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Hello there,
Well making my own campaign for the last few months. (noprecinct.com is its homepage) . Yesterday I had to deal with the klaxon alarm issue that arisen just trying to have the 'music director' handle checkpoint/intro music. I was just starting to experiment with sound and found this bug and it infuriated me to no end but I couldn't settle on having this sound glitch in my campaign.
So I came up with this, Basically what has to be done is another 'hack' fix here. What is does is overrides the klaxon sound information for the sound emitter and mutes it.
Put this each of your "yourcampaign_level_sounds.txt" file
"floodgate_klaxon"
{
"channel" "CHAN_STATIC"
"volume" "0" //muted
"pitch" "0"
"soundlevel" "SNDLVL_NONE"
"wave" "ambient/alarms/klaxon1.wav"
}
That will tell the sound emitter that that klaxon1.wav file has a volume of ZERO and will not be heard no longer. Try that out and see if it solves your klaxon alarm issue.
Now only hoping VALVe actually fixes the sound system in l4d1 before the next ice age. :-)
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I think it should work. Testing my own campaign in the .vpk I'm not hearing alarms sounds when burning zombies. Nor I am hearing other sound glitches.
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I don't exactly what changes it, I noticed whenever a new bsp is compiled it changes but I also noticed when you do snd_Rebuildaudiocache alot it could change for you as well...
Maybe the only thing mod makers can do is recompile the bsp so much that a non intrusive random sound will be selected.
The hack you present aint bad but it could potentially be a bit destructive if you override an important sound.
Last edited by CosmicD (2010-07-21 05:05:42)
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In my particular case, it seems to work.
I don't know anything about the issue and how it manifests itself, so other people might continue to hear random sounds, but this is as far as is goes.
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Last edited by Keldorn (2010-07-21 23:22:14)
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oh lol now i understand, you do that only in the addon level_Sounds.txt.
I sometimes try to coach it to choose another random sound by adding and deleting bogus events from the soundscript, that sometimes seems to work too. It's especially bad when looped sounds (like flies or an alarm bell) are chosen.
EDIT: Anyway, so you first need to make a vpk to test what sound it's gonna use (because I experience that it's sometimes a different sound. Then find that in the hammer soundbrowser and give it a volume of 0 in your mapname_level_sounds.txt
I'm gonna do that for the official release of our campaign too
Last edited by CosmicD (2010-08-03 03:18:57)
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Last edited by Keldorn (2010-08-08 23:57:09)
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lol, they have so many chances to update l4d , I wonder why they would fix this when the dlc is coming ?
It's my pessimistic valve view, enforced more by the fact that they are constantly updating l4d2 but not fixing essential l4d1 bugs.
I know Chet told in the mailing list that updating something related to the addons/vpk is tricky because it might break compatibility by all other vpk's.
But even if they would tell us to recompile vpk's from all campaigns in order for them to work that would be better than leaving these bugs in.
I would also hope that there's a few things we can do to control the director during a finale. Ours is going to be a rolling finale and although it's relatively easy to setup a grid of triggers and zombie spawns, but it would be cool to be able to control the director to spawn zombies ahead or ... have 3 tanks in a finale etc...
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Last edited by Keldorn (2010-08-09 19:15:15)
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yeah that might be a good idea. Although it would be cool that you could tell the director to do 3 finale loops instead of 2 without having to use a point.servercommand for it and cheat.. (that would be quite bad anyway)
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