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Posted: Mon Apr 04, 2005 1:08 pm
by Leviathan
Do you know what *.ODF files I must modify to restore these tactical voices ?

Posted: Tue Apr 05, 2005 12:45 pm
by Leviathan
Thanks ! I'll try all these steps when I have more time...

Posted: Mon Jun 06, 2005 11:18 am
by jawakiller
Message Severity: 3
.\source\LoadUtil.cpp(708)
Unable to find level chunk swamp1cw in dc:sound\swamp1.lvl;swamp1cw


what does this mean? i checked everything and in my .lvl data is only this :

ucfb >>and some 4-edges


included

Posted: Mon Jun 06, 2005 12:22 pm
by Leviathan
I think you talked about the *.LVL file of the "Sound" folder...
As this file seems "empty", check if you created all needed files (*.SFX, *.REQ, ...) in this directory : "[Datamodid]\Sound\worlds\[modid]".

Posted: Tue Jun 07, 2005 7:48 am
by jawakiller
my hero dragonum helped me now it works ;) thx

3rd team weapon sounds

Posted: Fri Jun 10, 2005 8:25 am
by SteveK14
Fred,

I have Gungans as a 3rd team and the gungan pistol has firing sounds in the GCW era but not the CW era. Looking at the odf and msh, it uses assets of the alliance pistol, so this makes sense. What procedure do I follow to get the firing sound in the Cw era?


Steve

Posted: Sun Jun 12, 2005 9:51 pm
by SteveK14
Yes, you are correct. The gungans didn't ship with pistols, but there is an odf file for a gungan pistol in the gun side assets.

[WeaponClass]
ClassLabel = "cannon"

[Properties]
IconTexture = "HUD_all_pistol_icon"

MuzzleFlash = "small_muzzle_flash"
FlashLightColor = "255 192 192 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
GeometryName = "gun_weap_inf_pistol"

RoundsPerClip = "0"
ReloadTime = "2.0"
HeatRecoverRate = "0.2"
HeatThreshold = "0.8"

ZoomMin = "2.0"
ZoomMax = "2.0"
ZoomRate = "0.0"

AnimationBank = "pistol"
FirePointName = "hp_fire"

WEAPONSECTION = 1

//FireSound = "com_weap_inf_blaster_red1"
//FireEmptySound = "com_weap_inf_weapon_empty"
FireLoopSound = ""
//ReloadSound = "laserreload"
ChargeSound = ""
//ChangeModeSound = "com_weap_inf_blaster_pistol_modechange"
//WeaponChangeSound = "com_weap_inf_laser_weaponchange"

ModeTexture = "HUD_weap_semiauto"
//ReticuleTexture = "reticule_02"
OrdnanceName = "gun_weap_inf_pistol_ord"

YawSpread = "0.5"
PitchSpread = "0.5"
KickSpread = "0.8"
SpreadRecover = "1.5"

StandStillSpread = "0.0"
StandMoveSpread = "0.30"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.15"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

//KickStrength = "3.0"
//KickBuildup = "5.0"

TriggerSingle = "1"
ShotDelay = "0.05"
HeatPerShot = "0.1"
MaxPressedTime = "0.0"

LockOnRange = "30.0"
LockTime = "0.4"
LockOnAngle = "1.0"
//AutoAimSize = "1.0"

MinRange = "0"
OptimalRange = "24"
MaxRange = "40"

SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

I uncommented the firing sounds and they didn't work.

Posted: Mon Jun 13, 2005 9:37 pm
by SteveK14
I tried that. The pistols from all four eras. Whichever era it was from the pistol sound worked but the other era didn't. I am trying to set up a custom sound per your example on your website. However a couple of steps are confusing. I'm trying to work them out myself so that I can learn how to do this. If I get I stuck I would like your help. Thanks again for responding.


Steve

Posted: Tue Jun 14, 2005 10:36 am
by SteveK14
In the custom example on your site, a wav file is needed correct? If so, is there a wav file of a pistol sound available? Otherwise, how do i get the alliance pistol sound loaded for the gun in CW era?

I am quickly becoming hairless on this issue.

Steve

Oh yes, and:

gtpwn

Posted: Tue Jun 14, 2005 12:47 pm
by SteveK14
Saved my hair. I was making it harder than it needed to be. It is good to go back to the basics every now and then. I got it fixed.


Steve

Posted: Fri Jul 01, 2005 8:36 pm
by -_-
*sigh*

i still cant get this to work even if i got all the reqs and sfx's done right....

Posted: Sat Jul 02, 2005 8:16 am
by Leviathan
Could you post the content of your *.REQ and *.SFX files here ? It would help to find a solution...

Posted: Sun Jul 03, 2005 2:14 pm
by -_-
okay i did everything u guys said, but my SPtest keeps crashing everytime i want to test it. here's what comes up

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\GameState.cpp(804)
Could not open MISSION\STc.lvl

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\GameState.cpp(823)
Could not open mission STc


Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LuaScript.cpp(523)
OpenScript(STc): script (b34bb9f3) not found


Plz help!!!

Posted: Mon Jul 04, 2005 12:31 pm
by -_-
how come it cannot be found? And when i test the sound in game still have no sound at all...

Posted: Tue Jul 05, 2005 5:58 pm
by -_-
is it possible i did something wrong in the sound reqs so that it'll mess up the game?

Posted: Tue Jul 05, 2005 11:22 pm
by SteveK14
I had the same problem and it turned out to be too many mod maps in the addon folder.


Steve

Posted: Tue Jul 05, 2005 11:25 pm
by -_-
i only have *counts* 45 maps there....

Posted: Tue Jul 05, 2005 11:40 pm
by -_-
Thx Steve! SPtest works fine now

now it saids....


Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LuaCallbacks_Mission.cpp(195)
Lua ReadDataFile: Could not open dc:sound\ST.lvl;STcw

Posted: Tue Jul 05, 2005 11:53 pm
by SteveK14
ReadDataFile("dc:sound\\ST.lvl;STcw");

should be your lua entry.

In the C:\BFBuilder\DataST\Sound\worlds\ST folder should be your sound configuration files. Also make sure that you have the munge.bat file in C:\BFBuilder\DataST\_BUILD_PC set to munge the sound folder.

Steve

Posted: Wed Jul 06, 2005 12:09 am
by -_-
how do i set that? and I already got my rep_walk_atte .config in that folder :)