Page 1 of 1

Alias does not exist in ubersound or uberdialog error

Posted: Thu Jul 10, 2003 8:33 pm
by IvanTheTerrible
The following line of script along with similar lines exist in the ubersound file in a pk3 mod file in the main folder in MOHAA on my server. However, when a client connects to the server they do not hear the dog barking, and if you open up the console on the client all you see are error messages stating that an alias for dog_bark_1.wav does not exist in ubersound or uberdialog.

aliascache dog_bark1 sound/characters/dog_bark_1.wav soundparms 1.5 0.0 0.8 0.4 160 4000 voice loaded maps "m2l1 m4l0 m4l2 m4l3 m6l2b dm moh"

Posted: Thu Jul 10, 2003 9:26 pm
by Alcoholic
read my pm hope it helps.

Posted: Fri Jul 11, 2003 3:40 am
by bdbodger
I see you added the dm moh well the people that play your map will also need to have this change on there computer won't work just on the server If it is a custom map you can make a custom tiki to add to your pak to enable the sounds .

Posted: Fri Jul 11, 2003 8:45 pm
by Alcoholic
yeah that was what was in my pm. :D

Still have a few questions...as usual

Posted: Fri Jul 11, 2003 11:30 pm
by IvanTheTerrible
OK, I read JV's tutorial, but I still have some questions. All I care about is getting the sounds to work in the dm mohdm1 map on a dedicated server. I don't want clients to have to download a pk3 to get the sounds to work. I don't know if these sounds would be considered custom as I just want to use the existing ones in the game. Does custom refer to the fact that the standard mohdm1 map does not utilize these sounds? Where do I place the new TIK file and what does the referencing precache line in the pk3 on the server look like?

Posted: Fri Jul 11, 2003 11:33 pm
by Alcoholic
you DO have a precahce script dont you?

it just reads through the .tiks in advance so when the time comes to load them it doesnt halt the game.

an example line would be this.

cache models/weapons/colt45.tik

the dog sounds are already in game...

well, it is a custom map, so they have to download a custom .pk3 ANYWAYS. i dont think you need a concrete location for your .tik but an example directory would be this...

models/animal/german/g-dog.tik

Damn...I was afraid of that

Posted: Fri Jul 11, 2003 11:57 pm
by IvanTheTerrible
I had a bad feeling that the clients had to download the pk3 file. Oh well, another thing you can't do in MOHAA. Any news on Breakthrough as far as being able to accomplish this kind of stuff...clients not having to download mods etc?

Posted: Sat Jul 12, 2003 12:00 am
by Alcoholic
backup a bit...

this is a custom map right? that means they have to download a custom .pk3. just include the .tik in your .pk3 and yes they have to redownload it but they downloaded it in the first place so they shouldnt have trouble finding it again.

Standard dm mohdm1 map Southern Frnace not custom

Posted: Sat Jul 12, 2003 1:35 am
by IvanTheTerrible
No, I'm trying to add the dogs and sounds to the standard dm mohdm1 Southern France map in the form of scripting in a pk3. I don't want the clients to have to download the pk3 though.

Posted: Sat Jul 12, 2003 2:43 am
by Alcoholic
hmph will i dont know if they have to download .tiks they probably have to i dont know.

Posted: Sat Jul 12, 2003 6:31 am
by jv_map
No I think .tik changes can be server-side :)

Posted: Sat Jul 12, 2003 5:00 pm
by Alcoholic
then your in luck ivan.

Alkis had a makeover

Posted: Sat Jul 12, 2003 9:53 pm
by IvanTheTerrible
Alright, what's up with the avatar change Alki...you having a mid life crisis or something? :lol: Alright, so just go ahead with the standard ubersound workaround then. I know there was some question as to if it worked on dedicated servers.

New ubersound workaround

Posted: Mon Jul 14, 2003 5:34 pm
by IvanTheTerrible
I guess I'll try jv's new ubersound workaround