D_GARG Posted March 10, 2011 Im sure that this has been already spoken about, but I didnt find any thread or usefull wiki info I have this cybaron which I downloaded from realm667, I merged it into my wad file, copied the decorate code and tested it, used summon comand ( engine: GZDoom ) and it got there, walking attacking both its attacks but I didnt hear any of the sounds in game that was inside the wad file. here's the code: // Cyber Baron created by Ben2k9/Virtue ACTOR Cyberbaron 15017 { obituary "%o was splayed by a cyber baron" hitobituary "%o was ripped to shreds by a cyber baron" health 1200 radius 24 height 64 mass 1000 speed 8 painchance 40 seesound "CBARON/sight" painsound "CBARON/pain" deathsound "CBARON/death" activesound "CBARON/active" MONSTER +NORADIUSDMG +DONTHURTSPECIES states { Spawn: CBOS AB 10 A_Look loop See: CBOS A 3 A_chase CBOS A 3 A_chase CBOS B 0 A_playsound("cbaron/metal") CBOS BB 3 A_chase CBOS CC 3 A_chase CBOS D 3 A_chase CBOS D 3 A_hoof loop Melee: CBOS PQ 8 A_FaceTarget CBOS R 8 A_BruisAttack Goto See Missile: CBOS E 0 A_jump(80,5) CBOS E 10 A_FaceTarget CBOS E 10 A_FaceTarget CBOS F 10 Bright A_customMissile(cyberattack2,27,16,0) CBOS E 10 A_FaceTarget goto See CBOS PQ 8 A_FaceTarget CBOS R 8 A_BruisAttack Goto See Pain: CBOS H 2 CBOS H 2 A_Pain goto See Death: CBOS I 8 CBOS J 8 A_Scream CBOS K 8 bright A_Playsound("world/barrelx") CBOS K 8 bright A_Playsound("CBARON/death") CBOS L 8 bright A_NoBlocking CBOS M 8 bright CBOS N 8 bright CBOS O -1 stop } } ACTOR Cyberattack2 : rocket { } I also modified the name of the audio files after noticing that audio didnt work very well replacing BARONSIT to DSBASIT but none of these have worked, what to do :( ? 0 Share this post Link to post
ReX Posted March 10, 2011 Are the sounds in a folder named CBARON? Do you have a SNDINFO lump that defines the sounds? Are the sounds in a valid format? [You can check if a sound is working by pulling the console down while in-game, and typing playsound <name of sound as defined in SNDINFO>. Remember that the name of sound file is not necessarily the same as the defined sound.] 0 Share this post Link to post
Reisal Posted March 10, 2011 I find it better to make a PK3 and dropping the cybaron WAD into the main directory so I don't have to mess with large DECORATE and SNDINFO files. 0 Share this post Link to post
D_GARG Posted March 10, 2011 Mr. Chris said:I find it better to make a PK3 and dropping the cybaron WAD into the main directory so I don't have to mess with large DECORATE and SNDINFO files. should have done that .. owell, I have to come home before I can solve this 0 Share this post Link to post
Alphawolf Posted March 10, 2011 Its best to just merge the wads and everything works fine, I have cybderbaron in my wad and had no problems getting him to work. 0 Share this post Link to post
D_GARG Posted March 10, 2011 Alphawolf said:Its best to just merge the wads and everything works fine, I have cybderbaron in my wad and had no problems getting him to work. which engine? 0 Share this post Link to post
Alphawolf Posted March 11, 2011 GZDoom, the best engine and only one that should exist ;) 0 Share this post Link to post
TheDarkArchon Posted March 11, 2011 Alphawolf said:GZDoom, the best engine and only one that should exist ;) Because, you know, tastes are universal and all that. 0 Share this post Link to post
D_GARG Posted March 11, 2011 SNDINFO cbaron/sight cbarnsit cbaron/pain cbarnpai cbaron/death cbdrndth cbaron/active cbarnact cbaron/metal cmetal DECORATE// Cyber Baron created by Ben2k9/Virtue ACTOR Cyberbaron : Baronofhell 15017 { obituary "%o was splayed by a cyber baron" hitobituary "%o was ripped to shreds by a cyber baron" health 1200 radius 24 height 64 mass 1000 speed 8 painchance 40 seesound "cbaron/sight" painsound "cbaron/pain" deathsound "cbaron/death" activesound "cbaron/active" MONSTER +NORADIUSDMG +DONTHURTSPECIES states { Spawn: CBOS AB 10 A_Look loop See: CBOS A 3 A_chase CBOS A 3 A_chase CBOS B 0 A_playsound("cbaron/metal") CBOS BB 3 A_chase CBOS CC 3 A_chase CBOS D 3 A_chase CBOS D 3 A_hoof loop Melee: CBOS PQ 8 A_FaceTarget CBOS R 8 A_BruisAttack Goto See Missile: CBOS E 0 A_jump(80,5) CBOS E 10 A_FaceTarget CBOS E 10 A_FaceTarget CBOS F 10 Bright A_customMissile(cyberattack2,27,16,0) CBOS E 10 A_FaceTarget goto See CBOS PQ 8 A_FaceTarget CBOS R 8 A_BruisAttack Goto See Pain: CBOS H 2 CBOS H 2 A_Pain goto See Death: CBOS I 8 CBOS J 8 A_Scream CBOS K 8 bright A_Playsound("world/barrelx") CBOS L 8 bright A_NoBlocking CBOS M 8 bright CBOS N 8 bright CBOS O -1 stop } } ACTOR Cyberattack2 : rocket { } but in XWE, the wav file icon isnt a wav file icon, its just a unspecified (LUMP) icon that doesnt look like a wav icon before I preview it, playing the wav file SS_START/END marker was originally S_START/END markers playsound command in GZDoom doesnt play the wav file cant figure out what to do :( 0 Share this post Link to post
ReX Posted March 11, 2011 D_GARG said:playsound command in GZDoom doesnt play the wav file This suggests that either your sound is not defined or not present. Your SNDINFO lump shows a proper definition, and I'm guessing your sound files are in your wad (you mentioned playing it in XWE). And your mention of XWE gives me a clue to what your problem may be. XWE does not properly support pk3 file format, which is necessary if you want to have folders. If you're using XWE it tells me you're not using pk3 format, and therefore haven't organized your lumps in folders. However, your path for the sound definition includes a folder name (in this case "cbaron"). You have two options: 1. Either use a pk3 format, create a folder named "cbaron", and put your relevant cyberbaron sounds in the folder. Everything else remains the same. 2. Stick with wad format, but modify your SNDINFO file to remove reference to the folder name. SNDINFO should then look like: sight cbarnsit pain cbarnpai death cbdrndth active cbarnact metal cmetal 0 Share this post Link to post
wildweasel Posted March 11, 2011 I feel I should clarify: SNDINFO does not reference folder names. Folders are merely provided for convenience in most cases; ZDoom still treats sounds the way it would in a WAD file, as in the last file with the same name is the one that takes effect in game. SNDINFO's usual logical name/lump name architecture applies in PK3 files. So even if your DSPISTOL.wav is tucked away in /sounds/weapons/weaksauce/pistol/thissucks/DSPISTOL.wav, ZDoom still only sees it as DSPISTOL, and the SNDINFO definition would still look like this:weapons/pistol DSPISTOL 0 Share this post Link to post
D_GARG Posted March 12, 2011 ok problem solved unexpectedly, I deleted all cybaron files including the code and "reinstalled" it, inserting everything back in position only modifying actor number to 15017 ( I find it as an effective system of listing supporting 100 monster actors before hitting 15100 which is the next category which could be ammo actors) so , reinserting was the solution, but I have no idea what went wrong first time :S :F however thanks for the help guys, you helped my brains accelerate :) 0 Share this post Link to post
Alphawolf Posted March 12, 2011 TheDarkArchon said:Because, you know, tastes are universal and all that. Oh yeah! Everyone has the same tastes as you Archon. 0 Share this post Link to post