Global target_speakers aren't global?


(G0-Gerbil) #21

Oh should mention before someone bitches, I didn’t find the new system hard to use, apart from it’s quirks / bugs. :wink:


(digibob) #22

Marauder went around the levels and basically replaced all the sounds he had originally placed using the old system, and tweaked them as he needed, in-game, in real time.

The auto-complete worked perfectly for us, it might have some issues with pk3 files as we generally work with a completely extracted tree, and how can you lose your entire sps file exactly?


(sock) #23

I read the bug thread first and did not see djbob’s reply, my mistake, I did not realise it was broken code. As djbob said, all the original target_speaker entities were removed from the map and a new system was setup. This is why we explained the new system in the manual so people would use it and not be stuck wondering why the old system did not work as before.

As to the global option on the target_speaker entities not working or being a critical bug when a new system exists which replaces the original entity system, seems like you are just spliting hairs or simply wanting to bash SD or me.

Sock
Over and out.


(Thej) #24

LOL, this is better then any SOAP on tv :smiley:


(G0-Gerbil) #25

I’ve got an extracted (erm tries to remember) pk0.pk3 file, and my own new custom stuff is merged into this heirarchy, but the auto complete won’t work, unless I’m understanding it wrong (ie it only completes once you are on the filename?) but my few tests showed that it would autocomplete folders (apart from my own).
I lost the SPS file several times I think because I had to type in the filename from memory, and chances are I got it wrong. Next time I went into ET and /editspeakers’ed it, I was informed my world contained no speakers :frowning:

I manually edit the SPS file now for custom filenames, and touch wood no problems yet, but somehow I don’t think this is how you guys were using it :confused:

One final comment to Sock:

Main problem was it used to work, and now doesn’t. I wasn’t adversed to having to learn a new way (ok I was but I don’t have a choice!) but it was the irony of the new DEF file missing loads of entities because the documentation (and posts on here) state the reason being is you only support for sure those supplied in new DEF file :wink:

Anyway, I’m off to hunt down more bugs and try to get this damn map finished! :wink:


(RivrStyx) #26

I feel your pain Gerbil. Global nor Activator work. Didn’t think it was going to take so long to convert over Resurrection :confused: Lot of sounds in this map.

Also teleporting doesn’t work so i had to figure out an alternative to the cage trick as well as other things that needed or needs to be redone because they no longer work. PMed sock about a few things relating to the teleporter because i wanted to keep it out of the forums for personal reasons…but was ignored. That kinda sucked but i’m sure your to busy to answer a PM from a nobody as well as who cares if a conversion is taken awhile.

I’ll adapt …but to bad what wasn’t broke is now… Making a quick project into a long one. Oh well.


(H@SHC@KE) #27

I have to agree with Go-Gerbil - I have been mapping for RTCW for about a year now and expected mapping for ET to be the same, seeing as it is meant to be an RTCW expansion. But all this new fangled scripting is a bloody nightmare.
The answer for me is to go back to mapping for RTCW and forget about ET - its only an expansion anyways.


(SCDS_reyalP) #28

There’s your problem. It is not an expansion. It is a new game.

Honestly, RTCW mapping had plenty of warts, broken entities and mis-documented features too. At least with ET, we can :poke: the devs till they :moo: