tik file sounds not working on dedicated server

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G3mInI
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tik file sounds not working on dedicated server

Post by G3mInI »

Edited.....

Only 1 person is hearing all sounds with workaround, the rest only hear sounds played from script and get errors from sounds generated by the models' tik file. Examples, dogs and flak88.

Peace,
G3mInI
Last edited by G3mInI on Thu Aug 05, 2004 6:05 am, edited 2 times in total.
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G3mInI
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Posts: 187
Joined: Sat Jun 29, 2002 3:49 am

Post by G3mInI »

I ventured over to TMT to see if anyone else was experiencing this and sure enought they are... this is a very interesting thread to read. It talks about servers with private and public slots. Our server has 4 private slots and 28 public. I am now going to do more research and figure out if the person hearing the sound is actually one in a private or public slot...

http://www.modtheater.com/forum/showthr ... dogs+sound


G3mInI
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G3mInI
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Post by G3mInI »

Update...

Yes it is true... only the person in slot 0 is hearing these sounds. And the client in slot 0 does not hear them every time. Some times they do and some times they dont. It is not two people as I was led to believe. Slot 0 client and only slot 0 client hears all sounds, sometimes, with no errors using the workaround. Everybody else gets the errors.

Alrighty jv, bodger, and any of you other guru's. There's the facts... LOL. Now lets get this working on dedicated servers with private slots !!!!!!!!!

haha....

Peace,
G3mInI
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G3mInI
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Posts: 187
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Post by G3mInI »

After more testing have stumbled across some more info on this. Not all models fail when using jv's workaround. Only certain ones. Here are two excerpts of tik files. The first one is from the flak88turret, the second one is from adam-mustard-gas.

Code: Select all

client
		{
			first stopaliaschannel flak_snd_fire
			first sound flak_snd_fire weapon 1.0 -1 0.95 0.1

Code: Select all

client
	        {
			enter loopsound steamloop
			enter emitteron mustard_gas
	        }
Now then as we already know the flak will complain in console about an alias and throw out the stopaliaschannel error.

However the mustard gas works just fine on a dedicated server if you use jv_map's workaround. I am not bright enough to know what 'first stopaliaschannel' really means. But whatever it is doing, it is messing up on private slotted servers while the 'enter loopsound' command works just fine. I have tested this with other models too. I finally have two computers and can run a local dedicated server. I have been testing model after model, effect after effect. All models or effects, so far at least, that have the 'stopaliaschannel' command fail on dedicated servers with private slots, however models that use the 'enter playsound' or 'enter loopsound' command work just fine when you use jv's workaround, at least so far also.

What is the command stopaliaschannel really doing?

I have tried adding the tik file with the stopaliaschannel line remmed out. In fact I remmed out all sound statements. But it still fails and I still get the stopaliaschannel error. So I am assuming the game is using the clients tik file and not the servers'.

Well thats about it for now. Still trying though. I refuse to give up! I really really want to have dogs on our server. I did put them there for a bit but oh man, console complained so bad it would cause people to disconnect. They were getting fs_file read memory errors or something like that. It was pretty bad. Them dogs play a bunch of different sounds and almost at all times they are playing at least one sound.
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