I've got a really weird problem. I'm working on the SH version of my FFE mod, and I can't get the sound aliases working... I mean, they work OK after a restart, but never for the first time the map is loaded... The same exact code works perfectly in AA! What the hell?
As I said, this code works perfectly in AA! I tried putting it before level waittill prespawn and after level waittill spawn as well, nothing works until the map gets restarted...
It dosn't work for SH mate, I usually remove those and make an ubersound. If there are a lot of aliases and sounds playing at the same time on a server it may cause SH to crash. It's an SH thing
Grassy
An ambiguous question will get a similar answer...
That's one of the reasons why I decided to make a seperate SH version of my map. The other reason was that in 16bit mode SH replaces the sky with a very thick fog... bleh! However before I made a seperate version I did get my sounds to work in both AA and SH without having to restart the map. But I needed two scripts for it. As far as I know AA only reads the standard ubersound.scr from the ubersound folder so having your own little add-on script for SH won't conflict with the original.
For SH: //=============================================
// UBERCRAP add-on for SH.
//=============================================
settiki none
(Save it as "whatever.scr" and put it in the ubersound folder. Spearhead will automatically read it as being an add-on to the original ubersound file.)
-------------------
(Save it as "whatever_aa.scr" and put it in e.g. the global folder. MoH:AA will not automatically read it as being an add-on to the original ubersound file, so you have to execute it from the maps' script above prespawn):
exec global/whatever_aa.scr
Since it's in the global folder SH will also read it and report an error in the console the first time you load the map saying something about "local.master...blabla ScriptThread", but this way the sounds will play in SH and AA. Perhaps you can even execute it from the maps folder, I don't know for sure. I guess it's worth the shot.
(Also note that some sounds that aren't cached for all maps in AA may already be fixed in SH).
I think I will have to do a complete tutorial on SH sounds and the impact they have on mp servers. Pantera is correct, there is no "messing" with the orriginal ubersounds at all (big no no), just an addon for your map aliases.
Tute on it's way soon..
Grassy
An ambiguous question will get a similar answer...
you say this works for AA,did u test it server side.not of ur computer,a actual server?
because i did,and it will work if u host off of ur comp,but when i uploaded to the server...NO SOUND!!
this was talked about in another post about getting SP dog sounds to work server side
It seems to work when I start a dedicated server, why would it be different with an "actual" dedicated server? I think that as long as the client has the necessary files on his computer he will hear sounds. (Those dog-sounds aside then).
I always hear people saying does this and that work serverside or clientside. But why would something like sound (loaded, not streamed) need to work serverside. I mean if I pack sounds and everything else that's needed to play them in a pk3 and the client has that pk3 (with the sounds etc) on his computer, why would it not work?
So what exactly did you test and how did you cache the sounds? Just the SP dog sounds? I'm not saying I don't believe you but those dog sounds seem to be a special case.