sound fails on no-leak map

sound fails on no-leak map

Re: sound fails on no-leak map Posted by Haze on Mon Mar 7th 2005 at 8:25pm
Haze
118 posts
Posted 2005-03-07 8:25pm
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
Hi everyone, sorry for all the posts but it says I need to do seperate posts for each problem.

I have a door and a button, the start and stop sound are both set and the buttons sound is set as well.

I made a leak in the level and it works fine. BUT, when I fixed the leak, the sound only worked on opening instead of opening and closing. Also, the button no longer plays the bleep sound when I pressed it.

I have tried different leaks and blocks but it always has the same affect, when theres a leak it works and when its fixed it doest.

Anyone have any clues to fix this?
Re: sound fails on no-leak map Posted by Sub-Zero on Mon Mar 7th 2005 at 8:39pm
Sub-Zero
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Posted 2005-03-07 8:39pm
Sub-Zero
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53 posts 15 snarkmarks Registered: Feb 16th 2005 Occupation: Student Location: USA
hmm.. you may want to post your compile log... it might help solve the issue... also can you tell me EXACTLY what is applied to the properties of both the button and the door.. i mean.. what sound.. what flags are marked.. what you named it... all that good stuff...
Re: sound fails on no-leak map Posted by Haze on Tue Mar 8th 2005 at 11:54am
Haze
118 posts
Posted 2005-03-08 11:54am
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
okay the button entity has the 'dont move', 'toggle' and 'use activates' flags on. its outputs are:

on in > officedoor > open > > 0.00 > no
on out > officedoor > close > > 0.00 > no

in the keyvalues it is:

sounds > access granted
delay before reset > -1

no locked/unlocked etc/other sounds on

the door entity (officedoor) has no flags set and has the following keyvalues:

speed > 50
startsound > doors/heavy_metal_move1.wav
stopsound > doors/door_metal_large_close2.wav
delay before reset > -1
no locked/unlocked etc. sounds set.

its inputs are the same as the previous outputs.

and here is my compile log:

** Executing...
** Command: "c:\program files\valve\steam\steamapps\hazegraal\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\hazegraal\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\hazegraal\sourcesdk_content\hl2mp\mapsrc\dm_spacecraft_vb1"

Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: c:\program files\valve\steam\steamapps\hazegraal\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Valve\Steam\SteamApps\hazegraal\sourcesdk_content\hl2mp\mapsrc\dm_spacecraft_vb1.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\hazegraal\sourcesdk_content\hl2mp\mapsrc\dm_spacecraft_vb1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (90969 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (90969 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Valve\Steam\SteamApps\hazegraal\sourcesdk_content\hl2mp\mapsrc\dm_spacecraft_vb1.bsp
4 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 7

** Executing...
** Command: "c:\program files\valve\steam\steamapps\hazegraal\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\hazegraal\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\hazegraal\sourcesdk_content\hl2mp\mapsrc\dm_spacecraft_vb1"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading c:\program files\valve\steam\steamapps\hazegraal\sourcesdk_content\hl2mp\mapsrc\dm_spacecraft_vb1.bsp
reading c:\program files\valve\steam\steamapps\hazegraal\sourcesdk_content\hl2mp\mapsrc\dm_spacecraft_vb1.prt
400 portalclusters
1087 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (45)
Optimized: 442 visible clusters (0.00%)
Total clusters visible: 88718
Average clusters visible: 221
Building PAS...
Average clusters audible: 396
visdatasize:42164 compressed from 44800
writing c:\program files\valve\steam\steamapps\hazegraal\sourcesdk_content\hl2mp\mapsrc\dm_spacecraft_vb1.bsp
46 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\hazegraal\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\hazegraal\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\hazegraal\sourcesdk_content\hl2mp\mapsrc\dm_spacecraft_vb1"

Valve Software - vrad.exe (Jan 18 2005)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\hazegraal\sourcesdk_content\hl2mp\mapsrc\dm_spacecraft_vb1.bsp
1355 faces
13025 square feet [1875667.13 square inches]
0 displacements
0 square feet [0.00 square inches]
1355 patches before subdivision
3681 patches after subdivision
16 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 131231, max 209
transfer lists: 1.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(42669, 29278, 24363)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(4596, 2374, 1687)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(579, 238, 145)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(80, 27, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(12, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0024 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 11/1024 528/49152 ( 1.1%)
brushes 418/8192 5016/98304 ( 5.1%)
brushsides 2692/65536 21536/524288 ( 4.1%)
planes 936/65536 18720/1310720 ( 1.4%)
vertexes 2653/65536 31836/786432 ( 4.0%)
nodes 872/65536 27904/2097152 ( 1.3%)
texinfos 263/12288 18936/884736 ( 2.1%)
texdata 31/2048 992/65536 ( 1.5%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 1355/65536 75880/3670016 ( 2.1%)
origfaces 638/65536 35728/3670016 ( 1.0%)
leaves 884/65536 49504/3670016 ( 1.3%)
leaffaces 1665/65536 3330/131072 ( 2.5%)
leafbrushes 691/65536 1382/131072 ( 1.1%)
surfedges 8931/512000 35724/2048000 ( 1.7%)
edges 5144/256000 20576/1024000 ( 2.0%)
worldlights 16/8192 1408/720896 ( 0.2%)
waterstrips 86/32768 860/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1590/65536 3180/131072 ( 2.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 170920/0 ( 0.0%)
visdata [variable] 42164/16777216 ( 0.3%)
entdata [variable] 8720/393216 ( 2.2%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/3288 ( 0.0%)
pakfile [variable] 20824/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 90969/4194304 ( 2.2%)

Total Win32 BSP file data space used: 686655 bytes

Linux Specific Data:
physicssurface [variable] 90969/6291456 ( 1.4%)

Total Linux BSP file data space used: 686655 bytes

Total triangle count: 3661
Writing c:\program files\valve\steam\steamapps\hazegraal\sourcesdk_content\hl2mp\mapsrc\dm_spacecraft_vb1.bsp
7 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\hazegraal\sourcesdk_content\hl2mp\mapsrc\dm_spacecraft_vb1.bsp" "c:\program files\valve\steam\steamapps\hazegraal\half-life 2 deathmatch\hl2mp\maps\dm_spacecraft_vb1.bsp"

** Executing...
** Command: "c:\program files\valve\steam\steamapps\hazegraal\half-life 2 deathmatch\hl2.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\hazegraal\half-life 2 deathmatch\hl2mp" -dev -console +sv_lan 1 +map "dm_spacecraft_vb1"

heres the problem:

when theres a leak in the map it works fine, you press the button, it bleeps, the door makes open/close sound then clang once open, press it again it beeps, the door makes open/close sound, then clangs once shut.

However, when the map has no leeks it doesnt work right. You press the button and the bleep is replaced by the default 'drrdrr' sound, the door makes an open/close sound but doesnt clang, then press it again and its the default 'drrdrr' sound instead of the one i set and it doesnt make the open/close sound onbly the clang...

Anyone have any ideas?
Re: sound fails on no-leak map Posted by Natus on Tue Mar 8th 2005 at 1:32pm
Natus
570 posts
Posted 2005-03-08 1:32pm
Natus
member
570 posts 76 snarkmarks Registered: Jan 28th 2005 Location: Denmark
im not sure but i think the sound name is invalid or that the sound doesnt exists
Re: sound fails on no-leak map Posted by Sub-Zero on Tue Mar 8th 2005 at 3:54pm
Sub-Zero
53 posts
Posted 2005-03-08 3:54pm
Sub-Zero
member
53 posts 15 snarkmarks Registered: Feb 16th 2005 Occupation: Student Location: USA
Damn.. i was hoping for something obvious in the compile log.. like "Error sound missing" but you dont have anything that would warrent an error... My guess is that it def has something to do with the sound properties that are listed on the door and button... try this...just for giggles...

make a new map...

Make a simple room... with a door and button leading into another simple room.. set everything exactly the same as you have it in your map now.. (no leaks)... see what happens...

let me know

Sub-Zero
Re: sound fails on no-leak map Posted by Paladin[NL] on Tue Mar 8th 2005 at 3:54pm
Paladin[NL]
157 posts
Posted 2005-03-08 3:54pm
157 posts 56 snarkmarks Registered: May 4th 2004 Occupation: Student/mapper Location: Netherlands
im not sure but i think the sound name is invalid or that the sound doesnt exists
That doesn't explain why it plays with a leak...
Re: sound fails on no-leak map Posted by Haze on Tue Mar 8th 2005 at 5:51pm
Haze
118 posts
Posted 2005-03-08 5:51pm
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
What the heck, its not like i was going to release the work anyway, heres the map, take a look and see if you can figure it out, play the map with no leaks, then make a leak and play it again, notice the sounds are different.

www.aliaszero.net/levels/dm_spacecraft.zip
Re: sound fails on no-leak map Posted by French Toast on Tue Mar 8th 2005 at 7:34pm
French Toast
3043 posts
Posted 2005-03-08 7:34pm
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
The only thing I noticed when I ran the .vmf in hammer, is that the huge hook that you have next to the spawn is mostly outside of your map. If you tried making another brush to surround that and conceal it, you may not have said problem.

I also noticed that you have to player spawns on top of eachother and they are also partly outside the map. Try fixing these 2 things.
Re: sound fails on no-leak map Posted by Haze on Wed Mar 9th 2005 at 10:19am
Haze
118 posts
Posted 2005-03-09 10:19am
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
Nope, still getting the sound problem
Re: sound fails on no-leak map Posted by Sub-Zero on Wed Mar 9th 2005 at 8:39pm
Sub-Zero
53 posts
Posted 2005-03-09 8:39pm
Sub-Zero
member
53 posts 15 snarkmarks Registered: Feb 16th 2005 Occupation: Student Location: USA
have u tried what i suggested yet?
Re: sound fails on no-leak map Posted by Haze on Thu Mar 10th 2005 at 2:33pm
Haze
118 posts
Posted 2005-03-10 2:33pm
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
Yes, I did, it did the same thing, only half the door and buttons sounds worked without a leek and they all worked with one =/
Re: sound fails on no-leak map Posted by Sub-Zero on Thu Mar 10th 2005 at 3:51pm
Sub-Zero
53 posts
Posted 2005-03-10 3:51pm
Sub-Zero
member
53 posts 15 snarkmarks Registered: Feb 16th 2005 Occupation: Student Location: USA
Ok.. so u made an entirely new map with a simple door and hallway.. and still gave you the same error with the leak and without.... interesting... i have never came across something like this before...you may want to try using a different sound and a different door... not sure what else to suggest... =(
Re: sound fails on no-leak map Posted by Leperous on Thu Mar 10th 2005 at 4:10pm
Leperous
3382 posts
Posted 2005-03-10 4:10pm
Leperous
Creator of SnarkPit!
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3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
I think I've noticed this in my maps too- there are certainly times when door closing sounds don't work. I presume it's a bug with the game...
Re: sound fails on no-leak map Posted by Haze on Thu Mar 10th 2005 at 6:31pm
Haze
118 posts
Posted 2005-03-10 6:31pm
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
Ahh, anyway to submit this as an error to Valve?
Re: sound fails on no-leak map Posted by G4MER on Thu Mar 10th 2005 at 6:59pm
G4MER
2460 posts
Posted 2005-03-10 6:59pm
G4MER
floaty snark rage
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
Here is what happend to me, I had placed a sound file in the sound misc
folder, it played the first time I compiled, the second time it did
not. I moded the file to just the sound area, still would not work.
Made a folder just for the sound, nope didnt help. I renamed the file,
works fine now. I really think its in the hammer program some place.

If this is for CS, try the new fgd ( http://www.editlife.net/files/customfgd.php )

That also helped me.
Re: sound fails on no-leak map Posted by Haze on Fri Mar 11th 2005 at 9:01am
Haze
118 posts
Posted 2005-03-11 9:01am
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
Nope, not for CS, its for deathmatch.

I think the easiest solution would be just to let the level leek. I dont need water so it should be fine.
Re: sound fails on no-leak map Posted by Nanodeath on Fri Mar 11th 2005 at 9:36am
Nanodeath
356 posts
Posted 2005-03-11 9:36am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
Most people would smack you for saying that :-D But if you really
need the sound and there aren't significant performance hits by the
leak, heck, you might as well...unless leaks prevent cubemaps from
building. You might want those...heh.
Re: sound fails on no-leak map Posted by G4MER on Sat Mar 12th 2005 at 11:59am
G4MER
2460 posts
Posted 2005-03-12 11:59am
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
Humm thats strage, after the update, my sound file plays until you join
the map and the first sound that is heard stops the music from playing.
This is really strange.
Re: sound fails on no-leak map Posted by DrGlass on Sat Mar 12th 2005 at 5:37pm
DrGlass
1825 posts
Posted 2005-03-12 5:37pm
DrGlass
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
Nope, not for CS, its for deathmatch.
I think the easiest solution would be just to let the level leek. I dont need water so it should be fine.
not only will your lighting be half ass, but there are performance
issues. The game wont know what is the inside or outside of your
map so it will render the whole thing. This can lead to double
the resource usage.

Its better lose the sound and fix the leak.