sound Q

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small_sumo
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Post by small_sumo »

Hmmmmmmm yes I get this error.

:(

ERROR: Entity::LoopSound: cricket needs an alias in ubersound.scr or uberdialog.scr - Please fix.
ERROR: Entity::LoopSound: fire_large needs an alias in ubersound.scr or uberdialog.scr - Please fix.

and

DUPLICATE ALIASES: airplane5 and airplane5
DUPLICATE ALIASES: airplane6 and airplane6
DUPLICATE ALIASES: cricket and cricket
DUPLICATE ALIASES: fire_large and fire_large


and

threaded 9
local.range = vector_length (self.origin - $("bomberplane" + local.name).origin) + 100 (global/bomber.scr, 375)
local.range = vector_length (self.origin - $("bomberplane" + local.name)^

^~^~^ Script Error: Field 'origin' applied to NULL listener

local.range = vector_length (self.origin - $("bomberplane" + local.name).origin) + 100 (global/bomber.scr, 375)
local.range = vector_length (self.origin ^

^~^~^ Script Error: binary '-' applied to incompatible types 'vector' and 'NIL'

local.range = vector_length (self.origin - $("bomberplane" + local.name).origin) + 100 (global/bomber.scr, 375)
local.range = ^

^~^~^ Script Error: Cannot cast 'NIL' to vector

local.range = vector_length (self.origin - $("bomberplane" + local.name).origin) + 100 (global/bomber.scr, 375)
local.range = vector_length (self.origin - $("bomberplane" + local.name).origin) ^

^~^~^ Script Error: binary '+' applied to incompatible types 'NIL' and 'int'

while (local.range > 200) (global/bomber.scr, 385)
while (local.range ^

^~^~^ Script Error: binary '>' applied to incompatible types 'NIL' and 'int'

ERROR: Entity::Sound: drop_bomb needs an alias in ubersound.scr or uberdialog.scr - Please fix.
ERROR: Entity::Sound: drop_bomb needs an alias in ubersound.scr or uberdialog.scr - Please fix.
Bomb from set 9 threading kaboom

and lol

Small_Sumo died

and of course this, I would love to fix it because it spams the level heavily



Vertex color specified for shader 'static_carrusted', but vertex colors are not valid for this model
Vertex color specified for shader 'static_carwindowr', but vertex colors are not valid for this model
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bdbodger
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Post by bdbodger »

Are you useing the same alias as in the game if you make a custom.tik for sound why not use new aliases

local.range = vector_length (self.origin - $("bomberplane" + local.name).origin) + 100

may be you can use

local.bomber= $("bomberplane" + local.name)
local.range = vector_length self.origin local.bomber.origin
local.range=local.range+100

as for the shader is that a custom shader maybe post it so we can see .
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Post by jv_map »

Vertex color specified for shader 'static_carrusted', but vertex colors are not valid for this model.

Probably the shader has rgbGen vertex. As mohlight only calculates vertex lighting for static models, you get this error (your car is a script_model). You require a shader with rgbGen identity, rgbGen entity or rgbGen lightingSpherical.
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small_sumo
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Post by small_sumo »

Hmmm well the shader problem even though you explaned it so well to me jv is beyond me. My small peanut brain only takes me so far.

I still need to get home with these sound problems, a silent firplace is wak.
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small_sumo
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Post by small_sumo »

I am trying this now in my custom.tik. I dont have any log errors now.

aliascache cricket sound/amb/Amb_Cricket.wav soundparms 0.28 0.0 1.0 0.0 100 600 local loaded maps "dm moh obj train"
aliascache fire_large sound/amb/Amb_FireLoop_02.wav soundparms 1.0 0.0 1.0 0.0 400 600 local loaded maps "dm moh obj train"


.....might try voice next time, was auto, tried local.
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small_sumo
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Post by small_sumo »

Well I'm finnished with this crap, I'm taking my bat and my ball and going home.

:?
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Post by jv_map »

Ugh so weird these sounds in mohaa :? :?
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tltrude
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delay

Post by tltrude »

I have found that looping sounds do not work if there isn't a delay before starting them. If it is far down the list of things being started they will work, but it is better to put in a real delay.

level waittill prespawn
thread start_sounds
level waittill spawn
end

start_sounds:

wait 1
$river loopsound cricket
$fireplace loopsound fire_large
$river_speaker loopsound river // this one works without an ubersound fix, see below.

end

Your sound tiki has to be loaded in the precache script just like any other model, but you don't have to precache the sound wav files unless you have added new ones to the game.

I don't think it is a good idea to use local streamed because it lags the game. Auto should work fine. The volume is the first number after the word soundparms (0.28) and the large numbers (100 600) are how far away the sound will start to fade, and how far away it will cut off. Sounds you modify in your custom tiki should have new names, like cricket1. If you use the same name used by ubersound you get a dupacate error.

If you want to focus the sound at a certain spot, you can make a simple script_object speaker with nodraw texture and not_solid set. Then give it a targetname, like "river_speaker".
Tom Trude,

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small_sumo
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Post by small_sumo »

Oh is that so, well it looks like I'm not finnished with this crap after all ......... hmmm weres ..... bat ............ ball ........ gmpff.
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