Spearhead Ubersound Work Around

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WarTech
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Spearhead Ubersound Work Around

Post by WarTech »

Hello everyone:

I am URGENTLY requesting help from all of you GURUS scripters or mappers on this matter any good IDEAS will be welcome.

FIRST OF ALL JV_MAP UBERSOUND WORK AROUND DOES NOT WORK FOR THIS!! NOT YET :evil:

SECOND THIS IS FOR SPEARHEAD!!!

I am about to release a server side mod that I have been working on for some months now and its almost complete for the exception of the server side sounds WHICH IS WHAT I NEED ANY OF YOU GURUS TO HELP WITH!!!

What the mod will do:

This will allowed anyone to run a dedicated server running STOCK, MODDED MAPS IN CONJUCTION WITH THE SINGLE PLAYER MISSION MAPS THAT EVERYONE HAS PLAYED LONG TIME AGO. The difference is that you all will be able to play them as TEAM MATCH, FREE FOR ALL AND ROUND BASE and of course will also be able to mod them via scripts. These maps will not have any AI's in them so it?s not a COOP game.

If I have time I will also try to add some CTF into the maps. At this moment there are some 40 maps that can be use in one single map rotation between STOCK AND SINGLE-MULTIPLAYER maps. They run very well, they don?t lag and do give some new life to the game.

So with that all said BRING IT ON I AM READY TO TEST THOSE IDEAS, SCRIPTS, ETC!!! Let?s see who?s going to be the first one to bust a move on that darn UBERSOUND FILE that drives everyone crazy.

At this moment the mod is running with a hacked ubersound that alloweds everyone to hear all sounds for the client to download.

I WANT TO GET RID OF IT SO THE MOD BECOMES A 100% SERVER SIDE.

Thanks in advance for all of you help on this matter.

<TWZ>WarTech :twisted:
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www.twzfrazone.com
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jv_map
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Re: Spearhead Ubersound Work Around

Post by jv_map »

WarTech wrote:FIRST OF ALL JV_MAP UBERSOUND WORK AROUND DOES NOT WORK FOR THIS!! NOT YET :evil:
My apologies that is doesn't work for Spearhead :oops: I'm soooo sorry :oops:

:roll:
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WarTech
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Re: Spearhead Ubersound Work Around

Post by WarTech »

jv_map wrote:
WarTech wrote:FIRST OF ALL JV_MAP UBERSOUND WORK AROUND DOES NOT WORK FOR THIS!! NOT YET :evil:
My apologies that is doesn't work for Spearhead :oops: I'm soooo sorry :oops:

:roll:[/quote

Jv I had stated in that manner cuz the first thing they will post is Go check out Jv's Ubersound work around post or they will not catch the SPEARHEAD LOL :? They are not aware how much we gone over and over and over this matter lol :shock:

Hopely they will see it hehhehehe. You did hahaha. Lets see if someone crack this puppy!!!

<TWZ>WarTech
Totally Freaking out with this!!! :twisted:
Last edited by WarTech on Wed Jun 02, 2004 5:04 pm, edited 1 time in total.
Parts
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Post by Parts »

There is a workaround to stop you having to mod the ubersound.scr file but it's not server side only.

If you create a file in the same format containing sound aliases, lets call it mysounds.scr and stick it in the ubersound folder the game automatically picks it up. Therefore you can add your own sound aliases without having to change the ubersound.scr and uberdialog.scr files.

Obviously these new aliases need to be on the client also though. But at least this means if your creating a new map or client side mod you can define new aliases without worrying about overwring others.
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WarTech
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Post by WarTech »

Parts wrote:There is a workaround to stop you having to mod the ubersound.scr file but it's not server side only.

If you create a file in the same format containing sound aliases, lets call it mysounds.scr and stick it in the ubersound folder the game automatically picks it up. Therefore you can add your own sound aliases without having to change the ubersound.scr and uberdialog.scr files.

Obviously these new aliases need to be on the client also though. But at least this means if your creating a new map or client side mod you can define new aliases without worrying about overwring others.
Thanks for your post Parts. I will give it try. But what I am looking for is a way to completly do away with the client side file. There has to be a way to call those sounds such as foot steps, dogs, and nade explotions via server side. So far I have been able to remove all the AI's from the game via server side without having to hack BSP, or kill them with kill trigers, deletes, or nades at their feets. Save me a heck of time in scripting. Beside the fact that the client at this time has to download the client file so they can hear the missing sounds, the maps rock. I have it upto some 40 maps and more to add very soon. Right now I am adding the FF game type to all the current ones so the all maps can be use in FF/TDM/RB game types. OBJ and TOW can also be added to them but would need to find me someone who will like to join my 2 man team and created the OBJ For those maps. MUST GET SOMEONE TO CRACK OR CREATED A SERVER SIDE SOUND SCRIPT/COMMAND FOR SPEARHEAD. :evil:

<TWZ>WarTech
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Last edited by te_inc on Sat Aug 19, 2006 9:04 am, edited 1 time in total.
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small_sumo
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Post by small_sumo »

Forget spearhead and BT and just port whatever you need back into aa. Stick to aa and you wont go wrong.

:)
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WarTech
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Post by WarTech »

small_sumo wrote:Forget spearhead and BT and just port whatever you need back into aa. Stick to aa and you wont go wrong.

:)
That will be my next project.

<TWZ>WarTech
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Post by bdbodger »

I ran a dedicated server from my home computer and connected to myself and the spriptmaster thing didn't work . I ran a non dedicated server and they did work . I ran a dedicated server on my home computer and cached a .tik with the sounds in it and it worked . When I connected but both times the ai's didn't work on the dedicated server only on the nondedicated server ?
WarTech
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Post by WarTech »

bdbodger wrote:I ran a dedicated server from my home computer and connected to myself and the spriptmaster thing didn't work . I ran a non dedicated server and they did work . I ran a dedicated server on my home computer and cached a .tik with the sounds in it and it worked . When I connected but both times the ai's didn't work on the dedicated server only on the nondedicated server ?
bdbodger:

Are you saying that you did find a Spearhead server side sound work around? If so we must talk ASAP. As to the AI's I can help you with that part since I already worked out all those issues in a dedicated server setup. PM ASAP or e-mail me and we will get together on this.

I just opened an 18 slot dedicated server and its running on a OC-48 line. I am testing what we done so far on it and so far it rocks. The ip to is 69.56.218.196 and it goes by the name of <TWZ>WarTech's-Lair-=[TWZ Super Mod]=-Spearhead 2.15=

Let me know asap I am very intested in resolving this issue.

<TWZ>WarTech

PS:
I did a quick test with the current mod in MOHaa and it worked. This means that by removing some of the Sperahead elements from it and making some minor adjustments the mod can be ported into MOHaa, called a retro LOL.
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Post by omniscient »

war tech, this is off the subject but ur idea sound friggin awesome. sorry ic ant help but ill wait for the release. try also posting on some other forums (tmt) it u didnt already.
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Post by bdbodger »

I was talking about mohaa not spearhead . It may be a problem with running a dedicated server on the same computer that you connect to yourself with I don't know . All I know is for some reason the script master thing did not work but cacheing a tik containing the sounds did work . As far as the ai's not working I tried makeing custom ai's as well and cacheing the renamed new_generic_human.tik but that didn't work either for a dedicated server . sv pure was not set .
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Post by Gold »

this is just a comment that may inspire some thoughts lol,,,didnt spearhead in a sense actually port some sounds over to spearhead from mohha ?? i dont know if port would be the correct term to use but a good example of this is the waves in omaha,,,no were in the spearhead ubersound was the following lines that make wave sounds in omaha work found
aliascache waves1 sound/amb/Wave_Laps1.wav soundparms 0.5 0.0 1.0 0.0 1200 10000 auto loaded maps "dm moh obj train"

aliascache waves2 sound/amb/Wave_Laps1.wav soundparms 0.5 0.0 1.0 0.0 1200 10000 auto loaded maps "dm moh obj train"

instead spearhead used the following method to get the wave sounds into spearhead from mohha

if(level.script == "maps/obj/obj_team3.scr")
{
thread sound ( 1148 -5012 -505 ) waves1
thread sound ( 504 -5128 -447 ) waves2

which the above lines i found in the ambience script,,,this info may or not be any help whatsoever to anyone,,,but thought i would post it anyways in case it may be

Gold<<mohha freak
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