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Where have my sounds gone ??

Posted: Mon Apr 12, 2004 12:51 am
by Jack Ruby
Theres a problem with my Nazaire map :(

If I host a game it all works perfectly, I have some custom sounds playing and some planes on bombing runs.

Now a server is hosting the map, the sounds seem to have disappeared, the custom sounds are triggered by someone walkign through a trigger, and the planes scream past above you cept now they are silent too as well as the custom sounds.

Anyone have any clue how to fix this, its a real shame as a lot of people now have the map and to release another version seems criminal but it would be nice to have it perfect.

Also I have found another weird thing that never occured before while I was building the map, the ocean and ocean floor seem to disappear and appear depending on which way your facing, this is really lame, it ruins everything, it never happened before then someone mentioned it to me now its happening to me too, it only appears if your facing south/west or north/east, rest of the time its invisible screenies,

NOW YOU SEE IT:Image

NOW YOU DONT:Image

If anyone knows how to fix the bugs please let me know, also, would it be at all feasible that the server could run an updated script without every user needing to download the new version ? This would be cool but more importantly I just need to lost the strange ocean and get the sounds working again.

Heres a zip of my script and the .map, its only 350k http://www.project313.co.uk/nazaire/nazaire_error.zip

Cheers.

Posted: Mon Apr 12, 2004 1:25 am
by blue60007
Well about the ocean floor, maybe you've misaligned your vis_leafgroups in a spot? :wink:

btw, nice map!

EDIT: I noticed when compiling I get a WARNING: Leaf portals saw into leaf six times. Also a couple areaportal errors. maybe that's it.

Pk3

Posted: Mon Apr 12, 2004 8:32 am
by tltrude
Can you give us a link to download the pk3--I don't have spearhead and half the textures are missing.

It looks like your water brush is made wrong. only the top and bottom faces should have the water texture, and the side should be nofraw. The bottom face of the brush should be below (overlaping) the top of the ocean floor brush. Doing that makes the brush a water "volume".

Also, that shoreline texture is normally placed on patch mesh, I think--at least it is in the SP Mohaa lighthouse mission.

For the sounds it may be something wrong with your workaround ubersound file. Jv_map's workaround has problems with dedicated servers.

Posted: Mon Apr 12, 2004 10:35 am
by Jack Ruby
Tom you can get the pk3 here: http://www.project313.co.uk/nazaire

Any help is greatly apreciated.

Those compiling errors, the area portals just need to be deleted, didnt get round to it they shouldnt cause a problem, I didnt notice any misaligned leafgroups and I compile with vis derived 1, dont know if this is causinf my issues, doubt it but I guess more info I give you guys more likely to fix the problems.

Tom, the custom sounds I could see that I might have messed up the workaround but what about the planes that fly over ? im sure they are using standard flypast sounds.

sound tik

Posted: Mon Apr 12, 2004 11:23 am
by tltrude
Oh, I see you are using a sound tik file. That was jv_maps first method for work arounds and it didn't work on dedicated servers. For Spearhead, you should make an new ubersound script with you custom alias' in it. Name it "MP_nazaire_TOW.scr" and put it in an ubersound folder.

Posted: Mon Apr 12, 2004 7:34 pm
by Jack Ruby
Thanks Tom,

Do you have an example of a reworked ubersound I could see ? I am not sure what to include in it, just my alias's ?

I guess in theory if I just make a pk3 which includes the new file people wouldnt have to download the whole map pk again, just the new one, this would work wouldnt it ?

cheers

Posted: Mon Apr 12, 2004 8:38 pm
by Krane
This isd the reworked ubersound method:

viewtopic.php?t=4210

pk3

Posted: Mon Apr 12, 2004 9:37 pm
by tltrude
If you are going to make them download a sound fix pk3 anyway, why not just make it a repaired Nazaire pk3. That way they don't need two pk3s.

If you look at the ubersound file for Spearhead, you'll see how they added new sounds. Your sound script will not need to include all the original SH alias sounds, but you may need to add "Airplane" to get the Mohaa airplane sounds to work in SH. SH should have it own bomber.scr and sounds.

Here is one I did that worked, but was never tested on a dedicated server.

Code: Select all

//==============================================
// UBERSOUND FILE
//==============================================

//==============================================
// WORK AROUND SOUNDS - optimized - 3/16/04
//==============================================

settiki none

// tltrude--> added Altar sliding sound from mohaa.
alias door_slide sound/mechanics/m4l1_altar_slide.wav soundparms 1.0 0.0 1.0 0.0 160 1600 item loaded maps "e dm lib obj test "

end

Posted: Mon Apr 12, 2004 10:30 pm
by Jack Ruby
Cool, thanks for the advice, I got my new scr in the ubersound folder, seems to be working ok, I cant be sure until someone runs it on a dedicated server, hopefully it will be ok.

I am still getting the funky ocean problem, will try a different texture, could someone tell me a normal one, the Omaha one say ? I have a bunch but some just look weird when I compile. I am still pretty sure its not a texture issue thats making it disappear, could anything else cause that same problem ?

Posted: Mon Apr 12, 2004 11:10 pm
by blue60007
Let's see you could make it a script object (may need to be a brush) and and click the 'ALWAYS_DRAW' box. Maybe that would work..., wiat objects don't have that option, shoot! Well maybe something like that.

Posted: Tue Apr 13, 2004 2:40 am
by kai0ty
well since its used on a patch mesh why not make the ocean a giant patch mesh and simplify it so there arent so many faces?? do the same for the floor of the ocean (if u can walk on it) and leave some nodraw water there so u actuallt wade through it (again only if u can go in) also there is a texture called river something, its pretty nice for water, it has some ripples in it