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Posted: Fri May 07, 2004 9:11 pm
by Smeghead
yes the sound effects sre turned up and my speakers are on the map is called test_proper.map and the bsp file is where it is supposed to be. Also whilst people are trying to help me (which may be impossible) since renaming the map to test i now have this come up in console which wasnt there before:
Warning- downgrading to old animation fromat for file
Posted: Fri May 07, 2004 9:12 pm
by lizardkid
that's good, that's what you'll need in there for AA. it's taking certain animations for ai and converting them. you'll notice a lot of bunker_jumpup kind of stuff in there.
Posted: Fri May 07, 2004 9:14 pm
by Smeghead
ok then so that bits ok but i still cant here you
Posted: Fri May 07, 2004 9:17 pm
by blue60007
That's really wierd.

What textures are your floors?
Posted: Fri May 07, 2004 9:20 pm
by Smeghead
garage floor and ncnu grass set sp (basicaly grass and concrete)
folder
Posted: Fri May 07, 2004 10:11 pm
by tltrude
What folder is your .bsp file in and what is your .bsp file named? If it is singleplayer, the path should look like this.
mohaa/main/maps/test_proper.bsp
However, it is better to test your map as a deathmatch game because you will have sounds and weapons. For that, the path would look like this.
mohaa/main/maps/dm/test_proper.bsp
By the way, it is ok to rename the .bsp file and/or the .map file without recompiling. The .bsp file does not have to start with "test" if it is multiplayer (in the dm or obj folders). You might want to add "info_player_allied" and "info_player_axis" starting points to your map, if it is team deathmatch.
Posted: Fri May 07, 2004 11:05 pm
by Smeghead
well guys i dont how this got solved but i was poking around with the bots and added a pathnode and hey preston on came the sound, really weird considering i have had nodes in the map before but with no sound, anyway thanks for the help. I told you i past all help!!!!!!!!!!!!