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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Silence? Want Sound.
shanehayesr
General Member
Since: May 10, 2008
Posts: 125
Last: Jun 8, 2008
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Wednesday, May. 14, 2008 06:13 am
...no, these are tut's on how to add Ambient Sounds to your map. I dont want my Whole Map to sound like a waterfall! [lol]
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD Mapping
Posted: Wednesday, May. 14, 2008 03:53 pm
Look better:

Adding Sounds to MP
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shanehayesr
General Member
Since: May 10, 2008
Posts: 125
Last: Jun 8, 2008
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Wednesday, May. 14, 2008 08:28 pm
Ok, I did that tut. and here's how it all laid out.

After Completing the Lesson, I Quickly Compiled with CoDUO Maker and Opened Call of Duty. Only to have my Screen Filled with black for about 7 seconds. Then the Game Closed, and a box appeared in the Middle of my Screen that said "Fatal Error" and Behind it was a Out of game Call of Duty Console. Here's what exactly what it said:

Code:
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_pixel_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ARB_draw_buffers GL_ATI_draw_buffers GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_separate_stencil GL_ATI_shader_texture_lod GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control 
WGL_EXTENSIONS: WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_extensions_string WGL_EXT_swap_control WGL_ATI_render_texture_rectangle 
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 8

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: 6, 1024 x 768 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: AMD w/ 3DNow!
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
picmip2: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
ATI truform: disabled
NV distance fog: disabled
Initializing Shaders
----- finished R_Init -----
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
recursive error after: Sound alias file rs_kill.csv: missing 'name' and/or 'file' columns



It Would be Very nice if someone would help me. Please.. and Thank you Very Much! [cool]
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD Mapping
Posted: Wednesday, May. 14, 2008 08:32 pm
ok... can you post the .csv file you made? And is it called rs_kill.csv?
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shanehayesr
General Member
Since: May 10, 2008
Posts: 125
Last: Jun 8, 2008
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Wednesday, May. 14, 2008 08:39 pm
Yes it is, and here it is:
Code:
null,1,null.wav,,,,,,,,,,,,,

#yourmapname Sounds,,,,,,,,,,,,,,

waterfall1,,misc/waterfall.wav,0.8,1,,,80,1000,auto,,,,,,



and I might as well Post Evrything in my .pk3 so.. here's the rs_kill.gsc:

Code:

main()
{
        setCullFog (0, 13500, .32, .36, .40, 0);
	ambientPlay("ambient_mp_dawnville");
       
        maps\mp\_load::main();
        maps\mp\the_sounds::main();
        
	game["allies"] = "british";
	game["axis"] = "german";

	game["british_soldiertype"] = "commando";
	game["american_soldiervariation"] = "normal";
	game["german_soldiertype"] = "fallschirmjagergrey";
	game["german_soldiervariation"] = "normal";

	game["attackers"] = "allies";
	game["defenders"] = "axis";
		
}


And Here's the the_sounds.gsc:
Code:

main()
{
    thread alert_sound();

}

alert_sound()
{
    alerts = getentarray ("waterfall1", "targetname");
    while (1)
    {
              {
            for (i=1;i<alerts.size;i++)
                alerts[0] playsound("waterfall1");

            alerts[0] playsound("waterfall1");
            
            wait (56.0);

     self thread alert_sound();

     return;
        }
        }

}


The Key I gave the Waterfall1 is: targetname
and the value I gave is: waterfall1

Just do wht you can.. and help me out. :)
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD Mapping
Posted: Wednesday, May. 14, 2008 08:44 pm
What program did you use to make the .csv file?
Also.. can you open the .csv file in Notepad and post what you get there. My guess is you made it in a program which stores more data than just what you posted.

In a Wordpad .doc file for instance, the first lines hold info about the font type and stuff like that. It won't show up in wordpad, because it uses it.. but CoD doesn't know that.. it just starts at the top of the file, so it encounters stuff it can't handle or is at least not expecting in your .csv file.
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shanehayesr
General Member
Since: May 10, 2008
Posts: 125
Last: Jun 8, 2008
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Wednesday, May. 14, 2008 09:00 pm
Sorry, But I Used Notepad. Same as Always.

:-/

The_Caretaker.. Just Click Here and we Will Figure it Out.
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