until <infinity>+1 days pass, we'll see what after that.

See ya next bump









Potrzebne nam wsparcie, powtarzam potrzebne man wspa-
« Last Edit: October 20, 2009, 16:13 by Malek Deneith »
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Re: RFE: Make the uniques fully bindable
« Reply #7 on: October 20, 2009, 16:14 »

for me it's just a detail, something I don't care much about, but hey, there are ppl out there who just like to screw around with such details, so why not...

Also, The Inquisitor made me vote for yes, so YES.
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