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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Sound does not work
esc-sickboy
General Member
Since: May 3, 2006
Posts: 121
Last: May 26, 2008
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Monday, Oct. 30, 2006 02:36 pm
Hi,

Today I made the Test-Map for the Mortars, from the Tutorial section.

I made everything like it´s standing there, but there is no Sound.

I can see the Exploding and the Cover-Mesh is away after that...but it is without any Sound.

Question: Do I have to add any Sounds or should it work with the .csv??

Sorry, if such a Topic alreaddy exist, but I did not found one, if it´s so, please delete this Topic and i will search harder.
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Dragon
General Member
Since: Aug 2, 2004
Posts: 413
Last: May 29, 2009
[view latest posts]
Level 5
MODSCON
Category: CoD2 MP Mapping
Posted: Monday, Oct. 30, 2006 02:58 pm
I take it your talking about the tutorial by Ricsta.

To edit sounds, read all this:

,,"If the first column for a row is blank, then the row is ignored",,,
,"If the first column for a row is blank, then the row is ignored",,,,
# The first non-comment line of a sound alias file specifies the key name for all values appearing in this column.,,,,,"# If the text in the first column of a row starts with a # character, the row is ignored"
"# This means it is safe to swap entire columns around, though you should never swap partial columns.",,,,,
"# You can invent new keys, but the game will ignore them if it doesn't know about them.",,,,,
"# You can leave out keys, but the ""name"" and ""file"" keys must always be present.",,,,,

,name,name of the alias that is used to play this sound (required),,,
,sequence,"used to uniquely identify alias entries when more than one sound goes to an alias, used only to catch unwanted duplicates (default = 0)",,,
,file,the name of the file that contains the sound data (required),,,
,vol_min,"0 is silent, 1 is full volume (default = 1)",,,
,vol_max,"0 is silent, 1 is full volume (default = same as vol_min)",,,
,vol_mod,"blank causes no effect on vol_min and vol_max, otherwise the string must match a string in the volumemodgroups.def file and the value in that file corresponding to that string will be used to adjust vol_min and vol_max, clamped to the valid range",,,
,pitch_min,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = 1)",,,
,pitch_max,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = same as pitch_min)",,,
,dist_min,"within this distance in inches, the sound is always full volume (default = 120)",,,
,dist_max,"outside this distance in inches, the sound is not started. If left blank or set to 0, the sound will play from any distance. This does not affect sound volume falloff.",,,,,,,,,,,,,,,,,,,,,
,channel,"auto, menu, weapon, voice, item, body, local, music, announcer (default = auto)",,,,,,,,,,,,,,,,,,,,,
,type,primed (a streamed sound which gets primed on some platforms) / streamed / loaded (default = loaded),,,,,,,,,,,,,,,,,,,,,
,probability,weight to use for the weighted probability of playing this sound instead of another sound (default = 1),,,,,,,,,,,,,,,,,,,,,
,loop,"whether this sound is ""looping"" or ""nonlooping"" (default = ""nonlooping"")",,,,,,,,,,,,,,,,,,,,,
,masterslave,"if ""master"", this is a master sound. If a number, then this sound's volume will be multiplied by that number (a percentage between 0 and 1) any master sound is playing. If blank, then neither master nor slave.",,,,,,,,,,,,,,,,,,,,,
,loadspec,"space-separated list of which maps should use this alias; eg, ""burnville dawnville"". If blank, the alias is used on all maps.",,,,,,,,,,,,,,,,,,,,,
,compression,"a string corresponding to an entry in ""XMAUpdate.tbl"" which is used to determine compression by XMAUpdate.exe",,,,,,,,,,,,,,,,,,,,,
,secondaryaliasname,"defined the name of an additional sound alias to play in addition to the current alias being played. Note that it is an error for the secondaryalias to also define a secondaryaliasname (eg, if B is a secondaryalias of A, B is not allowed to have its own secondaryalias).",,,,,,,,,,,,,,,,,,,,,
,volumefalloffcurve,if blank uses the linear curve which can not be changed. A string 'XXXX' corresponds to the curve defined by the file 'soundaliases/XXXX.vfcurve',,,,,,,,,,,,,,,,,,,,,
,startdelay,defaults to no delay. The value is the number of milliseconds to delay starting the sound by,,,,,,,,,,,,,,,,,,,,,
,speakermap,if blank uses the default speakermappings which cannot be changed. A string 'XXXX' corresponds to the speakermap defined by the file 'soundaliases/XXXX.spkrmap'. ,,,,,,,,,,,,,,,,,,,,,
,reverb,"blank means the alias is affected normally by wet and dry levels, ""fulldrylevel"" forces the alias to use a full drylevel (ignoring the global drylevel), ""nowetlevel"" forces the alias to use no wetlevel (ignoring the global wetlevel)",,,,,,,,,,,,,,,,,,,,,
,lfe percentage,this determines what percentage of the highest calculated spatialized speaker volume should be passed to the LFE. blank means no LFE for the sound,,,,,,,,,,,,,,,,,,,,,

All that in this order:

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

Add this to note what it is, for example:

#Ambience

Then, fill in each of these input's, for example:
name: mp_mymap,
sequence: 0
However, scripting has to make it hard and your going to have to type it like this:
mp_mymap,0,ismellbadly.wav,1,1 etc.
,, means blank. So if sequence was to be blank, it would look like this:
mp_mymap,,ismellbadly.wav,1 etc.

The program .csv uses can be found by going to www.filext.com and then simply searching csv. The site will give you the link. This site tells you what nearly every extension means. Even .bsp.

If you have any questions, I'll explain this more detailed.

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esc-sickboy
General Member
Since: May 3, 2006
Posts: 121
Last: May 26, 2008
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Monday, Oct. 30, 2006 06:09 pm
Hmm..

To spcialize my Question:

It was not the editing of sounds, it is, that ther is no Sound.

I have took an existing Sound, exactly that one, that is discribed
in that Tutorial but it doesen´t work.

But thank you for such a detailed Description, if I got more experienced with Scripting, it will be a great help I think.
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Dragon
General Member
Since: Aug 2, 2004
Posts: 413
Last: May 29, 2009
[view latest posts]
Level 5
MODSCON
Category: CoD2 MP Mapping
Posted: Monday, Oct. 30, 2006 09:14 pm
Excatly. Just make your own string (as in sound) in the csv, use the 'name' (first part of the whole string) as the alias for the playsound script part in the .gsc
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esc-sickboy
General Member
Since: May 3, 2006
Posts: 121
Last: May 26, 2008
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Tuesday, Oct. 31, 2006 08:42 am
This is what´s standing in my .csv
Exactly that one that stands in the Tut.
Maybe that´s the Error?
There are 25 Points and in the Script I found only 19..did I count
(understood) that right?




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 #ambients,,,,,,,,,,,,,,,

incoming_mortar,,Explosions/artillery_incoming01.wav,1,1,,1,1,5000,6000,auto,streamed,,,,mp_mortar_map,,,, explosion_ground,,Explosions/Mortar_dirt01.wav,1,1,,1,1,5000,6000,auto,streamed,,,,mp_mortar_map,,,,

And only to understand everything right:
Do I have to Put the Sounds into my .iwd-File or will CoD2 take it
automaticly from the Main-Folder out of the .iwd
(Think it´s 5 or 6)?
I have tryed to put a Sound-Folder into the .iwd and still does not
work...

edited on Oct. 31, 2006 03:45 am by esa-sickboy

edited on Oct. 31, 2006 03:46 am by esa-sickboy
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addiktive
General Member
Since: Sep 11, 2006
Posts: 47
Last: Nov 2, 2006
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Tuesday, Oct. 31, 2006 07:39 pm
Simplify the Soundaliases command, a lot of the settings are default anyway, so you can just remove them.

incoming_mortar,,Explosions/artillery_incoming01.wav,,,,,,5000,6000,,streamed,,,,mp_mortar_map
explosion_ground,,Explosions/Mortar_dirt01.wav,,,,,,5000,6000,,streamed,,,,mp_mortar_map

If you are using default sounds then ypou don't need them in your sound folder, it gets them from the main game .iwd file.

In this situation I would assume there is a problem with your script.

Post up the code. And comment any changes you made.

addikt



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esc-sickboy
General Member
Since: May 3, 2006
Posts: 121
Last: May 26, 2008
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Tuesday, Oct. 31, 2006 07:58 pm
main()
{

level._effect["mortexplosion"] = loadfx("fx/explosions/artilleryExp_dirt_brown.efx");


thread mortar1();


}

mortar1()
{

action = getent ("action","targetname");
botground = getent ("botlayer","targetname");
topground = getent ("toplayer","targetname");
trigger = getent ("morttrig","targetname");

botground hide();

trigger waittill ("trigger");

origin = action getorigin();

action playsound("incoming_mortar");

wait (1);

action playsound("explosion_ground");

playfx(level._effect["mortexplosion"], origin);

botground show();

topground delete();



}


This is the whole script, no changes made.
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westonegoth
General Member
Since: Mar 27, 2005
Posts: 842
Last: Feb 25, 2008
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Tuesday, Oct. 31, 2006 09:13 pm
post us you .gsc file i reccon you aint typed in the script to load the sound effect .gsc or csv what ever u call it lol..

show us ur main .gsc file m8
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esc-sickboy
General Member
Since: May 3, 2006
Posts: 121
Last: May 26, 2008
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, Nov. 1, 2006 07:21 am
Here it is:

main()
{

maps\mp\ground_mortars::main();
maps\mp\_load::main();

setExpFog(0.0009, 0.30, 0.31, 0.34, 0);

game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";

setCvar("r_glowbloomintensity0", ".25");
setCvar("r_glowbloomintensity1", ".25");
setcvar("r_glowskybleedintensity0",".3");
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westonegoth
General Member
Since: Mar 27, 2005
Posts: 842
Last: Feb 25, 2008
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Wednesday, Nov. 1, 2006 03:03 pm
ok soprry i need to know all of you .gsv file names as well.

but here is a small helper from what i can work from....

say your effects file is called... mp_ground_mortars_fx then make your .gsc file look like this.


main()
{

maps\mp\ground_mortars::main();
maps\mp\ground_mortars_fx::main();
maps\mp\_load::main();

setExpFog(0.0009, 0.30, 0.31, 0.34, 0);

game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";

setCvar("r_glowbloomintensity0", ".25");
setCvar("r_glowbloomintensity1", ".25");
setcvar("r_glowskybleedintensity0",".3");

edited on Nov. 1, 2006 10:04 am by westonegoth
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