Left 4 Dead 2
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SoundScript Manifest Base [SSMB]
   
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Game Content: Scripts
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426.618 KB
2 OCT 2021 a las 16:21
18 SEP 2023 a las 5:18
7 notas sobre cambios ( ver )

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SoundScript Manifest Base [SSMB]

En 1 colección creada por мяFunreal
мяFunreal's Miscellaneous Mods
35 artículos
Descripción
- - - READ THIS DESCRIPTION! - - -




Are you tired of the limitations imposed on soundmods?
What if I told you that those can rather easily be removed.
It requires manual installations of all sounds, so its not as easy as just clicking the "Subscribe" button. But it's worth it.

With this mod, every weapon, infected, item, and music has its own sound script.
This allows multiple people to edit soundscripts without any conflicts.
It also allows you to effortlessly add new sounds, should a weapon or item need it.
Furthermore, simply because the sounds are installed as loose files, you can make longer sounds without worrying about soundglitches that would occur normally, because you are free to make new soundcaches.

Watch the first video for more explanations and install instructions in video form!
How to make mods using SSMB can be learned in the second linked video!
Here's Install instructions in text form, if you prefer those.


Tip:
If you want to quickly rebuild soundcaches without typing out the entire command every time: Launch a cfg through the launch settings. Inside this CFG file that launches with L4D2, add the following lines:
echo echo "snd_buildsoundcachefordirectory ../!custom_sounds/MODNAME" echo
This allows you to just copy.paste this line into the command box to execute it.


This item is not authorized for posting on Steam, except under the Steam account named мяFunreal; Steam id "funreal"
Modifications or Redistribution of this addon without explicit permission is prohibited.
I have my own Discord server[discord.gg] where i post WIP screenshots. We can also just chat.
I also got Paypal[paypal.me] for don't-ations.
Discusiones populares Ver todo (3)
3
12 FEB a las 16:55
Questions about making mods for SSMB
specty
2
18 SEP 2023 a las 6:05
FIJO: Request Standalone Sound Scripts
мяFunreal
0
18 SEP 2023 a las 5:43
FIJO: Install Instructions
мяFunreal
17 comentarios
Mortis™ 5 OCT a las 14:15 
Can I ask how I might go about doing so?
мяFunreal  [autor] 3 OCT a las 11:23 
i haven't thought about it, but i don't see why it wouldn't work.
Mortis™ 3 OCT a las 7:42 
Something I've been trying to do is have each L4D1 campaign play their own different zombat music, specifically the horde drums, my method works on local servers but not online. Would it be possible to add custom zombat and have it work online with this mod?
мяFunreal  [autor] 15 MAR a las 10:40 
yeah. that's possible.
You could replace the content of all the various zombat sound definitions with the same thing, so that all of them essentially play the same sounds.
____ 15 MAR a las 10:18 
I wonder if this possible to make all map play only 1 zombat music file? So that i don't have to replace all zombat music to custom music or something
мяFunreal  [autor] 13 FEB a las 4:39 
Good luck, have fun 👌
мяFunreal  [autor] 12 FEB a las 16:58 
No, sadly not.
You can only have one script active that edits a specific sound.
But you can make one sound entry load multiple soundfiles using "Rndwave" instead of "wave".

Example:
"Bat.Miss"
{
"channel" "CHAN_WEAPON"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" ")weapons/bat/bat_swing_miss1.wav"
"wave" ")weapons/bat/bat_swing_miss2.wav"
}
}
мяFunreal  [autor] 21 ABR 2022 a las 17:55 
that might work. but if you're gonna unpack the mod anyways, might as well get the cache there
Kio- 21 ABR 2022 a las 6:24 
I'm talking about having a sound.cache packed inside the mod .vpk, the soundcache was generated beforehand with snd_buildsoundcachefordirectory referencing only the files used by the mod. That way the sounds and cache is neatly packed away and would never have to be touched by the end user, only the script would require manual installing.
мяFunreal  [autor] 21 ABR 2022 a las 4:10 
you can only have one soundcache per "content folder"
so either you remake the soundache all the time, or you keep making new folders over and over again just to have more soundcaches