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General FreeSpace => FreeSpace Discussion => Topic started by: Woolie Wool on December 08, 2003, 07:34:42 pm

Title: FS2 bug (not apparently SCP-related)
Post by: Woolie Wool on December 08, 2003, 07:34:42 pm
For some reason, the EA beam sounds that I'm trying to use in my Starforce mod won't play. It's as if FS2 doesn't see them or something. I put them in my root data directory and the 16b11k and 8b22k sound directories (both of them), AND I copied the Inferno core vp to my Starforce directory. The entries in the sounds.tbl for the beam sounds are correct. One of the following must be true:

I'm wrong (I don't think so)
FS2 was programmed by slime morons (extremely unlikely)
The SCP exes have some sort of strange bug (extremely unlikely because surely someone else would've reported it)
Windows 98 was programmed by morons

If you want to see my sounds.tbl, email me at [email protected]
Title: FS2 bug (not apparently SCP-related)
Post by: StratComm on December 08, 2003, 07:38:34 pm
well the last is true by definition, but that doesn't shed any light on your problem.  It could be that the sounds.tbl is being overridden - try placing the "correct" one into the main FS2 directory - or that the beams are in fact not referencing the correct sound entries.  I also think there are certain "reserved" sounds, i.e. numbers in sounds.tbl that are specifically set aside for other things, used or not, but you seem to be pretty confident that your tables are correct.  Do they work when you use Inferno's sound tables?
Title: FS2 bug (not apparently SCP-related)
Post by: Woolie Wool on December 08, 2003, 07:43:56 pm
I don't use Inferno's tables--they are so heavily modified they will probably royally screw up Starforce's sounds, which reference to a modified version of the Volition sounds.tbl.

Here's the section of the table in question:

Code: [Select]

$Name: 163 EA_BFSilv.wav, 0, 0.70, 2, 1500, 3000 ; BFSav beam loop
$Name: 164 EA_MSilv.wav, 0, 0.70, 2, 1500, 3000 ; BSav beam loop
$Name:  165 Empty, 0, 0.50, 0 ; *-*-*-*USE THIS FOR NULL SOUNDS!*-*-*-*
$Name: 166 EA_SSilv.wav, 0, 0.70, 2, 1500, 3000 ; SSav beam loop
$Name: 167 EA_BFSilv_up.wav, 0, 0.60, 2, 1500, 3000 ; BFSav warm up
$Name: 168 EA_MSilv_up.wav, 0, 0.60, 2, 1500, 3000 ; MSav warm up
$Name: 169 EA_SSilv_up.wav, 0, 0.60, 2, 1500, 3000 ; SSav warm up
$Name: 170 EA_BFSilv_down.wav, 0, 0.70, 2, 2000, 3000 ; BFSav warm down
$Name: 171 EA_MSilv_down.wav, 0, 0.70, 2, 2000, 3000 ; BSav warm down
$Name: 172 EA_SSilv_down.wav, 0, 0.70, 2, 2000, 3000 ; SSav warm down
Title: FS2 bug (not apparently SCP-related)
Post by: StratComm on December 08, 2003, 07:50:54 pm
I'll be honest, I never really have messed with sound tables.  How are the sounds referenced by weapons.tbl?
Title: FS2 bug (not apparently SCP-related)
Post by: Woolie Wool on December 08, 2003, 08:38:46 pm
By their numbers in the sounds.tbl. For example, the loop, warmup, and warmdown of the LRed are 178, 184, and 188.

Oh, and it turns out that there was an older file in the main directory. I forgot that FS2 will read tables from the main directory. *bangs head*

*BANG* *BANG* *BANG* ;)
Title: Re: FS2 bug (not apparently SCP-related)
Post by: Solatar on December 09, 2003, 05:00:38 pm
Quote
Originally posted by Woolie Wool


I'm wrong (I don't think so)


Never make premature judgements.:D
Title: FS2 bug (not apparently SCP-related)
Post by: Woolie Wool on December 09, 2003, 05:09:11 pm
Indeed.