Devmap doesnt work


(abina999) #1

I decided to make new topic if this happens/happened to others too…

So heres the deal, I try to run my map with:


/g_gametype 2
/devmap "mymap"

It Crashes after loading bar is full ! :?

It does work with:


/g_gametype 2
/map "mymap"

So… I need to add 1 speaker and it must done with developer mode activated… Its cheating with normal /map :frowning:

Anyone knows how to fix this :?


(RayBan) #2

now… when you say ‘crash’ you mean the game screws up? freezes? shuts down and tosses u out?

no messages pop up?


(Cambodunum) #3
So... I need to add 1 speaker

huh?

ive testing my maps like this:
/sv_pure 0
/devmap mapname

greetz Cambo


(S14Y3R) #4

Devmap needs to be used with \developer 1 so you can use things like \g_scriptdebug 1 etc… tried that?


(RayBan) #5

if you want to test a map out thats not packed in a pk3 in devmap mode,
you need to just

/g_gametype 2
/sv_pure 0
/devmap yourmap

the reason i was asking about the ‘crash’ is i noticed you didnt have the
/sv_pure 0, so et should give you a message about not finding the bsp
( unless you have it packed in a pk3 already ) and not load the map.

but if the game is actually crashing, then you might have some other problem.


(Cambodunum) #6
Devmap needs to be used with \developer 1

next huh? :smiley: :o

i only use /developer 1 for generating the tracemap … and devmap is working without this command (for me) …


(abina999) #7

I do have compelete .pk3 file with all files included.
So that’s why I dont type /sv_pure 0
I have not put /developer 1 and then /devmap, but yesterday I got the /devmap working once, after loading my map with /map, I typed the /devmap when I was on my map, and it loaded up and /god and all was working just fine, now its doesnt work again :?

By “adding 1 speaker”, I mean that I want to add 1 speaker with in-game speaker editor and it does work only with /devmap…

Also I have problem with sound path, I have my own music in the .pk3 file, in sound/music folder, so what should I do to get it working? :confused:

When I said crashes, I mean when the loading bar is full, then the game shuts down and return to windows, and Xfire gives some crash information (wich is not usefull) :?


(RayBan) #8

well, the crash im not shure of as to why its doing it, but if your still working
on the map maybe you should be working on the version thats not packed up
yet… get it to where you think its finished then pack it up.

you dont actually need to be in et to add speakers via the speakereditor,
you can actually add speakers to the sps file manually. what you can do is
open the map in radiant, figure out where you want your speaker, as in
x,y,z on the grid then open the sps file for your map which is located in the
sound/maps folder ( open it with a text editor of your choice, i use wordpad )
and add a new speaker definition in there, for example


	speakerDef {
		noise "sound/world/wind_mountain.wav"
		origin 4480.00 -690.00 2800.00
		looped "on"
		broadcast "no"
		volume 127
		range 1600
	}

	speakerDef {
		noise "sound/world/wind_mountain.wav"
		origin 3328.00 576.00 2800.00
		looped "on"
		broadcast "no"
		volume 127
		range 1400
	}

if i want to add a new one i just insert a new definition as in,


	speakerDef {
		noise "sound/world/wind_mountain.wav"
		origin -4480.00 -690.00 2800.00
		looped "on"
		broadcast "no"
		volume 127
		range 1600
	}

	speakerDef {
		noise "sound/world/wind_mountain.wav"
		origin 3328.00 576.00 2800.00
		looped "on"
		broadcast "no"
		volume 127
		range 1400
	}

** i added this one below for example to the exisiting sps file **
	speakerDef {
		noise "sound/world/wind_mountain.wav"
		origin 4480.00 690.00 2800.00
		looped "on"
		broadcast "no"
		volume 127
		range 1400
	}

if i needed one with a targetname i just add a targetname as in


	speakerDef {
		noise "sound/world/wind_mountain.wav"
		origin 0.00 -2240.00 768.00
		targetname "windy_mountain"
		looped "off"
		broadcast "no"
		volume 32
		range 1200
	}

the origin is x,y,z so you can pick the proper area you want it to be
from looking at your map in radiant.

EDIT: thinking about why it might be crashing now, et just reads from
zipped files ( the pk3 ) and cannot update to them, so maybe thats why
it crashes on you in devmap mode.


(abina999) #9

ok ,thanks for information. I try only with .bsp file then. And Im still stuck with this: can speakers play .wav files that are located in the .pk3?
So I have .wav file located in sound/music.cobra1.wav, so what should i put to the path where speaker founds this, if its possible to play .wav format files from .pk3 ?


(RayBan) #10

as far as i know, the wav file needs to be mono 16bit 22050hz signed,
so maybe the wav you have is not in the proper format.

you can download an audio editor to convert it if its not, goldwave is a good
one
http://www.goldwave.com/

wav files do play from pk3’s, as the exisiting et sounds are in pk3’s.
check the format of the wav and make shure its what i listed above.


(abina999) #11

Well is this right, I tryed to script it in .sps file, the first speakerDef is original from Goldrush map, second is my speaker’s, and I dont know does it work but does it seem to be in right way ? :?


speakerDef {
		noise "sound/world/metalbreak.wav"
		origin 2761.16 -71.94 -165.20
		targetname "rubble2_sound"
		looped "no"
		broadcast "nopvs"
		volume 127
		range 1250
	}

	speakerDef {
		noise "sound/music/cobra1.wav"
		origin -448 1488 440
		targetname "cobra1"		
		looped "on"
		broadcast "nopvs"
		volume 170
		range 1600
	}


EDIT: The full path of the .wav file from the etmain folder is:
“etmain/cobrarush.pk3/sound/music/cobra1.wav”
so should i put the whole path or just that what I have :?

OT: If someone has a destructable script piece that I can just add to my mg42 I would appreciate that (I have searched these froums and all and cant find anything usefull to make my mg42 also destructable :expressionless:

EDIT2: I fixed the sound problem, now it plays the music what I want, and where I want. And no in-game speakereditor was needed, thank you RayBan :slight_smile:


(DerSaidin) #12

before you devmap, do:
/logfile 2
/g_scriptdebug 1
/developer 1

Then check your etconsole.log, it will probably give you some helpful info.


(-SSF-Sage) #13

I always test with map command and modify in game stuff on it. I use 2.60b and last etpro. I type “forcecvar sv_cheats 1” and that will allow you to do same stuff as in devmap. And you also can use noclip etc. :wink: I think these are for etpro only, but I always test on etpro anyway.


(abina999) #14

Ok, it works now when I open the map with /map cobrarush and when it loads up, I do /devmap cobrarush, and it loads the map up again, and all the Command do work :slight_smile: I havent done anything changes but thanks for help anyway, they might be helpfull if this error occurs again someday :slight_smile:

Greetz, abina999

A.K.A In ET, <COBRA>$layeR*