*************************** SKIP THIS PART FOR HOW TO DO IT ***************************
NO WOK ON SV_PY000000UR SERVERS LIK DIS IF YOU CRY EVERYTIM
I'm assuming that this isn't common knowledge since people still spend 8 Keys+ on Strange AWPer Hands for the sound. Sorry if it is.
Recently, I've gotten a strange original. When I started using it, I noticed that my airshots were way worse than usual, and I was under-predicting the speed of my rockets. I later on noticed that my airshot consistency went in a chain (Black Box > Rocket Launcher > The Original. Observing it, I hypothesized that my airshot consistency was affected by the sounds of the rocket launcher, and if I use a higher-pitched and quicker sound (like that of the black box) my mind will be 'tricked' into thinking that the speed of the rockets are faster. I ended up googling up how to change the sound. My airshots did improve with the Original, and I think I might have been right.
You can also get some pretty humorous results if you use random junk like airhorns as the weapon sounds
***************************************************************************************************************
Step 1: Use GCFScape to extract the file called "tf2_sound_misc_dir" found in the tf folder, to obtain the correct names to use for each individual weapon.
(GCFScape: http://nemesis.thewavelength.net/?p=26) *NOTE: This download is not a virus.
Step 2: Create a folder in your custom folder named whatever you want. Then, make a folder called sound and inside that make a folder named weapons
(...../steamapps/common/Team Fortress 2/tf/custom/*your folder name here*/sound/weapons)
Step 3: Find a WAV Sound file you want to use as the weapon's new sound. (Yes, you can use sounds from tf2_sound_misc_dir)
Step 4: Search for the correct name of the weapon sound(s) in the tf2_sound_misc_dir folder you've extracted. Rename the WAV File to that.
(Note: In many cases, there are multiple sounds for one weapon. This may include critical sounds, explosion sounds, or even multiple sounds for different hits. If there are more sounds than what is given, then its okay to reuse your sounds, as it won't break anything. If there are multiple sounds for the same thing on one weapon but not another, just choose one firing sound to use.)
Step 5: Place the WAV File in the folder you've made in custom
(...../steamapps/common/Team Fortress 2/tf/custom/*your folder name here*/sound/weapons)
NOTE: IF THE SOUND BREAKS, THEN DELETE THE SOUND.CACHE FILE AUTOMATICALLY GENERATED NEXT TO THE SOUND FOLDER.
***************************************************************************************************************
Sound Changes I absolutely love:
- Enforcer OR Diamondback Sounds to the Revolver
- Enforcer OR Diamondback Sounds to the Ambassador
As you can see, I really haven't done too much with it yet. Hell, I didn't even try to make the AWPer Hand sound the Sniper Rifle sound. If you've found a sound change that you enjoyed, feel free to post it down below.
*************************** SKIP THIS PART FOR HOW TO DO IT ***************************
[color=red]NO WOK ON SV_PY000000UR SERVERS LIK DIS IF YOU CRY EVERYTIM[/color]
I'm assuming that this isn't common knowledge since people still spend 8 Keys+ on Strange AWPer Hands for the sound. Sorry if it is.
Recently, I've gotten a strange original. When I started using it, I noticed that my airshots were way worse than usual, and I was under-predicting the speed of my rockets. I later on noticed that my airshot consistency went in a chain (Black Box > Rocket Launcher > The Original. Observing it, I hypothesized that my airshot consistency was affected by the sounds of the rocket launcher, and if I use a higher-pitched and quicker sound (like that of the black box) my mind will be 'tricked' into thinking that the speed of the rockets are faster. I ended up googling up how to change the sound. My airshots did improve with the Original, and I think I might have been right.
You can also get some pretty humorous results if you use random junk like airhorns as the weapon sounds
***************************************************************************************************************
Step 1: Use GCFScape to extract the file called "tf2_sound_misc_dir" found in the tf folder, to obtain the correct names to use for each individual weapon.
(GCFScape: http://nemesis.thewavelength.net/?p=26) *NOTE: This download is not a virus.
Step 2: Create a folder in your custom folder named whatever you want. Then, make a folder called sound and inside that make a folder named weapons
(...../steamapps/common/Team Fortress 2/tf/custom/*your folder name here*/sound/weapons)
Step 3: Find a WAV Sound file you want to use as the weapon's new sound. (Yes, you can use sounds from tf2_sound_misc_dir)
Step 4: Search for the correct name of the weapon sound(s) in the tf2_sound_misc_dir folder you've extracted. Rename the WAV File to that.
(Note: In many cases, there are multiple sounds for one weapon. This may include critical sounds, explosion sounds, or even multiple sounds for different hits. If there are more sounds than what is given, then its okay to reuse your sounds, as it won't break anything. If there are multiple sounds for the same thing on one weapon but not another, just choose one firing sound to use.)
Step 5: Place the WAV File in the folder you've made in custom
(...../steamapps/common/Team Fortress 2/tf/custom/*your folder name here*/sound/weapons)
[color=red]
NOTE: IF THE SOUND BREAKS, THEN DELETE THE SOUND.CACHE FILE AUTOMATICALLY GENERATED NEXT TO THE SOUND FOLDER.[/color]
***************************************************************************************************************
Sound Changes I absolutely love:
- Enforcer OR Diamondback Sounds to the Revolver
- Enforcer OR Diamondback Sounds to the Ambassador
As you can see, I really haven't done too much with it yet. Hell, I didn't even try to make the AWPer Hand sound the Sniper Rifle sound. If you've found a sound change that you enjoyed, feel free to post it down below.
When I started using it, I noticed that my airshots were way worse than usual, and I was under-predicting the speed of my rockets
You're aware the Original fires a rocket directly down the center of your screen, while every other launcher fires from the side, right? And THAT'S probably the reason for you missing airshots?
Also this doesn't work on sv_pure 1 using Valve's whitelist.
]sv_pure
-------------------------------------------------------
sv_pure: Only allow client to use certain files.
-1 - Do not apply any rules or restrict which files the client may load.
0 - Apply rules in cfg/pure_server_minimal.txt only.
1 - Apply rules in cfg/pure_server_full .txt and then cfg/pure_server_thitelist.txt.
2 - Apply rules in cfg/pure_server_full.txt.
See cfg/pure_server_whitelist_example.txt for more details.
The server is using sv_pure 1. (Custom pure server rules.)
sound\... trusted_source
models\... trusted_source
materials\... trusted_source
particles\... trusted_source
scripts\game_sounds.txt trusted_source
scripts\game_sounds_manifest.txt trusted_source
scripts\game_sounds_player.txt trusted_source
scripts\game_sounds_vo.txt trusted_source
scripts\game_sounds_vo_handmade.txt trusted_source
scripts\game_sounds_weapons.txt trusted_source
scripts\soundmixers.txt trusted_source
materials\temp\... any
materials\vgui\logos\ui\... any
sound\ui\hitsound.wav any
--------------------------------------------------------
[quote]When I started using it, I noticed that my airshots were way worse than usual, and I was under-predicting the speed of my rockets[/quote]
You're aware the Original fires a rocket directly down the center of your screen, while every other launcher fires from the side, right? And THAT'S probably the reason for you missing airshots?
Also this doesn't work on sv_pure 1 using Valve's whitelist.
[quote]]sv_pure
-------------------------------------------------------
sv_pure: Only allow client to use certain files.
-1 - Do not apply any rules or restrict which files the client may load.
0 - Apply rules in cfg/pure_server_minimal.txt only.
1 - Apply rules in cfg/pure_server_full .txt and then cfg/pure_server_thitelist.txt.
2 - Apply rules in cfg/pure_server_full.txt.
See cfg/pure_server_whitelist_example.txt for more details.
The server is using sv_pure 1. (Custom pure server rules.)
sound\... trusted_source
models\... trusted_source
materials\... trusted_source
particles\... trusted_source
scripts\game_sounds.txt trusted_source
scripts\game_sounds_manifest.txt trusted_source
scripts\game_sounds_player.txt trusted_source
scripts\game_sounds_vo.txt trusted_source
scripts\game_sounds_vo_handmade.txt trusted_source
scripts\game_sounds_weapons.txt trusted_source
scripts\soundmixers.txt trusted_source
materials\temp\... any
materials\vgui\logos\ui\... any
sound\ui\hitsound.wav any
--------------------------------------------------------[/quote]
yttriumWhen I started using it, I noticed that my airshots were way worse than usual, and I was under-predicting the speed of my rockets
You're aware the Original fires a rocket directly down the center of your screen, while every other launcher fires from the side, right? And THAT'S probably the reason for you missing airshots?
Also this doesn't work on sv_pure 2 using Valve's whitelist.
]sv_pure
-------------------------------------------------------
sv_pure: Only allow client to use certain files.
-1 - Do not apply any rules or restrict which files the client may load.
0 - Apply rules in cfg/pure_server_minimal.txt only.
1 - Apply rules in cfg/pure_server_full .txt and then cfg/pure_server_thitelist.txt.
2 - Apply rules in cfg/pure_server_full.txt.
See cfg/pure_server_whitelist_example.txt for more details.
The server is using sv_pure 1. (Custom pure server rules.)
sound\... trusted_source
models\... trusted_source
materials\... trusted_source
particles\... trusted_source
scripts\game_sounds.txt trusted_source
scripts\game_sounds_manifest.txt trusted_source
scripts\game_sounds_player.txt trusted_source
scripts\game_sounds_vo.txt trusted_source
scripts\game_sounds_vo_handmade.txt trusted_source
scripts\game_sounds_weapons.txt trusted_source
scripts\soundmixers.txt trusted_source
materials\temp\... any
materials\vgui\logos\ui\... any
sound\ui\hitsound.wav any
--------------------------------------------------------
shet :x
Also, I tried using a MOD that centers all models in tr_walkway beforehand and still got the same results, so I think it was actually the sound.
[quote=yttrium][quote]When I started using it, I noticed that my airshots were way worse than usual, and I was under-predicting the speed of my rockets[/quote]
You're aware the Original fires a rocket directly down the center of your screen, while every other launcher fires from the side, right? And THAT'S probably the reason for you missing airshots?
Also this doesn't work on sv_pure 2 using Valve's whitelist.
[quote]]sv_pure
-------------------------------------------------------
sv_pure: Only allow client to use certain files.
-1 - Do not apply any rules or restrict which files the client may load.
0 - Apply rules in cfg/pure_server_minimal.txt only.
1 - Apply rules in cfg/pure_server_full .txt and then cfg/pure_server_thitelist.txt.
2 - Apply rules in cfg/pure_server_full.txt.
See cfg/pure_server_whitelist_example.txt for more details.
The server is using sv_pure 1. (Custom pure server rules.)
sound\... trusted_source
models\... trusted_source
materials\... trusted_source
particles\... trusted_source
scripts\game_sounds.txt trusted_source
scripts\game_sounds_manifest.txt trusted_source
scripts\game_sounds_player.txt trusted_source
scripts\game_sounds_vo.txt trusted_source
scripts\game_sounds_vo_handmade.txt trusted_source
scripts\game_sounds_weapons.txt trusted_source
scripts\soundmixers.txt trusted_source
materials\temp\... any
materials\vgui\logos\ui\... any
sound\ui\hitsound.wav any
--------------------------------------------------------[/quote][/quote]
shet :x
Also, I tried using a MOD that centers all models in tr_walkway beforehand and still got the same results, so I think it was actually the sound.
Mightyshet :x
Welcome to the struggle. Custom crosshairs don't even work on Valve servers. They only permit custom HUD elements, sprays, and hitsounds.
[quote=Mighty]
shet :x[/quote]
Welcome to the struggle. Custom crosshairs don't even work on Valve servers. They only permit custom HUD elements, sprays, and hitsounds.