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no sound?

Posted: Mon Dec 23, 2002 9:17 pm
by Guest
when i test my map there is no sound at all. When i look in console it says:
ERROR:ENTITY::SOUND walking_stone_cold hasnt got an alias in ubersound.scr or in uberdialog.scr. Anyone got a explanation why and how to fix it?

Posted: Mon Dec 23, 2002 9:37 pm
by General Death
This is in the hard section of the tuts:

http://www.planetmedalofhonor.com/map/t ... ounds.html

Posted: Mon Dec 23, 2002 11:16 pm
by Guest
well...that doesnt explain why hte sound is not played on my map? that only explaines how to start and stop music and how to have different music indoors or outddors dont it?

Posted: Mon Dec 23, 2002 11:25 pm
by Surgeon

Posted: Mon Dec 23, 2002 11:29 pm
by General Death
oops... :oops:

Posted: Wed Dec 25, 2002 1:34 am
by Pan
also, be sure your compiled map(.bsp) is in the right directory. Assuming you have a DM map it has to be in ../main/maps/dm for the (normal player/weapon) sounds to work. In Mbuilder you can set "copy bsp to mapdirectory (set by gametype)". Even when I set it to the right gametype it still ends up in my own mapfiles-folder so I have to manually copy/paste it into the right folder before starting the game. I have to check that someday;)

I know when I was mapping for Quake2 all I had to do to set up some sounds was create a target_speaker, set the path to the file and then include it in the .zipfile. Sigh....those were the days. Getting custom ambient sounds to work in MoH unfortunately is a whole different story.

The easiest way to at least get some noise in your map is to use a sound-theme of one of the original Moh levels. Just add the following line to your map's script file, between 'level waittill prespawn' and 'level waittill spawn':

exec global/ambient.scr m5l1b (where m5l1b for example stands for the bsp name of one of the original levels)

maybe you already know all this stuff, but ya never know right?

Posted: Wed Dec 25, 2002 12:16 pm
by Guest
thanks