Got Sound?

Post everything from general questions, to modding questions, to map WIPs to releases. (SWBF1 only)

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Leviathan
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Post by Leviathan »

Do you know what *.ODF files I must modify to restore these tactical voices ?
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Post by Leviathan »

Thanks ! I'll try all these steps when I have more time...
jawakiller

Post 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
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Post 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]".
jawakiller

Post by jawakiller »

my hero dragonum helped me now it works ;) thx
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3rd team weapon sounds

Post 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
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Post 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.
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Post 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
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Post 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
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Post 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
-_-
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Post by -_- »

*sigh*

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

Could you post the content of your *.REQ and *.SFX files here ? It would help to find a solution...
-_-
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Post 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!!!
-_-
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Post by -_- »

how come it cannot be found? And when i test the sound in game still have no sound at all...
-_-
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Post by -_- »

is it possible i did something wrong in the sound reqs so that it'll mess up the game?
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Post by SteveK14 »

I had the same problem and it turned out to be too many mod maps in the addon folder.


Steve
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Post by -_- »

i only have *counts* 45 maps there....
-_-
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Post 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
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Post 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
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Post by -_- »

how do i set that? and I already got my rep_walk_atte .config in that folder :)
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