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Posted: Mon Mar 10, 2003 3:29 pm
by indiana_tim_d
Yeah, the console has loads of messages saying, eg:

ERROR PlaySound: snd_step_stone needs an alias in ubersound.scr or uberdialog.scr

How do I fix this? (I renamed the map from multiplayer_test to test_multiplayer and the sounds worked fine!?)

Also I noticed some lines saying:

R_LevelMarkLoad: multiplayer_test.dcl not found
^~^~^ Add following line to the *_precache.scr script: cachemodels/fx/bh_paper_lite.tik

for different .tik files. Is this anything?

Thanks so much to everyone giving me help on this.

Posted: Mon Mar 10, 2003 4:52 pm
by jv_map
If your map is a multiplayer map, place it in the maps/obj or maps/dm folder and the sounds will work.

Do not prefix 'test_' to a multiplayer map's filename!

Posted: Tue Mar 11, 2003 11:45 am
by indiana_tim_d
Right, I've done that and the sounds are working fine! Thanks.

I've just put a pool of water in by following the tutorial on this site but in the game the water moves around as if it were the middle of the ocean in a hurricane - i only wanted it to be a pool! Is there any way of changing it's properties to make it calmer?

Posted: Tue Mar 11, 2003 12:20 pm
by rOger
Well, you could always make your own water texture, that way you have full control over its behaviour. I made a nice pond texture when I couldn't find one of the original ones that looked nice in daylight. That's how I got started on making textures.

I'm sure that if you search the forum or look amongst the tutorials you'll find something about making custom textures that will get you started. I would add a short description but I'm at work and it would be riddled with errors if I tried to write it from memory.

Posted: Tue Mar 11, 2003 2:26 pm
by Innkeeper
Some of the water textures are better for ponds. I used a subpen texture in the rain tutorials. They don't move like an ocean, just ripples of light. Yes it is a Spearhead texture, but I think there are a couple with MOHAA that will work as well.

Posted: Wed Mar 12, 2003 4:31 pm
by bdbodger
as for as the first error is concerned MatchToken( "{" ) failed at line 1 in file scripts/corps.shader the { is a start bracket it starts a section of a shader and the } is the end of it .

here is an example
20mmflak
{
qer_editorimage textures/models/statweapons/20mmflak.tga
{
map textures/models/statweapons/20mmflak.tga
rgbGen lightingSpherical
}
}

you see that there are two start brackets and two end brackets this is one section from a shader file it has a section inside it , for every start bracket you need one end bracket also the texture name needs to be on line 1 not the start bracket

static_20mmflak // texture name
{ //start of section
qer_editorimage textures/models/statweapons/20mmflak.tga // editor image to show
{
map textures/models/statweapons/20mmflak.tga // actual texture
rgbGen vertex
}
} // end of texture

this is another section from the same shader so you see that this shader defines two textures 20_mmflak and static_20mmflack these two textures could have been in two shaders a lot of the shaders define several textures in one shader all sectioned off and separate .

as far as the rest of it goes are you sure you have pak3.pk3 in your mainta directory it was part of the 2.11 update if not download the update for spearhead