Sound help

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Fiodis
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Sound help

Post by Fiodis »

I downloaded the assets for Majin Revan's clone commando. I moved the msh's and tga's and whatnot to my data***/sides/rep/msh folder, the odf's to the data***/sides/rep/odf folder, and the effects to the data***/sides/rep/effects folder. I listed his odf (rep_inf_clone_commando) in the rep.req. I listed him under the REP side in the LUA and tried to replace the Magnaguard with him. I munged the side and it crashes.

Unlike most of the times it crashes, I think I might know why, but I don't know how to fix it. I didn't copy over the "Sound" files. Would that cause the crash?

If so, I assume it can be fixed by copying over the sound files. My next question: where would I put them? In the effects folder? Or should I make a new folder in data***/sides/rep and call it "Sounds" and put the files there?
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Re: Sound help

Post by Tourny »

I've never encountered a problem with sound like that before (except the wookiee noises won't show up in CW). And, the sound files are usually housed in the effects file, if any. I'm not exactly sure what your problem is though. Can you post your .Lua please?
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Re: Sound help

Post by Fiodis »

Ok, LUA:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}


--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(200)
SetMaxPlayerFlyHeight (200)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\imp.lvl",
"imp_hero_bobafett",
"imp_hero_darthvader")
ReadDataFile("DC:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_inf_clone_commando",
"rep_hero_cloakedanakin",
"rep_hero_obiwan",
"rep_hero_yoda",
"rep_fly_gunship",
"rep_hover_barcspeeder")
ReadDataFile("DC:SIDE\\assassin.lvl",
"rep_inf_clone_assassin")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_countdooku",
"cis_hero_darthmaul",
"cis_fly_droidgunship",
"cis_hover_aat")
ReadDataFile("DC:SIDE\\all.lvl",
"all_inf_chewbacca",
"all_hero_leia")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "all_hero_leia",1, 4},
engineer = { "rep_hero_obiwan",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_hero_cloakedanakin",1, 4},
special = { "rep_inf_clone_assassin",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "imp_hero_darthvader",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "imp_hero_bobafett",1, 4},
sniper = { "cis_hero_countdooku",1, 4},
officer = {"rep_inf_clone_commando",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_inf_ep3_officer")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:MBP\\MBP.lvl", "MBP_conquest")
ReadDataFile("dc:MBP\\MBP.lvl", "MBP_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
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Tourny
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Re: Sound help

Post by Tourny »

HA! I spy with my little eye...
Fiodis wrote:officer = {"rep_inf_clone_commando",1, 4},
A missing space! OH NOES! Use this line instead:

officer = { "rep_inf_clone_commando",1, 4},

:D :lol: Typo busting sure is fun.
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Re: Sound help

Post by NullCommando »

If you want the Commando sounds to work, you need to make a custom sound file, but first read Rend's tutorial on how to add missing shipped sounds.

How to make shipped sounds work: READ FIRST
http://www.gametoast.com/forums/viewtop ... =27&t=4750
How to make custom sounds work:
http://www.gametoast.com/forums/viewtop ... =27&t=6166
A missing space! OH NOES! Use this line instead:

officer = { "rep_inf_clone_commando",1, 4},

Typo busting sure is fun.
That was pointless, it doesn't matter wether a space was there or not, and it crashes cause he didn't make a unit rep_inf_clone_commando.req file.
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Re: Sound help

Post by Tourny »

... How can you tell he didn't make a Req?...
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Re: Sound help

Post by NullCommando »

He didn't say he made the rep_inf_clone_commando.req, he just said he listed it in the rep.req. And I doubt he knew about those unit.req's and the Clone Commando didn't come with one.
Last edited by NullCommando on Tue Dec 02, 2008 8:08 pm, edited 1 time in total.
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Re: Sound help

Post by Tourny »

Oh. I thought you were psychic or something lol. (then again you might well be... O.o)
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Fiodis
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Re: Sound help

Post by Fiodis »

And I doubt he knew about those unit.req's and the Clone Commando didn't come with one.


Halfway correct. I do know about unit.reqs, but I thought the clone commando didn't need one (which demonstrates how little I know of them.) How would you go about setting one up?

[um....sort've off-topic] Since the title of this thread is "sound help" should I make a new topic asking for .req help? Or should I rename this thread? And if that's the case, how do you rename threads? [/slightly off-topic]
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Re: Sound help

Post by Commander_Fett »

To rename the thread, hit "edit" on your first post and rename it in there. As for the commando, to make an req, copy one of the other reqs, rename it to "rep_inf_clone_commando", then change the lines to the following:

Code: Select all

ucft
{
	REQN
	{
		"class"
		"rep_inf_clone_commando"
	}
}
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Re: Sound help

Post by Tourny »

Every ODF that you can control ingame (Units, Turrets, and Vehicles) Needs a REQ file. The Req file tells the game what it needs to load. ReadDataFile calls the unit's REQ from the side file indicated by you. Every side needs a REQ too, which tells the computer what to load in the side. Without the REQs the computer doesn't know what to load. Usually for me, though I can't explain why, missing REQs aren't a crashing problem. All that happens to me is that my Unit doesn't appear. So, based on my experience I think there might be something more to your problem, Fiodis. But maybe my computer is just smarter XD.
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