Quakesounds

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daren adler
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Re: Quakesounds

Postby daren adler » Wed Dec 23, 2020 2:21 am

satoon101 wrote:That's just a warning, so nothing to be concerned about. The plugin can be updated to use path.Path instead of path.path to fix that warning. In future versions of the path package, they did remove path.path. I'm not sure if/when we'll update the SP version of that package, but if/when we do, it will break any plugins that use path.path.

ok ty for the info :cool:
cssbestrpg
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Re: Quakesounds

Postby cssbestrpg » Wed Dec 23, 2020 9:50 am

Updated plugin fix path warning
Fixed errors came in css at killer line
cssbestrpg
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Re: Quakesounds

Postby cssbestrpg » Tue Apr 06, 2021 7:17 pm

Added teamkiller sound(Untested)
Fixed showing sometimes value errors
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daren adler
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Re: Quakesounds

Postby daren adler » Wed Apr 07, 2021 6:23 am

How can i turn off team killer sound? i am hl2dm, no teams and it keeps saying team killer.
cssbestrpg
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Re: Quakesounds

Postby cssbestrpg » Wed Apr 07, 2021 6:28 am

I didn't make a config for it, but try newest version, i just made a possible fix for it(Untested)
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daren adler
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Re: Quakesounds

Postby daren adler » Wed Apr 07, 2021 6:33 am

I got it,,all i did was remove the line. Im sorry i forgot to say,,i cleared the old one and added your new one already.
cssbestrpg
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Re: Quakesounds

Postby cssbestrpg » Fri Apr 09, 2021 3:18 pm

Update:
- Fixed teamkiller sound playing when enemy kills your or you kill them
- Possible fix for teamkiller sound play to correctly(Untested)
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daren adler
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Posts: 328
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Re: Quakesounds

Postby daren adler » Sat Apr 10, 2021 3:42 am

ok, ill give it a try, ty :cool:
cssbestrpg
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Re: Quakesounds

Postby cssbestrpg » Thu Apr 29, 2021 7:53 pm

Update:
- Changed soundlib use Sound class to play sound, instead using client command for sound play
- Removed no needed imports soundlib

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