no. type logfile 2 in your console, restart MOH, load the map, quit out of MOH, look in your main folder for a file named qconsole.log and copy/paste the contents here.
i always hate saying this because that's such a huge post...
Unknown command "logifle"
"logfile" is:"2" default:"0"
LOCALIZATION ERROR: 'dm/mohdm1' does not have a localization entry
LOCALIZATION ERROR: 'Select a Map' does not have a localization entry
LOCALIZATION ERROR: 'harbor' does not have a localization entry
LOCALIZATION ERROR: 'mohdm1' does not have a localization entry
LOCALIZATION ERROR: 'mohdm2' does not have a localization entry
LOCALIZATION ERROR: 'mohdm3' does not have a localization entry
LOCALIZATION ERROR: 'mohdm4' does not have a localization entry
LOCALIZATION ERROR: 'mohdm5' does not have a localization entry
LOCALIZATION ERROR: 'mohdm6' does not have a localization entry
LOCALIZATION ERROR: 'mohdm7' does not have a localization entry
LOCALIZATION ERROR: 'dm/harbor' does not have a localization entry
sv_maxclients will be changed upon restarting.
g_gametype will be changed upon restarting.
cheats will be changed upon restarting.
------ Server Initialization ------
Server: dm/harbor
Called FadeSound with: 0.000000
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
Setting up Shaders
UI_DrawConnect called
^~^~^ Can't find textures/sprites/white.tga
WARNING: R_FindImageFile could not find 'textures/sprites/white.tga' in shader 'white'
LOCALIZATION ERROR: 'Harbor beta 1.3' does not have a localization entry
LoadLibrary (main/gamex86.dll)
==== InitGame ====
sizeof(Actor) == 2960
Magic sizeof actor numer: 2896
------------------
Event system initialized: 154 classes 1303 events 802648 total memory in response list
==== CleanupGame ====
CM_LoadMap( maps/dm/harbor.bsp, 0 )
^~^~^ Can't find textures/general_structure/jh_conc512bw.tga
^~^~^ Can't find textures/central_europe_winter/strtset1_winter_fill.tga
^~^~^ Can't find textures/general_industrial/rembridgebeam1.tga
^~^~^ Can't find textures/general_industrial/deckgrate_set1b.tga
^~^~^ Can't find textures/das_boot/ironwall1.tga
^~^~^ Can't find textures/central_europe_winter/rise_snow.tga
^~^~^ Can't find textures/central_europe_winter/cliffset_2snow_ed.tga
Adding script: 'dm/harbor_precache.scr'
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/vehicles/stuka/stuka_fly.skc
-------------------- Spawning Entities -----------------------
soundtrack switched to .
-------------------- Actual Spawning Entities -----------------------
^~^~^ Add the following line to the *_precache.scr map script:
cache models/emitters/explosion_bombmetalwall.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/statweapons/flak88turret.tik
spawn 'turretweapon_german_88mmflakturret': 0.18 seconds
^~^~^ Add the following line to the *_precache.scr map script:
cache models/statweapons/flak88base.tik
^~^~^ Can't find models/*46
Tiki:LoadFile Couldn't load models/*46
^~^~^ Classname script_group used, but model was not a TIKI, using Object.
*!*!*!* Objects are not allowed for use in the game. Make it a static model or a script model as needed.
^~^~^ Can't find models/*47
Tiki:LoadFile Couldn't load models/*47
^~^~^ Classname script_group used, but model was not a TIKI, using Object.
^~^~^ Can't find models/*49
Tiki:LoadFile Couldn't load models/*49
^~^~^ Classname script_group used, but model was not a TIKI, using Object.
-------------------- Actual Spawning Entities Done ------------------ 392 ms
unknown command: soundparms
soundparms 1.3 0.0 0.8 0.2 160 1600 item loaded maps "m dm obj " (maps/dm/harbor.scr, 21)
^
unknown command: soundparms
soundparms 1.2 0.2 0.8 0.2 160 1600 item loaded maps "m dm obj " (maps/dm/harbor.scr, 23)
^
unknown command: soundparms
soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm obj " (maps/dm/harbor.scr, 25)
^
unknown command: soundparms
soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm obj " (maps/dm/harbor.scr, 27)
^
unknown command: soundparms
soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm obj " (maps/dm/harbor.scr, 29)
^
unknown command: soundparms
soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm obj " (maps/dm/harbor.scr, 31)
^
^~^~^ Script file compile error: Couldn't compile 'maps/dm/harbor.scr'
^~^~^ Game (Event: 'setthread', Object: 'Trigger') : Script 'maps/dm/harbor.scr' was not properly loaded
0 teams with 0 entities
ScriptMaster::GetScript: Script 'maps/dm/harbor.scr' was not properly loaded
79 entities spawned
269 simple entities spawned
0 entities inhibited
-------------------- Spawning Entities Done ------------------ 536 ms
*!*!*!* '*46' was spawned as an Object entity at (486 -164 -209). Should be made into a static model or script model (#1).
*!*!*!* '*47' was spawned as an Object entity at (446 -164 -196). Should be made into a static model or script model (#2).
*!*!*!* '*49' was spawned as an Object entity at (446 -164 -196). Should be made into a static model or script model (#3).
------ Server Initialization Complete ------ 5.12 seconds
SV packet loopback : connect
SVC_DirectConnect ()
>>>\challenge\0\qport\46002\protocol\8\dm_playermodel\allied_airborne\dm_playergermanmodel\german_elite_officer\rate\25000\name\Urban - Peaches ^^\snaps\20<<<
version 8 connecting to 8
Going from CS_FREE to CS_CONNECTED for Urban - Peaches ^^
CL packet loopback: connectResponse
Urban - Peaches ^^ : dropped gamestate, resending
SV_SendClientGameState() for Urban - Peaches ^^
Going from CS_CONNECTED to CS_PRIMED for Urban - Peaches ^^
Called FadeSound with: 0.000000
------- Sound Begin Registration -------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Begin Registration Complete -------
LoadLibrary (main/cgamex86.dll)
------------------
Event system initialized: 6 classes 138 events 3312 total memory in response list
CM_LoadMap( maps/dm/harbor.bsp, 1 )
-----------PARSING UBERSOUND------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
CG_Command_ProcessFile: ubersound/ubersound.scr
Couldn't load sound: sound/null.wav
Parse/Load time: 12.893000 seconds.
-------------UBERSOUND DONE---------------
-----------PARSING UBERDIALOG------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
CG_Command_ProcessFile: ubersound/uberdialog.scr
Parse/Load time: 0.826000 seconds.
-------------UBERDIALOG DONE---------------
WARNING: shader 'textures/harbor/windows/kleinraam' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/harbor/windows/kleinraam' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/harbor/windows/grootraam' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/harbor/windows/grootraam' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/general_structure/window4_frame' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/general_structure/window4_frame' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/general_structure/window4_broken' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/general_structure/window4_broken' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
stitched 0 LoD cracks
...loaded 6821 faces, 97 meshes, 0 trisurfs, 0 flares
R_LevelMarksLoad: maps/dm/harbor.dcl not found
^~^~^ Can't find textures/menu/exit.tga
Couldn't find image for shader textures/menu/exit
Loading Special Effects...
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_wood_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_wood_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_stone_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_stone_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_dirt_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_dirt_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_grass_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_grass_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_mud_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_mud_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_water_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_water_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_glass_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_glass_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_sand_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_sand_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_foliage_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_foliage_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_snow_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_snow_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_carpet_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_carpet_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_human_uniform_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_human_uniform_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_trail_bubble.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_paper.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_wood.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_metal.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_grass.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_mud.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_water.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_gravel.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_sand.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_foliage.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_carpet.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_ripple_still.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_ripple_moving.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_big.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_medium.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_small.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_splat.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_big.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_medium.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_small.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_splat.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_light_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_heavy_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_grass.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_mud.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_puddle.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_sand.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_snow.tik
------- Sound End Registration -------
------- Sound End Registration Complete -------
CL_EndRegistration: 0.24 seconds
CL_InitCGame: 40.63 seconds
Going from CS_PRIMED to CS_ACTIVE for Urban - Peaches ^^
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/allied_airborne.tik
Called FadeSound with: 0.000000
CL_GetSnapshot: Not all children could find their parents.
CL_GetSnapshot: entity 0 with parent 0 and model '' at 0.00 0.00 0.00, could not find parent.
Urban - Peaches ^^ has entered the battle
MUSIC: changing from [ none | none ] to [ normal | normal ]
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/allied_airborne_fps.tik
LOCALIZATION ERROR: 'Time Left:' does not have a localization entry
LOCALIZATION ERROR: 'Press Use(f) to follow a player.' does not have a localization entry
LOCALIZATION ERROR: 'Health' does not have a localization entry
LOCALIZATION ERROR: 'Score:' does not have a localization entry
LOCALIZATION ERROR: 'Time Left: 0:00' does not have a localization entry
LOCALIZATION ERROR: 'Press fire to join the battle!' does not have a localization entry
LOCALIZATION ERROR: '
Press fire to join the battle!' does not have a localization entry
^~^~^ Can't find gfx/2d/slowserver.tga
Couldn't find image for shader gfx/2d/slowserver
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/german_elite_officer.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/thompsonsmg.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/binoculars.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/m2frag_grenade.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/colt45.tik
LOCALIZATION ERROR: 'Thompson' does not have a localization entry
LOCALIZATION ERROR: 'Urban - Peaches ^^' does not have a localization entry
LOCALIZATION ERROR: ' Name' does not have a localization entry
LOCALIZATION ERROR: ' Kills' does not have a localization entry
LOCALIZATION ERROR: ' Deaths' does not have a localization entry
LOCALIZATION ERROR: ' Time' does not have a localization entry
LOCALIZATION ERROR: ' Ping' does not have a localization entry
^~^~^ Add the following line to the *_precache.scr map script:
cache models/ammo/thompson_clip.tik
----- Server Shutdown -----
==== ShutdownGame ====
---------------------------
------- S_StopAllSounds (stop music) -------
MUSIC: changing from [ normal | normal ] to [ none | none ]
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
----- CL_Shutdown -----
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Shutdown (full) -------
------- Sound Shutdown Complete -------
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...hiding window
...destroying window
...window successfully destroyed
...resetting display
...shutting down QGL
...unloading OpenGL DLL
-----------------------
The meaning is that when 1 connon is blown the allies win. But when I tested the game, nothing heapened after the explosion. Even when I'd blown up the second bomb, nothing heapened!
Your script looks like it is for SH/BT and not Mohaa. The "local.master" sound workaround does not work in SH/BT and you would have to make a custom ubersound.scr for the map.