Necros
#11380 posted by JPL on 2011/08/07 15:31:07
I tried replacing the water related sounds by mine, but it failed pathetically with a message claiming I was not using a registred version of Quake...
Actually I tried to add a sound/player folder in which I put empty files in place of some of the related water wav files, keeping the original name... I don't know wether it is like this you were thinking about sound replacement: can you elaborate how you would do it please ?
Mad Fox
#11381 posted by madfox on 2011/08/07 19:07:59
replacing the excisting wav files by silent ones with the same name...?
#11382 posted by necros on 2011/08/07 19:09:57
well, first, an important thing is to vis your map (using aguire's vis) with -noambientwater. this stops the engine from playing the ambient water sound.
next, make silent sounds for:
misc/h2ohit.wav
misc/outwater.wav
misc/water1.wav
misc/water2.wav
player/h2ojump.wav
player/inh2o.wav
for these sounds, just copy misc/null.wav (in pak0.pak) and rename it.
now, you will need to make some custom sounds for these:
player/h2odeath.wav (maybe just replace with a normal death sound)
player/drown1.wav
player/drown2.wav replace these with maybe normal pain sounds or maybe the doom3 vacuum choking sounds.
player/gasp1.wav and gasp2.wav... maybe can be left alone.
Empty Files
#11383 posted by madfox on 2011/08/07 19:12:25
are that real waves with data of silence,
or just files that have that name but consist nothing, like changing an empty *.txt file into a *.wav?
No
#11384 posted by necros on 2011/08/07 19:13:59
they are just sounds that are very short and silent.
if you put a .txt file, it will not have the header information that denotes a .wav file and you'll probably at the very least get warning messages or even crash the engine as it tries to read the thing.
Necros
#11385 posted by JPL on 2011/08/07 21:34:42
Thanks, now it is clear ;)
#11386 posted by necros on 2011/08/07 21:37:03
just make sure that you package it as a separate mod, like i said earlier, instead of dumping stuff in the quoth folder otherwise it'll mess the sounds up for maps that don't use water as vacuum. :)
Jpl
#11387 posted by ijed on 2011/08/07 23:48:35
in any case this sounds very interesting :)
Necros/ijed
#11388 posted by JPL on 2011/08/08 09:39:25
Thanks a lot for all these good advices. I now have to build the mod for this, and start the map.. I have a rough idea about what I'll do, but nothing clear today... And if it gives idea to other mappers, it is even better ;)
Again, thanks a lot for your support :)
#11389 posted by necros on 2011/08/11 22:06:46
S_FindName: out of sfx_t
at map loading.
o_O
That Error
#11390 posted by Preach on 2011/08/12 01:57:32
Apparently means that you've tried to precache too many sound effects. The limit is 512, which is twice as generous as for models. You have some lengthy conversations going on?
#11391 posted by necros on 2011/08/12 02:19:22
thanks :)
how do you find out these error meanings? are you actually looking through the source?
Uh Oh...
#11392 posted by metlslime on 2011/08/12 05:21:38
is that fitzquake? Seems like it should handle that more gracefully. I.e. if you haven't exceeded max_sounds, it shouldn't fail in other ways.
#11393 posted by necros on 2011/08/12 07:24:16
well, it was quakespasm085.4
i'll try to remember to test it in fq085 tommorow.
Seek
#11394 posted by Preach on 2011/08/12 19:34:38
Yeah, it's often easier to google the error and find a result in a quake engine svn directory. This time it was easier because it's an error people used to run into in Sven Co-op.
#11395 posted by necros on 2011/08/12 19:46:52
i guess i should try the self help a bit more eh? :P
it was just such a strange error that i kind of laughed and just posted it.
thanks!
Necros
#11396 posted by JPL on 2011/08/12 20:08:49
Huzzah !! Just experimented as per post #11382, and it works perfectly... Just remains to find sound replacement for drown1/2.wav !
It sounds I have found a good way to emulate wero gravity in space... now I can start to map my spaceship.... even if I do not have clear idea about what I'll do ;P
Again, thanks a lot for your help :D
So... It Is Done...
#11397 posted by JPL on 2011/08/12 20:41:01
... I've found exactely what I was looking for.... :E
Interesting
#11398 posted by necros on 2011/08/12 23:25:51
i did a little bit of testing on this issue.
1. yes, it also occurs in FQ085.
2. it wasn't actually that the map had >512 sounds.
what seems to happen is that, when loading a new map, the engine doesn't flush the precaches or something. the reason it crashed before was because i was loading it from the console after another map had already been loaded.
if i start the map up first, from scratch, it's fine.
if i try to load another map that uses a large number of sounds, it will crash.
this sounds like not a big deal at first, but it means that you can't have a map pack with more than 1 map that uses many different sounds. :(
Oh
#11399 posted by necros on 2011/08/12 23:26:26
and looking forward to see the map then, jpl. :)
#11400 posted by raptorE on 2011/08/14 21:56:57
What would happen if you load a map with many sounds, then a map with few sounds, and then another map with many sounds?
Just an idea.
That's My Point
#11401 posted by necros on 2011/08/14 22:08:22
eventually, if you, say, had 512 maps, each with 1 unique sound, it would end up crashing.
if, as i believe, the precaches are not being cleared, then every map that adds any extra unique sounds will bring the crash that much closer to happening.
Of Course
#11402 posted by Preach on 2011/08/15 00:24:08
The problem is often masked simply because practically every mod to date has
a) offered no means to import custom sound into a map and
b) contains fewer than 512 sounds itself
So it's likely a bug that has long survived in practically every source port of the engine...
Yes
#11403 posted by necros on 2011/08/15 00:42:02
i'm certainly not blaming anyone for not noticing it.
Glass
#11404 posted by jt_ on 2011/08/17 18:59:06
Is there any way to have glass in current engines?
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