Alias does not exist in ubersound or uberdialog error
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- IvanTheTerrible
- Sergeant
- Posts: 55
- Joined: Thu Jun 26, 2003 7:35 pm
- Location: Upland, CA
Alias does not exist in ubersound or uberdialog error
The following line of script along with similar lines exist in the ubersound file in a pk3 mod file in the main folder in MOHAA on my server. However, when a client connects to the server they do not hear the dog barking, and if you open up the console on the client all you see are error messages stating that an alias for dog_bark_1.wav does not exist in ubersound or uberdialog.
aliascache dog_bark1 sound/characters/dog_bark_1.wav soundparms 1.5 0.0 0.8 0.4 160 4000 voice loaded maps "m2l1 m4l0 m4l2 m4l3 m6l2b dm moh"
aliascache dog_bark1 sound/characters/dog_bark_1.wav soundparms 1.5 0.0 0.8 0.4 160 4000 voice loaded maps "m2l1 m4l0 m4l2 m4l3 m6l2b dm moh"
- IvanTheTerrible
- Sergeant
- Posts: 55
- Joined: Thu Jun 26, 2003 7:35 pm
- Location: Upland, CA
Still have a few questions...as usual
OK, I read JV's tutorial, but I still have some questions. All I care about is getting the sounds to work in the dm mohdm1 map on a dedicated server. I don't want clients to have to download a pk3 to get the sounds to work. I don't know if these sounds would be considered custom as I just want to use the existing ones in the game. Does custom refer to the fact that the standard mohdm1 map does not utilize these sounds? Where do I place the new TIK file and what does the referencing precache line in the pk3 on the server look like?
you DO have a precahce script dont you?
it just reads through the .tiks in advance so when the time comes to load them it doesnt halt the game.
an example line would be this.
cache models/weapons/colt45.tik
the dog sounds are already in game...
well, it is a custom map, so they have to download a custom .pk3 ANYWAYS. i dont think you need a concrete location for your .tik but an example directory would be this...
models/animal/german/g-dog.tik
it just reads through the .tiks in advance so when the time comes to load them it doesnt halt the game.
an example line would be this.
cache models/weapons/colt45.tik
the dog sounds are already in game...
well, it is a custom map, so they have to download a custom .pk3 ANYWAYS. i dont think you need a concrete location for your .tik but an example directory would be this...
models/animal/german/g-dog.tik
- IvanTheTerrible
- Sergeant
- Posts: 55
- Joined: Thu Jun 26, 2003 7:35 pm
- Location: Upland, CA
Damn...I was afraid of that
I had a bad feeling that the clients had to download the pk3 file. Oh well, another thing you can't do in MOHAA. Any news on Breakthrough as far as being able to accomplish this kind of stuff...clients not having to download mods etc?
- IvanTheTerrible
- Sergeant
- Posts: 55
- Joined: Thu Jun 26, 2003 7:35 pm
- Location: Upland, CA
Standard dm mohdm1 map Southern Frnace not custom
No, I'm trying to add the dogs and sounds to the standard dm mohdm1 Southern France map in the form of scripting in a pk3. I don't want the clients to have to download the pk3 though.
- IvanTheTerrible
- Sergeant
- Posts: 55
- Joined: Thu Jun 26, 2003 7:35 pm
- Location: Upland, CA
Alkis had a makeover
Alright, what's up with the avatar change Alki...you having a mid life crisis or something?
Alright, so just go ahead with the standard ubersound workaround then. I know there was some question as to if it worked on dedicated servers.
- IvanTheTerrible
- Sergeant
- Posts: 55
- Joined: Thu Jun 26, 2003 7:35 pm
- Location: Upland, CA
New ubersound workaround
I guess I'll try jv's new ubersound workaround
