I haven’t messed with sounds in ET yet, but from what I’ve read the system is different from RtCW. There is now a separate sound editor (see level designer reference), and a generated .sps file found in sound/maps.
Oh for Gods sake, what’s wrong with a normal bloody entity?
The more I wrestle with making ET maps the more I hate it - RTCW by comparison was a doddle, ET is just an over-complicated mess. Exactly how many external and seperate files are we now supposed to create / keep track of?
GRRRRRRRR
Back to the grindstone I suppose (solution = delete global sounds).
Oh, and I’m pissed cos volume fog doesn’t always work (solution = delete bits that don’t work that should), and the stupid drawing pin on the loading screen is NOT part of the image you supply. Suppose we don’t want a damn drawing pin in our picture? (solution = you are stuck with it).
GRRRRRRRRR x2
Doing an ET map is doing my head in. I love the game, but mapping for it is a complete mess.
I feel your pain on some of that, but I think the idea of having the sound file was so you could tweak your sounds without having to recompile your map over and over again.
It wouldn’t have hurt to not break the old functionality though.
Leave in the tried + tested method, then also the new method for the masochists
While I’m on a rant - this whole ‘take everything out of the editor’ thing is totally silly. I’m currently doing simple function explosives, and it seems you have to set their type of explosives etc. in the script. Isn’t that what flipping key/values in entities are for???
sob
Can’t wait to find out I’m wrong about all the above
I’m with you on that in-game editor stuff; I don’t really care for it much either. Yes I know its supposed to be convienent in that you don’t have to compile each time but I’ve been mapping on and off for the past few years and it just seems like everything should be done inside the editor. :disgust:
I’ve even went so far to avoid the in-game speaker editor that I just place a target_speaker and copy its origin down into the sps file. Its probably not as efficient as going in game but I like it
Use sound scripts, you’ll find things ALOT easier. There’s an interface built into the game to position the sounds, set the wav files (including filename completion), other settings…
Hmmm will I, when firstly I know exactly how to do what I want to achieve the normal ‘old fashioned’ way, and secondly I’m updating an RTCW map to ET that was already working correctly and is now broken because SD knackered the global flag in target_speakers?
Don’t assume a new way is easier - you guys are forcing me to learn a new method, that is external to the editor, unintuitive (given everyone learnt the old method ages ago), and simply annoying because now I have a 2 stage (and less accurate) process to create the damn things as opposed to the old in-editor method.
Not that I’d mind particularly - for those who come into ET mapping from scratch they won’t know any better, but why did you deem it fit to break the old stuff, that’s really annoying and unfair on those of us who are (or rather, were) already happy mappers.
Still mulling over simply pulling the whole damn lot from my map - I’d have had it finished yesterday if it wasn’t for this blatant issue, but then again this was a test map to see how tricky updating stuff to ET was. I certainly know the answer to that one now
Hmmm will I, when firstly I know exactly how to do what I want to achieve the normal ‘old fashioned’ way, and secondly I’m updating an RTCW map to ET that was already working correctly and is now broken because SD knackered the global flag in target_speakers?
Don’t assume a new way is easier - you guys are forcing me to learn a new method, that is external to the editor, unintuitive (given everyone learnt the old method ages ago), and simply annoying because now I have a 2 stage (and less accurate) process to create the damn things as opposed to the old in-editor method.
Not that I’d mind particularly - for those who come into ET mapping from scratch they won’t know any better, but why did you deem it fit to break the old stuff, that’s really annoying and unfair on those of us who are (or rather, were) already happy mappers.
Still mulling over simply pulling the whole damn lot from my map - I’d have had it finished yesterday if it wasn’t for this blatant issue, but then again this was a test map to see how tricky updating stuff to ET was. I certainly know the answer to that one now :([/quote]
I WILL assume the new way is easier, because Marauder, the guy who made all, or most of them, for ET, is an evil whiney get And he liked the system, and found it alot easier to deal with than the normal entity approach. Not only this, but it cuts down on bandwidth usage (albeit not by much), and saves on entities which can be used for other things.
We are not FORCING you to use this new method either, you can still use the old way as it should function exactly as it did before. If it is not doing so, you have either made a mistake, or there is, indeed a bug. Not only that but not EVERYONE learnt the old method before, but alot of people mapping now, have never done so before, or are coming from a different mapping background, as you yourself mentioned. We have not deliberately tried to break the old system, i was just suggesting you try the new one, as it is far superiour
Well, I can’t know about the bandwidth stuff meself can I?
But easier is relative - as I said, learning a new system purely to get a map working cannot be easier than simply having a working system already in place.
If you were reaching the entity limit then up it again - you are playing with the source after all
We are not FORCING you to use this new method either, you can still use the old way as it should function exactly as it did before.
It should indeed, but it doesn’t, therefore if I want to have my map working as it did before then I AM forced to use the new system.
If it is not doing so, you have either made a mistake, or there is, indeed a bug.
Well, it worked perfectly in RTCW, and it doesn’t in ET. Draw your own conclusions I’m going to have a quick play and see if I can do a barebones map, it shouldn’t be too hard to set up, even for a mapping cripple like me!
Not only that but not EVERYONE learnt the old method before, but alot of people mapping now, have never done so before, or are coming from a different mapping background, as you yourself mentioned.
I mentioned this myself, it would just have been nice to be able to have the choice.
We have not deliberately tried to break the old system, i was just suggesting you try the new one, as it is far superiour
I never suggested you had, it’s just bloody annoying that it has been broken, and what should have not need to be touched by me at all will now involve me learning an entirely new system and coding it as such. As to the new method being superior, here I find myself having to agree. It’s superior because presumably it works properly!
Bah, stop whining and adapt. Sorry but that’s how I see it. You can take the origins from the editor and copy them to the text file manually if you want to place them exactly as you had them. This is not a big deal even though I can agree that it’s silly the old way is broken and the number of support files for a map has increased quite a lot.
The way I see it, we have the old way where you couldn’t hear what the speakers were doing, and we have the new way where you can. Doing geometry in Radiant is ideal because you can see what things look like, but you have no audio so can never be that accurate if sound is important. With this new method you can hear what you’re doing, makes sense to me. Audio is important and I’m glad we don’t have to place speakers ‘blind’. Also I’ve used sounds in ET before I even knew about this other method, so if you really want you can still use Radiant for everything, no-ones forcing us to use the in-game editor.
Oh and btw, it’s only the global audio files that are broken as far as I’ve found, and by their nature they don’t need positioning.
Local sounds still work in the editor, so I’m happy to position them still there. Thing is, either you know where the audio should go or you don’t - visual representation shouldn’t be necessary really.
However this is a moot point since I’m going to have to do it the multiple step method.
BTW say you move a bit of your map in the editor, don’t forget you’ll then have to manually go and change your new external speakers - another ‘much easier’ method
It’s not a particular benefit from my point of view - target_speakers have to be placed, and have been successfully placed for years in radiant.
My point is, either you know where your audio is coming from (and can use radiant cos if you can’t then you won’t be able to place a brush properly let alone an entity) or you don’t.
Ironically enough I’m having to use your new method to place GLOBAL sounds, which don’t care where they are.
The new method seems designed for people who like to just wander around adding a bit here and a bit there - it’s all a bit random really.
I did use it last night to set up my audio, and to be honest I don’t particularly like it much as much as the previous old / broken / phased out (according to sock when I put it in the bug thread!), and I’m not just saying that. I could list all my reasons (and they are legion), but the biggest pain is putting in the file name. If you want to think that buggy auto-complete (didn’t find any of my audio files at all, so had to remember most of the path from memory - PS get the path wrong and you can lose your entire .SPS file) beats a file open dialog, then there’s not really a lot I can say.
Anyway I’ll not bitch more cos really it won’t acheive anything, you guys have broken a simple working feature and replaced it.
Not that I wouldn’t expect bugs, it’s not like you guys haven’t achieved a great deal with ET, and I love it dearly. I’ve used this thread to vent my spleen enough methinks, but I have to say I was particularly impressed by Sock’s reply in the bug thread:
Sorry Sock mate but you are definately wrong here, and considering this is your one post on the subject I find it quite amusing (if you’d posted that a few days ago I’d have been mad, mind), apart from the fact that unlike a certain djbob above, you didn’t have the decency to admit to there being a mistake. Honesty is the best policy (unless NDAs are concerned!).