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Topic: custom ambient sound |
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Category: CoD4 MP Mapping Posted: Friday, Aug. 7, 2009 10:25 am |
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This drives me crazy. I followed all the posts made before in this forum but my custom ambient just don't wanna work
That's my .gsc:
Code: main() { maps\mp\mp_d2_village_teleport::main(); maps\mp\_load::main(); maps\mp\rotate::main(); ambientPlay("ambient_village"); game["allies"] = "marines"; game["axis"] = "opfor"; game["attackers"] = "allies"; game["defenders"] = "axis"; game["allies_soldiertype"] = "woodland"; game["axis_soldiertype"] = "woodland"; setdvar( "r_specularcolorscale", "1" ); setdvar("r_glowbloomintensity0",".1"); setdvar("r_glowbloomintensity1",".1"); setdvar("r_glowskybleedintensity0",".1"); setdvar("compassmaxrange","1500"); }
That's my soundalias.csv:
Code: name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave, loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage ambient_village,,misc/submarin.mp3,0.2,0.5,,,,,,local,streamed,,looping,,all_mp minefield_click,,misc/metal_click.wav,0.8,0.94,na,,,500,,auto,,,,,all_mp
And that's in my zonefile:
sound,mp_d2_village_v2,,!all_mp
Why doesn't it work - can anybody help me please?
edited on Aug. 7, 2009 06:33 am by Mari |
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| DemonSeed |
General Member Since: Apr 30, 2009 Posts: 1362 Last: Feb 19, 2018 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Friday, Aug. 7, 2009 11:38 am |
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Dunno why it is like that in here. Actually it looks like:
1.Line:
Code: name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage
2.Line:
Code: ambient_village,,misc/submarin.mp3,0.2,0.5,,,,,,local,streamed,,looping,,all_mp
3.Line:
Code: minefield_click,,misc/metal_click.wav,0.8,0.94,na,,,500,,auto,,,,,all_mp
edited on Aug. 7, 2009 07:39 am by Mari |
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| DemonSeed |
General Member Since: Apr 30, 2009 Posts: 1362 Last: Feb 19, 2018 [view latest posts] |
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| DeekCiti |
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General Member Since: Mar 13, 2008 Posts: 1293 Last: Jul 9, 2016 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Friday, Aug. 7, 2009 05:24 pm |
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Not sure why but sometimes when people post in the code box, it posts the whole thing in one line.
Anyways, first off, I see that your Zone file line is incorrect.. Should look like this:
sound,mp_d2_village_v2,,all_mp
Quote: Just as a side note here, which has nothing to do with your sound, when you name your map, using Version 2 or V2's in the map name really gives the servers/clients a hard time. Instead of them being able to copy and replace a new map over an old one, they actually have to place a whole new map into the rotation. Not only that, instead of the client downloading a new version and overwriting the old version, the client now has two maps that exist. The best way to do this is either add your version numbers in or on the loadscreen which I find the easiest, or in the readme that comes with the map
Secondly, all custom MP3's must belong or be in the maps IWD in order to play in the map. The MP3 should not exist in raw file structure, it should only exist in the IWD format. Simply create an IWD, in it place the following structure. " sound/misc/submarin.mp3"
Red = Folder Names
Blue = File Names
sound > misc > submarin.mp3
Your sound alias seems to be correct, and your map's gsc asks for the ambient play correctly, so it must have been one of the two things here. Hope this helps. |
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| DeekCiti |
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General Member Since: Mar 13, 2008 Posts: 1293 Last: Jul 9, 2016 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Saturday, Aug. 8, 2009 06:47 pm |
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Well its simple really.
If the map has the same name as its beta version/s, and you connect to the server to download it, it will overwrite your old beta version with this new, updated map. No wasted space.
If for every version, the map name changes, in reality, the client downloads a new file every time. So in his/her game files "usermaps" folder he/she has a collection of your old version maps, and has to delete them manually. When if done correctly, and the maps are all named the same, the server overwrites the old one with the new one.
Will clients have problems playing the new version if they have played the old version? Most likely not, unless the new version somehow conflicts with it's older version. If it doesn't, then you're fine. Only a pain for Users who have their game folders fill up with older version maps.
It's only a suggestion, something to think about. ![[tongue]](images/BBCode/smilies/tongue.gif) |
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