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Posted: Wed Aug 06, 2003 3:57 am
by Alcoholic
FLAMETHROWER AHAHAHA.

*fire fire!*

:twisted:

Posted: Wed Aug 06, 2003 7:05 am
by jv_map
As the dust settles I may have something interesting for you guys :)

A little global script that loads all sounds required for a single player map (so you don't have to copy all those lines from the ubersound.scr and uberdialog.scr yourself).

There you go (see the file for instructions):
http://home.student.utwente.nl/a.b.vrij ... _sound.pk3

Posted: Wed Aug 06, 2003 10:42 am
by small_sumo
Lol I'm jelous its true .... ITS TRUE boohoo boohoo............
waaaaaaaaaaaah
waaaaaaaaaaaaaaaaah

hehe

LOL

btw carnt even spell

Posted: Sun Sep 21, 2003 11:41 pm
by CorporalPunishment
Great stuff JV, but.........

It doesn't work for the King Tiger Tank Fire Sound (all other KT sounds work) or for the Flak88 fire sound.

This is a big problem for me as my map has both KT's and Flak's.

I really don't want to release my map with a hacked ubersound file.

Please, can you have another look and hopefully find another fix.

tank fire

Posted: Mon Sep 22, 2003 4:28 am
by tltrude
There are only two King tank firing sounds.

king_snd_fire1
king_snd_fire2

Add them to the top of your script using the "local.master" aliascache method.

Posted: Mon Sep 22, 2003 4:35 am
by CorporalPunishment
That's right there are 2 KT firing sounds, but neither work with JV's sound fix.

There are some 24 other KT sounds which work fine.

I have added the aliascache, like so:

local.master aliascache king_snd_fire1 sound/weapons/fire/TankFire1.wav soundparms 1.5 0.0 1.0 0.0 800 4000 weapon loaded maps "obj"
local.master aliascache king_snd_fire2 sound/weapons/fire/TankCannonFire1.wav soundparms 1.5 0.0 1.0 0.0 800 4000 weapon loaded maps "obj"


The eight fire sounds for the flak do not work either

king_

Posted: Mon Sep 22, 2003 3:58 pm
by tltrude
I looked over the tiki files for the kingtiger and it is a bit weird. The body of the tank uses:

AnimationSet "king_"
SoundSet "king_"

But, the turret cannon uses:

SoundSet "tank_"

This means that it uses the firing/movement/reloading sounds for the normal tiger tank.

Posted: Mon Sep 22, 2003 4:26 pm
by jv_map
Yup you may be very right there. pe668 watch your console to find out which alias exactly isn't working. :wink:

HELP

Posted: Mon Sep 22, 2003 11:39 pm
by CorporalPunishment
Nice spotting tltrude, a lot of the original code I used had bugs.

Anyway I tried setting this to King_, but it still is not working.

The tik has a reference directly to:
client
{
entry stopaliaschannel king_snd_fire1
first sound king_snd_fire1 weapon 1.0 -1 0.95 0.1"


So I'm asking for help, I have only been able to make it work
if I hack the ubersound.

Please Please Please see my other topic "BETA TEST King Tiger 2"

Hope you guys can help, you have helped so much already.

Posted: Tue Sep 23, 2003 5:54 am
by jv_map
Did you
  1. Add the local.master = spawn ScriptMaster line?
  2. Put all the stuff above level waittill spawn (maybe try above prespawn)?

Script object?

Posted: Tue Sep 23, 2003 10:41 am
by Random
First off i would like to say good work on the work around. Seems this lil gizmo came in handy more than once. But what im wondering is if it is possible to use this with a script object or trigger multiple? The reason i ask is that i would like to even out the sound in a rather large room without having to add dozens of script models to do it.

For example i created a script object once and placed one brush along a river and gave it the river sound now when you are anywhere in the river you get a nice even sound with no highs and lows in it ie like you are in between script models that are too far or too close. But with the work around script it tries to localize the sound to the middle of the brush only.

ive tried to tweek the distances for the near and far values and added the local command to try to smooth it out but that doesnt seem to be enough.

Any thoughts on this?

Posted: Tue Sep 23, 2003 4:01 pm
by jv_map
pe668, does the console give you any meaningful error messages (for example at map startup)?

Random, are you saying some sounds 'sound' different when using the work-around? That is, different than when you would've used an ubersound hack?

Posted: Tue Sep 23, 2003 8:06 pm
by Random
jv_map wrote:Random, are you saying some sounds 'sound' different when using the work-around? That is, different than when you would've used an ubersound hack?
Im not 100% sure what you mean by Uber Hack but i think you mean adding an aliasecache to ubersound.scr to incorporate the sounds. If that is the case then i dont think there would be a differnce at all.

What i want is to be fully emersed in the sound at a constant level when ever i am in a given area. I was able to do this before with a script object which meant anywhere i stood in that object i would hear the sound at a contsant volume but that method doesnt seem to want to work with the work around.

Just to make sure i didnt do something wrong this is what i have so far:

Code: Select all

main:
local.master = spawn ScriptMaster

local.master aliascache Mach_loop sound/amb/Amb_MachineLoop_02.wav soundparms 0.5 0.0 1.0 0.0 256 512 auto loaded maps "obj dm local"

level waittill spawn
$machine_sound loopsound Mach_loop
end
and in radiant:

Code: Select all

Entity:script_object
K                     V   
classname        script_object
targetname      machine_sound
Thanks for Your help with this
Random

Posted: Tue Sep 23, 2003 11:40 pm
by CorporalPunishment
Random I have also had lots of trouble with speakers, they have always had a very defined location, despite the parameters for the sound.

local - This plays a sound that is considered to be "local" to the player. Meaning, it does not do 3D spatialization on the sound. It does adjust the volume of the sound according to distance though. This is best used for playing sounds that should sound omni-directional like rain or lightning.

Never has worked for me, not much help am I, soz.



Ok, now with the fire sounds problem a little update. If I manually change the sound options in ubersound to support maps "obj" then everything works fine.

But for obvious reasons I don't want to distribute the map with a hacked ubersound file. Which is why JV's fix is so good (nice one JV).

However the fire sound for the Flak and King Tiger do not work.

So I tried something different, I modified the tiks for KT cannon to use Panzerschrek and it worked fine (strange sound but it worked).

The difference being that the Panzerschrek fire sound is already set for "OBJ" in the ubersound, because it's in the MP game.

It just so happens that my map bans Shot Guns (quite useless against the KT anyway), I added an aliascache in JV's fix to change the wav used for SG fire and referenced that in the Flak and KT tik's

Well it works, sorta. I wanted a different sound for the Flak to the KT.

Here's the strange thing the sound that plays on Non-dedicated is what is now defined by my aliascache, but on dedicated servers it uses a different wav file....wtf? It is not the file referenced but still plays. It just happens to be one of the flak fire sounds so it sounds ok.

Looks like a 2015 bug or at least a limitation in the game engine.

Posted: Tue Sep 23, 2003 11:47 pm
by CorporalPunishment
Random wrote:
Just to make sure i didnt do something wrong this is what i have so far:

Code: Select all

main:
local.master = spawn ScriptMaster

local.master aliascache Mach_loop sound/amb/Amb_MachineLoop_02.wav soundparms 0.5 0.0 1.0 0.0 256 512 auto loaded maps "obj dm local"

level waittill spawn
$machine_sound loopsound Mach_loop
end
The "local" should not be in the map reference "obj dm" it should replace "auto"

local.master aliascache Mach_loop sound/amb/Amb_MachineLoop_02.wav soundparms 0.5 0.0 1.0 0.0 256 512 local loaded maps "obj dm "