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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: allied weapon sounds in sp?
lauramaegan
General Member
Since: Aug 9, 2004
Posts: 630
Last: Feb 11, 2007
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Thursday, Oct. 14, 2004 11:55 pm
Has anyone figured out why there are no allied weapon sounds in single player?
when I bring down the consol I only see grenades under Bg_SetupWeaponinfo
the grenade sounds work alond with German weapons.

Any Ideas?
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Pvt.Palumbo(DirtyWop)
General Member
Since: Jul 11, 2004
Posts: 27
Last: Jun 29, 2008
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Saturday, Oct. 16, 2004 04:24 am
i have the same problem in my sp map. I've tried making .csv files to no success. No one has replied. Until people get around to making single player maps, i don't think there will be any help.
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lauramaegan
General Member
Since: Aug 9, 2004
Posts: 630
Last: Feb 11, 2007
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Saturday, Oct. 16, 2004 11:52 am
I haven't got any response any where else either.

I've been tearing apart the pk3's trying to figure it out to no avail yet.

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Bodger2
General Member
Since: Sep 4, 2004
Posts: 132
Last: Aug 5, 2006
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Saturday, Oct. 16, 2004 04:08 pm
There is a new system for adding sound in UO.
You now have two csv files for your custom maps.
One is in the soundaliases dir,the other is in soundloadspecs/mp or sp dir.

The soundloadspecs system makes it easier to for you to load the sounds you want in your map,without having to inclued sounds you don't need.Speeds up the loading for the map.

There are all ready separate weapon csv files for each allied country for MP.They can be found in pakuo03.pk3\soundaliases folder.

Example:
gmi_mp_weap_ru.csv
gmi_mp_weap_uk.csv
gmi_mp_weap_us.csv
gmi_mp_weap_all_allied.csv

So use those csv's in your custom maps csv file in your soundloadspecs/mp or sp dir.

Heres an example of a SP csv from my sounloadspecs dir.
#DEFAULT
dialog_generic.csv
gmi_dialog_generic.csv
gmi_music.csv
gmi_sound.csv
gmi_voiceovers.csv
iw_music.csv
iw_sound.csv
iw_sound2.csv
iw_voiceovers.csv
pi_sound.csv
surface_gmi_sound.csv
wep_gmi_sound.csv

#OTHER
gmi_mp_weap_ru.csv
gmi_mp_weap_uk.csv
gmi_mp_weap_us.csv

#MAP
mymapname.csv

You may not need all of these csv's in yours,it was just a test I was running.

PS:If you don't have a csv for your map in the soundloadspecs dir,then it uses the default.csv.
Thats why some sounds work already and others don't.
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Pvt.Palumbo(DirtyWop)
General Member
Since: Jul 11, 2004
Posts: 27
Last: Jun 29, 2008
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Saturday, Oct. 16, 2004 04:17 pm
In pakuo03.pk3, in the soundaliases folder, there is a .csv called wep_gmi_sound.csv. it seems to contain all the sound files for every weapon including the b17 turrets, 50 cals and and tanks. In the soundloadspecs directory, in the sp folder, there is a .csv file (default.csv). It seems that it will try to load this if no other .csv is found or specified for a certain map. Since the defualt.csv contains all the defualt singleplayer weapons including the wep_gmi_sound.csv, this makes no sense why they have no sounds. I have tried saving the default file in both soundloadspecs and in soundaliases as (map name.csv) Something very interesting, run the single player game with cheats enabled and run the (give all) cheat. Some weapons are missing sounds. Maps must require specific .csv files. According to the text at the top of almost every file in the pakuo03.pak3, UO requires you to tell it what weapon sounds to load including speech and vehicle sounds. This was an effort to make the "sound memory footprint as small as possible" Until someone can decipher what is needed, then we are simply stuck.
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Pvt.Palumbo(DirtyWop)
General Member
Since: Jul 11, 2004
Posts: 27
Last: Jun 29, 2008
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Saturday, Oct. 16, 2004 04:18 pm
wow, you posted that while i was writing my last reply. that explains a little more.
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Pvt.Palumbo(DirtyWop)
General Member
Since: Jul 11, 2004
Posts: 27
Last: Jun 29, 2008
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Saturday, Oct. 16, 2004 05:01 pm
forgive me, im a "little?" slow in general. i get the same error as yesterday, the same error that has like three different posts. "recursive error after: Sound alias file first2.csv: missing 'name' and/or 'file' columns" i simply don't understand the .csv file. I don't understand the structure. I looked as long as i could sit-up straight last night, searching the forums. Everything was over my head. I even looked through the COD and COD:UO forums. I could find nothing that broke it down enough for my simple mind. I need tutorials on how to flush a toilet, i need a video and private instructor on the structure of a .csv. Is there any place where i could find such a tutorial?
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lauramaegan
General Member
Since: Aug 9, 2004
Posts: 630
Last: Feb 11, 2007
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Saturday, Oct. 16, 2004 08:34 pm
Bodger2 your a genious!!
Hit it right on the head. thanks [biggrin]
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Bodger2
General Member
Since: Sep 4, 2004
Posts: 132
Last: Aug 5, 2006
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Saturday, Oct. 16, 2004 09:13 pm
@lauramaegan
Glad I could help.

@DirtyWop
You will get that error if you don't inclued the the info stuff at the top of your csv in the soundaliases folder.

THIS STUFF:
name,sequence,file,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,lod_min,lod_max,channel,type,probability,loop,masterslave,loadspec,subtitle

It should all be on the same line.So turn off your wordwrap,and make sure its all on one line.
It sets up everything that follows.

Heres an example of a complete csv from a test map I made for UO,that is in my soundaliases dir.
##### START ######
name,sequence,file,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,lod_min,lod_max,channel,type,probability,loop,masterslave,loadspec,subtitle

#Treefalls
tankdrive_treefall,,misc/treefall.wav,1.25,,0.95,1.05,2800,,,,voice,,,,,test

#WINDMILL
windmill,,misc/windmill_loop.wav,1,,,,300,1000,,,auto,streamed,,looping,,test

#TABLE KICK
table_crash,,misc/table_crash01.wav,1.6,,,,50,1500,,,auto,streamed,,,,test
lantern_crash,,glass/glass05.wav,1.5,,1.1,,200,2000,,,auto,streamed,,,,test

##### END #######

test was the name of the map.

Then I had another csv with the same name as my map in soundloadspecs/sp dir(see example in my first post)
Both csv's have the same name as my map.(test.csv)
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Pvt.Palumbo(DirtyWop)
General Member
Since: Jul 11, 2004
Posts: 27
Last: Jun 29, 2008
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Sunday, Oct. 17, 2004 12:34 am
Thank you Bodger! I really appreciate your help. Without your help, my mapping for COD:UO would cease. Yep, i read your post, four words i read made me sick. "Turn off your wordwrap" Thanks again Bodger.
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