Spearhead Ubersound Error
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*GCC*Nigel
- Second Lieutenant
- Posts: 169
- Joined: Sun Dec 04, 2005 5:13 am
Spearhead Ubersound Error
All of my maps have no ubersound and I cannot find a way to fix this. Most ot the fixes I've tried have been for MoH:AA and do not work for the updated MoH:SH Ubersound. The fixes I've tried also don't work running AA versions of the maps. If you know how to fix this, PLEASE HELP. I've got a few maps that are done, but have no sounds.
Stein Auf
ubersound is a file that gives aliases to each sound file to make it easier for modders to put in sounds. you'll always have one, do you mean your maps dont have sound? you can either precache it or put the test_
prefix on your mapname.
prefix on your mapname.
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Abyssus pro sapientia
Olympus pro Ignarus
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AND STUFF™ © 2006
If you are doing a custom map that people will be downloading then here is a little trick you can use . Make a tik and cache it . For this to work the client must have the tik thats why I said this is for a custom map . Here is a tik I did for some sounds I needed for a map .
There is a limit on how much you can put in a tik file so don't over do it in 1 file .TIKI
setup
{
path models/fx/dummy
skelmodel dummy3.skd
}
init
{
server
{
classname ScriptModel
rendereffects +dontdraw
notsolid
}
client
{
settiki none
aliascache antitank_snd_idle sound/null.wav soundparms 1.2 0.2 0.9 0.2 800 4000 weapon loaded maps "a b c d e f g h i j k l m n o p q r s t u v w x y z"
aliascache antitank_snd_move sound/vehicle/veh_tank_turret1.wav soundparms 0.9 0.2 0.9 0.2 800 4000 auto loaded maps "a b c d e f g h i j k l m n o p q r s t u v w x y z"
aliascache antitank_snd_fire1 sound/weapons/fire/TankCannonFire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "a b c d e f g h i j k l m n o p q r s t u v w x y z"
aliascache antitank_snd_fire2 sound/weapons/fire/Flak88Fire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "a b c d e f g h i j k l m n o p q r s t u v w x y z"
aliascache antitank_snd_fire3 sound/weapons/fire/Flak88Fire3.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "a b c d e f g h i j k l m n o p q r s t u v w x y z"
aliascache antitank_snd_fire4 sound/weapons/fire/Flak88Fire4.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "a b c d e f g h i j k l m n o p q r s t u v w x y z"
aliascache antitank_snd_doorclose sound/null.wav soundparms 1.2 0.2 0.9 0.2 800 4000 weapon loaded maps "a b c d e f g h i j k l m n o p q r s t u v w x y z"
aliascache antitank_snd_start sound/null.wav soundparms 1.2 0.2 0.9 0.2 800 4000 weapon loaded maps "a b c d e f g h i j k l m n o p q r s t u v w x y z"
aliascache antitank_snd_on sound/null.wav soundparms 1.2 0.2 0.9 0.2 800 4000 weapon loaded maps "a b c d e f g h i j k l m n o p q r s t u v w x y z"
aliascache antitank_snd_off sound/null.wav soundparms 1.2 0.2 0.9 0.2 800 4000 weapon loaded maps "a b c d e f g h i j k l m n o p q r s t u v w x y z"
aliascache antitank_explosion1 sound/weapons/explo/Explo_Grenade1.wav soundparms 0.9 0.2 0.8 0.4 100 1000 auto loaded maps "a b c d e f g h i j k l m n o p q r s t u v w x y z"
aliascache antitank_explosion2 sound/weapons/explo/Explo_Grenade2.wav soundparms 0.9 0.2 0.8 0.4 100 1000 auto loaded maps "a b c d e f g h i j k l m n o p q r s t u v w x y z"
aliascache antitank_explosion3 sound/weapons/explo/Explo_Grenade3.wav soundparms 0.9 0.2 0.8 0.4 100 1000 auto loaded maps "a b c d e f g h i j k l m n o p q r s t u v w x y z"
aliascache antitank_snd_revup sound/null.wav soundparms 1.2 0.2 0.9 0.2 800 4000 weapon loaded maps "a b c d e f g h i j k l m n o p q r s t u v w x y z"
aliascache antitank_snd_shift sound/null.wav soundparms 1.2 0.2 0.9 0.2 800 4000 weapon loaded maps "a b c d e f g h i j k l m n o p q r s t u v w x y z"
aliascache antitank_snd_run sound/null.wav soundparms 1.2 0.2 0.9 0.2 800 4000 weapon loaded maps "a b c d e f g h i j k l m n o p q r s t u v w x y z"
aliascache antitank_snd_revdown sound/null.wav soundparms 1.2 0.2 0.9 0.2 800 4000 weapon loaded maps "a b c d e f g h i j k l m n o p q r s t u v w x y z"
}
}
animations
{
idle dummy3.skc
}
Also, you'll want to have the beginning of your map name to be m, dm or obj, as most sounds are aliased for maps of such names. If you'd like, you could use my "ubersound fix" files for AA, SH and BT, but this means that people that play your map will need the fix files as well.
http://rapidshare.de/files/18666720/ube ... x.rar.html
With these, you'll still need to prefix your map as "m" for Allied Assault, "t" for Spearhead or "e" for Breakthrough. The fixes were made for a mod of mine, though, so you'd be better off either prefixing your map as "dm" or "obj" to ensure that you get all sounds, or just use bdbodger's method.
http://rapidshare.de/files/18666720/ube ... x.rar.html
With these, you'll still need to prefix your map as "m" for Allied Assault, "t" for Spearhead or "e" for Breakthrough. The fixes were made for a mod of mine, though, so you'd be better off either prefixing your map as "dm" or "obj" to ensure that you get all sounds, or just use bdbodger's method.
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*GCC*Nigel
- Second Lieutenant
- Posts: 169
- Joined: Sun Dec 04, 2005 5:13 am
Wha?
It's going to be a downloading map, so Bdbodger's tik fix seems to be the best choice, the only problem: I have no idea what's he's talking about... What's with the alphabet??? Very confused.
I just need footsteps and bullet impacts.
Stein Auf
You must know what a tik is don't you? If so put your sounds copied from the ubersound.scr into a tik like that one . Put it somewhere in the models directory of your pk3 and cache it when you run your map . Broadus is right the part after the word map is a map list of the maps that the sound will work in . The map name just has to start with one of the items in the list . You will see sounds that have "m dm obj" etc in the map list , since the directory name forms part of the map name dm/mymap.bsp starts with dm so a sound with dm in the map list will work on that map . By putting all the letters in the map list I have it covered as long as the map name starts with a letter so it will work for a single player map as well as a dm tdm or obj map .
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*GCC*Nigel
- Second Lieutenant
- Posts: 169
- Joined: Sun Dec 04, 2005 5:13 am
tik files can be found in the models directory . Use a zip program to open pak0.pk3 and have a look they can be read with notepad . They describe everything about a model the model what animaion it uses , for weapons what projectile it shoots etc etc . Any weapon mod probably changes some of the values in a tik . You can cache the tik in your map.scr for the one I did I cached it in the tik of the model it was for but you don't need to do that
cache models/mydirectory/my_sounds.tik
like that at the top of your script will do .
cache models/mydirectory/my_sounds.tik
like that at the top of your script will do .
-
*GCC*Nigel
- Second Lieutenant
- Posts: 169
- Joined: Sun Dec 04, 2005 5:13 am
