et_beach+cannot find sound script


(BlackEight) #1

Hello

With et_beach map there is that warning coming up:
WARNING: CG_SoundPlaySoundScript cannot find sound script ‘sound/multiplayer/mortar_exp03.wav’

There isn’t any such sound inside any of those packs: map, nq 1.2.9, pak0 and it’s really good map but those mortars are going down on the beach all the time. Do you have any suggestions as how to get rid or fix this issue?

Regards
Eight


(mortis) #2

[QUOTE=BlackEight;262316]Hello

With et_beach map there is that warning coming up:
WARNING: CG_SoundPlaySoundScript cannot find sound script ‘sound/multiplayer/mortar_exp03.wav’

There isn’t any such sound inside any of those packs: map, nq 1.2.9, pak0 and it’s really good map but those mortars are going down on the beach all the time. Do you have any suggestions as how to get rid or fix this issue?

Regards
Eight[/QUOTE]

Yes, comment out the part of the script that calls on that sound, or else just remove the offending entity via the mapscript. If you could send me a condump of the event, I could edit out the proper section in about 30 seconds…

*edit - I never noticed this problem running under etpro, but that was ages ago now, I’ll peruse the script…

–mortis


(mortis) #3

okay, it’s not in the mapscript, but that doesn’t mean it can’t be altered thusly…

…and the requested sound is not in the et_beach pk3 file, (see below). I need to know the name of the offending entity, or else subsitute and alternate sound with the same name if that is possible, although I’ve never tried that before.


(mortis) #4

Ah I have found the error:

The entity is calling upon : ‘sound/multiplayer/mortar_exp03.wav’

when it should be calling upon '‘sound/weapons/mortar/mortar_expl03.wav’, i think…

*it’s located in pak0.pk3


(BlackEight) #5

Yes, youre right. There are those explosion sounds by that directory. So how can we fix that without editing map files (which would cause players to download that map again)? I run nq 1.2.9.

Eight

PS Did you create that map mortis?


(IRATA) #6

NQ reports any missing sound. Afaik ETPro/Vanilla don’t do that. You’ll notice this on many other maps too especially the ones which are ‘converted’ from rtcw.

In case of ET beach it’s a map entity which uses this sound … on radar a speaker uses sound/world/wolf.wav which isn’t in path - just to give another example we figured out.


(mortis) #7

[QUOTE=BlackEight;262349]Yes, youre right. There are those explosion sounds by that directory. So how can we fix that without editing map files (which would cause players to download that map again)? I run nq 1.2.9.

Eight

PS Did you create that map mortis?[/QUOTE]

No, it’s not my map, but I have altered that mapscript quite a lot, and so I have some idea as to what’s involved. The thought crossed my mind of adding a supplemental pk3 file, containing the missing sound and using the directory structure specified by the entity calling on the ‘missing’ sound. (that is to say: we provide the correct path using a small supplemental pk3 with the mortar sound in it). I have never tried this before, but I think it might work.

Perhaps one of the mappers that are more familiar with W:ET sound could put one together for you. I can use Radiant, but I am far from a master. I know a lot more about bugfixing the mapscript, and in this case, the script isn’t the problem…

–Mortis


(mortis) #8

Okay, try this file…but I make no promises! Use at your own risk!

edit nevermind this file, see below

I never played RtCW, but I’ll hazard that the missing sound was located in a different directory in RtCW, and when they ported the map to ET, they may have forgotten to make the necessary changes to the mortar. Furthermore, the file name was misspelled per the warning message.

My pk3 file attempts to correct the problem by supplying the missing sound, using the path called for by that entity. At least I hope it works.

I tested it under etmain and etpro 2.60 and I saw no error messages in the console. Some textures and shaders are listed as missing as well, I noticed.

–Mortis


(mortis) #9

I set up an NQ 1.2.9 ded server, and this new version corrects both sound bugs mentioned in the console. Try it on your system. It’s a beta file dammit, so there may be other issues, it needs testing in ‘real world’ situations…

bugfix V2 pk3

–Mortis


(mortis) #10

It sounds as if this ‘bug’ doesn’t cause any real issues, other than spamming the console with error messages, correct?


(BlackEight) #11

Yeah it’s just the spam but that true spam because with et_beach there is that default mortar soaring over beach all the time. I will check your pack as soon as possible and report results.

EDIT: Pack is working great, thanks for you time and help :slight_smile:


(IRATA) #12

Did you check if the sounds in your pk3 fix are used for real? Tbh i didn’t but if they are not not used you can replace the files in the fix with an empty wav file (blank.wav).

As far as I can see rtcw has no WP_MAPMORTAR so the sounds are probably controlled by the map entity. This has been changed for ET -> WP_MAPMORTAR and causes our issue here.

For old maps the error messages might be annoying (but easy to fix) … for new maps mappers have the option to check sound issues with NQ other mods/vanilla don’t show.


(mortis) #13

I used the mortar sounds from /etmain just so the engine had a legitimate file to call upon. the mortar sounds were happening on the beach correctly, so the are not malfunctioning, in any case. i though about using a 0K empty wav file, but I wasn’t sure if it would work, so I selected a known-working wav file just to play it safe.

Now that I know for sure, a tiny little pk3 file should be able to eliminate all sound ‘issues’ with the rtcw ported maps. I will have to test and see which sound files are missing and make a master patch at some point.


(BlackEight) #14

Yeah it’s just the spam but that true spam because with et_beach there is that default mortar soaring over beach all the time. I will check your pack as soon as possible and report results.

EDIT: Pack is working great, thanks for you time and help :slight_smile: