Another, maybe better idea:
First a side note about the sounds.cfg: The order matters, because the default sounds are hardcoded at the source line-by-line and sauer checks therefore in order for "registersound" commands. So, when you delete the whole sounds.cfg and add a registersound command to the first line, this sound will always play when the player is jumping. So a custom sounds.cfg would look like this:
registersound "pyccna/jump" 60
registersound "pyccna/land" 80
registersound "pyccna/rifle" 80
altsound "pyccna/rifle2" 80
altsound "pyccna/rifle3" 80
You don't need to use altsounds; if an altsound is there, its played randomly, if not, only the default registersound sound is played. Also: Yes, the numbers are for the sound volume (max 255).
Now my idea: There is a /addzip command that loads a file structure into sauerbraten temporarly. It's pretty usefull for loading a map to just preview it without installing. With this command, you could load a different sounds.cfg with your custom sounds and change it back if the playermodel changes. Do it with a loop like:
_checkplayermodel = [
sleep 1 [
if (= $playermodel = 0) [
The paths of the zip also matter: /data/sounds.cfg
>> Edit: Damn, maybe this woun't work, because when you start sauerbraten, it has already loaded its 70 sounds and by adding a new sound.cfg, the new registersound commands woun't replace the old ones; they are just added. Well, nice try anyways Nyne.