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UberSound JV Help

Posted: Tue Jun 10, 2003 4:19 am
by CorporalPunishment
JV,

The uber sound fix you put together works fine for me but only if the server is not dedicated.

If the server is running in dedicate mode then no sound!
Have you noticed this before?

Posted: Tue Jun 10, 2003 5:22 am
by mohaa_rox
which method did u use? the tiki or ubersound.scr method?

Tiki

Posted: Tue Jun 10, 2003 7:30 am
by CorporalPunishment
The tiki method. It works fine if you launch the map ingame
but nothing if you run as a dedicated server.

Posted: Thu Jun 12, 2003 12:44 pm
by jv_map
This might help, although it's not without hogs :(

http://www.modtheater.com/forum/showthr ... eadid=7816

bells

Posted: Thu Jun 12, 2003 3:57 pm
by tltrude
I was just wondering if the churchbell sound that guy added was a real large wav file. That might be why it hogs fps at the start. He also has it playing over a very large area and I know that sometimes structual brushes will block sound. So, maybe there is some kind of "sound map" being created by the game.

aliascache vcchurchbell sound/amb/Amb_Churchbell.wav soundparms 0.6 0.0 0.8 0.0 6200 10000 auto loaded maps "m4l3 dm moh obj train"

If you have ever run a large map without a precache script, you have probably seen that the game lags when you turn towards, or get close to, where the models are. I think that is because they are not loaded until they are needed. So for dedicated servers, maybe the sound tiki should be spawned as a real model into the game.

Anyway, those are my thoughts.

Re: bells

Posted: Thu Jun 12, 2003 4:00 pm
by jv_map
tltrude wrote:So for dedicated servers, maybe the sound tiki should be spawned as a real model into the game and not precached.
I tried that but it didn't help :(