New ubersound work-around!

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WarTech
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Re: New ubersound work-around!

Post by WarTech »

jv_map wrote:Woohoo no more messing with TIKIs 8-)

I found an easier way which seems to work on both client and server directly from the map script.

Here's how I did it (put this above level waittill spawn):

Code: Select all

local.master = spawn ScriptMaster
local.master aliascache soundalias wavfile soundparms numbers channel loaded maps "mapname"
local.master remove
You can add a great number of aliases this way :).

If there is a demand for it I can probably make a global script for it.
Yes can you create a global for those like my self that have no clue what all this means and guess working like no tomorrow LOL. :lol:
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Alcoholic
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Post by Alcoholic »

yeah i didnt make a global file, im just gonna make a unique one for each map named "mapname_soundcache" and ill just exec it from the main script.
WarTech
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Post by WarTech »

Alcoholic wrote:yeah i didnt make a global file, im just gonna make a unique one for each map named "mapname_soundcache" and ill just exec it from the main script.
Let me have it so I can use it as a learning tool. BTW,, I would like to learn more about this scripting stuff. Anything you can suggess?

Thanks. :D
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Alcoholic
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Post by Alcoholic »

uhh you can look at some user made maps and see look for all the common stuff you see in the scripts. i wouldnt recommend looking in the main game scripts because there all super-long and messy. my soundcache script isnt finished though i only did about 6 sounds but ill pm it to you. http://gronnevik.se/rjukan/ had a great tutorial that explains the basics of scripting.
Valoche
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Server crashes, weird but fixed (hopefuly)

Post by Valoche »

Aloha,

Just tested jv's tip, it works like a charm, but... it keeps crashing the server :evil:

I declared 14 customs sounds using mp3's, and when you restarted the map (console restart or one team wins, so restart), the game server crashed, both Windows server (@ home), and leased Linux server.

I first tried to put the aliases declarations in the XXXX_precache.scr file, didn't work.
I finally removed the last line:
local.master remove
and now the server does not crash anymore.
How weird is that ?

Valoche
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Post by jv_map »

Hmm interesting :?

I didn't have any 'restart problems' myself, but if you say so....

Thanks for the info btw ;)
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Valoche
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Post by Valoche »

Okay,

I've tested a little more, now I have an exact test case which you can reproduce as you will:
Create ANY map with the following precache script. You do not need to fix the paths whatsoever :?
Launch a game (objective in my case, so g_gametype 4), restart the map, and voil?: server crash :shock:


// TFBunker_precache
// SCRIPTING: Valoche

// Sons custos
local.master = spawn ScriptMaster
// Sons amor?age
local.master aliascache axis_planting1 sound/TFBunker/planting1.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache axis_planting2 sound/TFBunker/planting2.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache axis_planting3 sound/TFBunker/planting3.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache axis_planting4 sound/TFBunker/planting4.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache axis_planting5 sound/TFBunker/planting5.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache axis_planting6 sound/TFBunker/planting6.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache axis_planting7 sound/TFBunker/planting7.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache allies_planting1 sound/TFBunker/planting1.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache allies_planting2 sound/TFBunker/planting2.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache allies_planting3 sound/TFBunker/planting3.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache allies_planting4 sound/TFBunker/planting4.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache allies_planting5 sound/TFBunker/planting5.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache allies_planting6 sound/TFBunker/planting6.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache allies_planting7 sound/TFBunker/planting7.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"

// Sons d?samor?age
local.master aliascache axis_defusing1 sound/TFBunker/defusing1.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache axis_defusing2 sound/TFBunker/defusing2.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache axis_defusing3 sound/TFBunker/defusing3.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache axis_defusing4 sound/TFBunker/defusing4.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache axis_defusing5 sound/TFBunker/defusing5.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache axis_defusing6 sound/TFBunker/defusing6.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache axis_defusing7 sound/TFBunker/defusing7.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache allies_defusing1 sound/TFBunker/defusing1.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache allies_defusing2 sound/TFBunker/defusing2.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache allies_defusing3 sound/TFBunker/defusing3.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache allies_defusing4 sound/TFBunker/defusing4.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache allies_defusing5 sound/TFBunker/defusing5.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache allies_defusing6 sound/TFBunker/defusing6.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master aliascache allies_defusing7 sound/TFBunker/defusing7.mp3 soundparms 1.5 0.0 1.0 0.0 10000 10000 dialog streamed maps "obj/TFBunker"
local.master remove
iprintlnbold "Pr?parez-vous !"


If you comment the local.master remove line, you can do as many restarts as you want. You can even be a serial restarter :lol:

So the final fix for "the ubersound workaround from magnificient jv_map"(c)(tm) is: remove that stupid line :wink:

Valoche
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Post by jv_map »

Yeah I guess. However, the lines weren't intended to be placed in the precache script but in the regular map script instead. That might explain the crash.

Moreover I think 'maps' should only say "obj".

But well, I don't know, I don't know if the remove line has any memory saving use either :?

Merci for your research :wink:
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Valoche
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Post by Valoche »

To place the lines in the precache or in the script does not change anything.
I placed them in the precache while I was trying to figure out what happened. It's the same sh*t if you place them in the main script.
I just left them in the precache because it's more consistent IMHO.

And it *does* apply to every gamestyle (I just tested it).

De rien mon ami, it was a pleasure :)
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Post by Alcoholic »

cant you just hide the scriptmaster so it isnt sent to the clients?
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small_sumo
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Post by small_sumo »

So in obj maps its "mapname" = "obj" ?

I am trying it out today.

:)
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Post by small_sumo »

My scr file looks like this so far. Would you do a standard "necissary for bots" alias list please.

Thanks for everything your a champion.

:)

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "Save the"
setcvar "g_obj_alliedtext2" "Bridge"
setcvar "g_obj_alliedtext3" "..da"
setcvar "g_obj_axistext1" "Bombardieren"
setcvar "g_obj_axistext2" "Sie Br?cke"
setcvar "g_obj_axistext3" "..da"

setcvar "g_scoreboardpic" "obj_spr-final-scene"

exec global/DMprecache.scr

//jv's new sound workaround ..... here goes.

local.master = spawn ScriptMaster

local.master alias airplane3 sound/vehicle/M1_PlaneBy.wav soundparms 1.3 0.2 1.0 0.3 600 5000 weapon streamed maps "obj"
local.master alias tank_snd_idle sound/vehicle/veh_tank_idle1.wav soundparms 0.5 0.0 1.0 0.0 800 4000 auto streamed maps "dm obj"
local.master alias tank_snd_run sound/vehicle/veh_tank_run1.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto streamed maps "dm obj"
local.master aliascache tank_snd_revup sound/vehicle/veh_tank_revup1.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_snd_revdown sound/vehicle/veh_tank_revdown1.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_snd_shift1 sound/vehicle/veh_tank_shift1.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_snd_shift2 sound/vehicle/veh_tank_shift2.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_snd_shift3 sound/vehicle/veh_tank_shift3.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_snd_on sound/vehicle/veh_tank_on1.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_snd_start sound/vehicle/veh_tank_on1.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_snd_off sound/vehicle/veh_tank_off1.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_snd_stop sound/vehicle/veh_tank_off1.wav soundparms 1.0 0.0 1.0 0.0 1000 4000 auto loaded maps "dm obj"
local.master aliascache tank_tread_snd_dirt sound/vehicle/veh_tread_grass.wav soundparms 0.25 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_tread_snd_stone sound/vehicle/veh_tread_metal.wav soundparms 0.25 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_tread_snd_grass sound/vehicle/veh_tread_grass.wav soundparms 0.25 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_tread_snd_wood sound/vehicle/veh_tread_metal.wav soundparms 0.25 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_tread_snd_mud sound/vehicle/veh_tread_grass.wav soundparms 0.25 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_snd_doorclose sound/mechanics/DoorHatchClose_02.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_snd_dooropen sound/mechanics/DoorHatchClose_02.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_vehicle_crash1 sound/null.wav soundparms 0.7 0.4 1.0 0.5 160 1600 auto loaded maps "dm obj"


local.master remove



exec global/exploder.scr



level waitTill prespawn ///////////////////////***********************************************************



level.script = maps/obj/obj_spr-final-scene.scr
exec global/ambient.scr mohdm1
$exploder solid
$sticky_poo notsolid
$bridge_bike notsolid


level waittill spawn ///////////////////////***********************************************************

level.jvbot_showavatar = 0
level.debug_light = 0
level.jvbot_respawning = 1 // uhm, better just leave at 1 for the beta
level.alliesbots = 1 // max number of bots
level.axisbots = 6
level.dmrespawning = 1 // respawn players, necessary!
level.dmroundlimit = 10
level.clockside = "allies" // allies win when timelimit is hit
level.defusing_team = "allies"
level.planting_team = "axis" // can be set per individual bomb as well by using the $plantteam key
level.bomb_damage = 128
level.bomb_explosion_radius = 128
level.jvbot_tasks_priority[follow] = 3
level.jvbot_weapon_priority["bazooka"] = 5
level.jvbot_weapon_priority["panzerschrek"] = 5
$bomb thread global/jv_obj_dm.scr::bomb_thinker
level.routelist[bomb] = river::bridge::wiggle
waitthread global/jv_bots/jv_mp_ai.scr::enable 0 0 0 0 // enables bots
while !(level.roundstart)
wait 0.5
thread axis_win_check



end

axis_win_check:

while($bomb.exploded != 1)
wait 0.5

//while($bomb2.exploded != 1)
//wait 0.5

//while($bomb3.exploded != 1)
//wait 0.5

//while($bomb4.exploded != 1)
//wait 0.5

level.axiswin = 1
//level.dmroundlimit = (level.dmroundlimit + 18)
// thread camera_mover
//wait 18

teamwin axis


end
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jv_map
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Post by jv_map »

Looks good, but make sure the remove line isn't making troubles.

The bots don't require any new aliases, all bot sounds (except bash sounds) are automatically loaded for mp maps :?
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small_sumo
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Post by small_sumo »

Should I do without it? is it any use? I did have a little crash one time but not shure if its related.
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jv_map
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Post by jv_map »

Honestly I don't know :? :( :oops:
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