Black Cat Forums   Alien Swarm - Steampowered Forums
Alien Swarm 2K4 - ThieveryUT
Black Cat Games - TTLG Forums

Go Back   Black Cat Forums > Alien Swarm 2K4 Forums > Alien Swarm 2K4 Mapping

Notices

Reply
 
Thread Tools
Old 9th Aug 2007, 03:20 PM   #1
DiP
Member
 
DiP's Avatar
 
Registered: Apr 2005
Location: Scotland
Posts: 2,702
AO-DM-TrainingDay

I had a thread for this ages ago...and I renamed the map(ever so slightly) and didn't want to necropost, so I made a new thread

Everything is done...all the glitches fixed, and even I(Yes, I am that good) can't kill the...things in the pit.

However, 2 questions about 2 problems, as soon as they get answered and fixed accordingly, the map will be released.

Not that you care, but I have been slaving over these 2 problems for months now and no success.
  • Customstimtheme, I found the old thread and followed the instructions in that. And got it imported. It all works fine, I can hear it in the editor, but...I set it as the customstimetheme, and go in-game, with the effects and music sound at 1, but when I stim...I hear nothing...I've tried renaming the file, its very simple, no spaces, no highercase, just "stimnoslowdown". It's currently in mylevel, would importing it into its own package help?
EDIT: The thought just occured to me that maybe it wasn't 17 seconds long...*checks* 17.004 seconds, do I really have to clip that .004 out?
  • Heh, this one is much simpler...How do I set a map description? The way I do it for normal ut2k4 maps doesn't work...
Of course, you can always apply for a beta position if you *really* want to. But its past beta, so it would be pointless .

Thanks.
__________________
Your order has been dispatched!
DiP is offline   Reply With Quote
Old 9th Aug 2007, 06:49 PM   #2
Fuzzy Bunny
Member
 
Fuzzy Bunny's Avatar
 
Registered: Sep 2004
Location: In before Moses
Posts: 4,002
 Originally Posted by deathispainfull: ( link to post ) 
I had a thread for this ages ago...and I renamed the map(ever so slightly) and didn't want to necropost, so I made a new thread

I still have that map

 Originally Posted by deathispainfull: ( link to post ) 
EDIT: The thought just occured to me that maybe it wasn't 17 seconds long...*checks* 17.004 seconds, do I really have to clip that .004 out?
No, the sound will just last .004 seconds after the slo-mo stops.

 Originally Posted by deathispainfull: ( link to post ) 
  • Heh, this one is much simpler...How do I set a map description? The way I do it for normal ut2k4 maps doesn't work...
If you mean threat levels and things like you see in a campaign lobby, it won't be necessary unless you're making a campaign with the map in it. Custom campaigns normally don't have a lobby map. If you mean for the objectives screen, there are some special actors for that.
Fuzzy Bunny is offline   Reply With Quote
Old 10th Aug 2007, 05:16 AM   #3
DiP
Member
 
DiP's Avatar
 
Registered: Apr 2005
Location: Scotland
Posts: 2,702
 Originally Posted by Fuzzy Bunny: ( link to post ) 
I still have that map
I was amazed to find out that I still did

 Quote:
No, the sound will just last .004 seconds after the slo-mo stops.
Damn, I wonder what the problem is then?

 Quote:
If you mean threat levels and things like you see in a campaign lobby, it won't be necessary unless you're making a campaign with the map in it. Custom campaigns normally don't have a lobby map. If you mean for the objectives screen, there are some special actors for that.
Yep, the objectives screen, what special actor(s) is this?
__________________
Your order has been dispatched!
DiP is offline   Reply With Quote
Old 10th Aug 2007, 02:19 PM   #4
Fuzzy Bunny
Member
 
Fuzzy Bunny's Avatar
 
Registered: Sep 2004
Location: In before Moses
Posts: 4,002
http://www.blackcatgames.com/swarm/m...Objectives.htm
Fuzzy Bunny is offline   Reply With Quote
Old 11th Aug 2007, 06:09 AM   #5
DiP
Member
 
DiP's Avatar
 
Registered: Apr 2005
Location: Scotland
Posts: 2,702
Thanks Fuzzy, that works. But does nobody know why my stim music isin't working?
__________________
Your order has been dispatched!
DiP is offline   Reply With Quote
Old 11th Aug 2007, 09:59 AM   #6
Hybrid
Member
 
Hybrid's Avatar
 
Registered: Jan 2003
Location: Jan 2003
Posts: 3,957
Try mimicking exactly how other maps with custom stim music do it. For starters, you said you ended your file with "noslowdown" while other maps end their sound bit with "NoSlow".
Hybrid is offline   Reply With Quote
Old 11th Aug 2007, 11:03 AM   #7
DiP
Member
 
DiP's Avatar
 
Registered: Apr 2005
Location: Scotland
Posts: 2,702
 Originally Posted by Hybrid: ( link to post ) 
Try mimicking exactly how other maps with custom stim music do it. For starters, you said you ended your file with "noslowdown" while other maps end their sound bit with "NoSlow".
Tired that. Doesn't work.
__________________
Your order has been dispatched!
DiP is offline   Reply With Quote
Old 11th Aug 2007, 11:17 AM   #8
Hybrid
Member
 
Hybrid's Avatar
 
Registered: Jan 2003
Location: Jan 2003
Posts: 3,957
Have you looked at the older posts on this? Done everything word for word? (I had a fun time getting the stim music to work for my (defunct) map too.)

 Quote:
You have to choose the sound file, edit it in a music file editing program, it's 17 secs long so you have to cut the best 17 secs outta it (and perhaps fade 1 or 2 secs in both ends to make it sound cool ).

Then you have to put edit it mono and 8-bit, save it in .wav-format and then go to Alien Swarm Editor.

When you get there, import the .wav file in a new package if you want it to be downloaded seperately or myLevel package if you want it to come with the map (remember to NOT save the myLevel package! Or you'll be doing for some time.

After that you have to set the objectives frames properties, there you should find "CustomStimTheme" and set your .wav there, and it should be your stim music.
 Quote:
A typical problem with UED(2) was that files that had a space chatacter in their path name would not import. Not sure that it still happens with 3, but I think it may be the case. If you're keeping the file in a folder like 'Program Files' or 'My Documents' it's possible that that's the cause of the problem.
Hybrid is offline   Reply With Quote
Old 11th Aug 2007, 12:02 PM   #9
DiP
Member
 
DiP's Avatar
 
Registered: Apr 2005
Location: Scotland
Posts: 2,702
I followed it exactly, yes.

The only thing that I did differently is that the fade in at the start is muted to full, could it be because of that? Should I try going half to full?
__________________
Your order has been dispatched!
DiP is offline   Reply With Quote
Old 11th Aug 2007, 12:29 PM   #10
BiG_D
Super Moderator
 
BiG_D's Avatar
 
Registered: Jan 2003
Location: Inches above the ban button
Posts: 4,064
Is it in 8-bit mono? Are you sure? This is likely what the problem is...
__________________
It's not my fault everything you like is terrible.
BiG_D is offline   Reply With Quote
Old 11th Aug 2007, 12:30 PM   #11
DiP
Member
 
DiP's Avatar
 
Registered: Apr 2005
Location: Scotland
Posts: 2,702
 Originally Posted by BiG_D: ( link to post ) 
Is it in 8-bit mono? Are you sure? This is likely what the problem is...
Yes I am sure.
__________________
Your order has been dispatched!
DiP is offline   Reply With Quote
Old 11th Aug 2007, 01:47 PM   #12
Hybrid
Member
 
Hybrid's Avatar
 
Registered: Jan 2003
Location: Jan 2003
Posts: 3,957
Can you provide the sound clip in question?

While we all have the utmost of Faith in your abilities, perhaps one of us could get it working on our computers, and be able to provide some insight.
Hybrid is offline   Reply With Quote
Old 11th Aug 2007, 03:48 PM   #13
DiP
Member
 
DiP's Avatar
 
Registered: Apr 2005
Location: Scotland
Posts: 2,702
Here it be.
__________________
Your order has been dispatched!
DiP is offline   Reply With Quote
Old 12th Aug 2007, 12:48 PM   #14
Moses2k
Member
 
Moses2k's Avatar
 
Registered: Oct 2004
Location: Was actually here before Fuzz
Posts: 5,674
< Navy
Moses2k is offline   Reply With Quote
Old 12th Aug 2007, 02:59 PM   #15
DiP
Member
 
DiP's Avatar
 
Registered: Apr 2005
Location: Scotland
Posts: 2,702
 Originally Posted by Moses2k: ( link to post ) 
< Navy
I want this map to be different, at least in one way.
__________________
Your order has been dispatched!
DiP is offline   Reply With Quote
Old 13th Aug 2007, 08:01 AM   #16
NoData
Member
 
NoData's Avatar
 
Registered: Mar 2005
Posts: 889
I got the same problem age ago. Import the file from the "C:/stimNoSlow.wav", it should work now.
__________________
My AS2K4 map: Sulfure-SE
And a fixed one: BehemothTournament-TE2
NoData is offline   Reply With Quote
Old 13th Aug 2007, 09:05 AM   #17
Hybrid
Member
 
Hybrid's Avatar
 
Registered: Jan 2003
Location: Jan 2003
Posts: 3,957
With NoData's tip, everything works fine when I put it into AO-ReactorCoreSpeshul.

May I assume that your AoMissionInfo Properties does contain the line:
Code:
CustomStimTheme     Sound'myLevel.stimNoSlow'
...?
Hybrid is offline   Reply With Quote
Old 13th Aug 2007, 10:02 AM   #18
DiP
Member
 
DiP's Avatar
 
Registered: Apr 2005
Location: Scotland
Posts: 2,702
 Originally Posted by Hybrid: ( link to post ) 
With NoData's tip, everything works fine when I put it into AO-ReactorCoreSpeshul.

May I assume that your AoMissionInfo Properties does contain the line:
Code:
CustomStimTheme     Sound'myLevel.stimNoSlow'
...?
Doesn't work for me

Umm, its actually in a folder,

"Sound'mylevel.stim.stimNoSlow' or something.

I'll take it out the folder then
__________________
Your order has been dispatched!
DiP is offline   Reply With Quote
Old 13th Aug 2007, 10:12 AM   #19
Hybrid
Member
 
Hybrid's Avatar
 
Registered: Jan 2003
Location: Jan 2003
Posts: 3,957
So, we've found our problem?
Hybrid is offline   Reply With Quote
Old 13th Aug 2007, 11:18 AM   #20
DiP
Member
 
DiP's Avatar
 
Registered: Apr 2005
Location: Scotland
Posts: 2,702
Nope, it didn't make a difference.
__________________
Your order has been dispatched!
DiP is offline   Reply With Quote
Old 13th Aug 2007, 12:39 PM   #21
Moses2k
Member
 
Moses2k's Avatar
 
Registered: Oct 2004
Location: Was actually here before Fuzz
Posts: 5,674
Have you tried detaching and reattaching the hoses? If that doesn't work, be sure to reticulate your splines. That should keep the UED Joblin off your back .. for awhile.
Moses2k is offline   Reply With Quote
Old 13th Aug 2007, 12:54 PM   #22
Hybrid
Member
 
Hybrid's Avatar
 
Registered: Jan 2003
Location: Jan 2003
Posts: 3,957
I was trying to avoid asking for this, but can you provide the map in question? (by e-mail: hybridemail (tA) gmail (toD) com -- if you're paranoid about everyone downloading an incomplete map)

We cannot rule out... user error.
Hybrid is offline   Reply With Quote
Old 13th Aug 2007, 01:01 PM   #23
DiP
Member
 
DiP's Avatar
 
Registered: Apr 2005
Location: Scotland
Posts: 2,702
 Originally Posted by Hybrid: ( link to post ) 
I was trying to avoid asking for this, but can you provide the map in question? (by e-mail: hybridemail (tA) gmail (toD) com -- if you're paranoid about everyone downloading an incomplete map)

We cannot rule out... user error.
That's most likely the case.

Sure I'll email you it.
__________________
Your order has been dispatched!
DiP is offline   Reply With Quote
Old 13th Aug 2007, 01:50 PM   #24
Hybrid
Member
 
Hybrid's Avatar
 
Registered: Jan 2003
Location: Jan 2003
Posts: 3,957
Okay, the problem is that the Briefing/Loadout music is playing in the level; the stim tune won't play over level music (see Mercury, BehemothTournament, etc.)

Fun fact: late-joining spectators will be able to hear stim music, because the level music won't be playing for them if the players have already triggered it.

I don't have any experience in fixing something like this though. It's either in an option somewhere that you inadvertantly changed (or didn't change?), or you'll have to set up an trigger next to Player 1's start location that will immediately end music as soon as the level starts. But that seems kind of silly -- I'm quite sure that No Music is the default.
Hybrid is offline   Reply With Quote
Old 13th Aug 2007, 02:21 PM   #25
NoData
Member
 
NoData's Avatar
 
Registered: Mar 2005
Posts: 889
 Originally Posted by Hybrid: ( link to post ) 
Okay, the problem is that the Briefing/Loadout music is playing in the level; the stim tune won't play over level music (see Mercury, BehemothTournament, etc.)

Fun fact: late-joining spectators will be able to hear stim music, because the level music won't be playing for them if the players have already triggered it.

I don't have any experience in fixing something like this though. It's either in an option somewhere that you inadvertantly changed (or didn't change?), or you'll have to set up an trigger next to Player 1's start location that will immediately end music as soon as the level starts. But that seems kind of silly -- I'm quite sure that No Music is the default.
Custom stim music wont work if you put some music over, Mercury is a good example. You could create an exception by adding "AllowStim" at the end of the ambiance music file.

Ill take Sulfure as an example; The custom stim music work all the map, cause the ambiance song is called;
"AoSulfureAmbianceMusicAllowStim.ogg"
That song start only when you cross the door of the east platform and you enter the plant. The custom stim music work with or without the music trigger activated. Thats what "AllowStim" do.

But when you do the final battle, its another song;
"AoSulfureEndBattleMusic.ogg"
That song enabled without the "AllowStim" stop the custom stim, and cause the second music file used to slow down insted of starting the custom stim.

Good luck! Hope that will help.
__________________
My AS2K4 map: Sulfure-SE
And a fixed one: BehemothTournament-TE2
NoData is offline   Reply With Quote
Old 13th Aug 2007, 02:24 PM   #26
DiP
Member
 
DiP's Avatar
 
Registered: Apr 2005
Location: Scotland
Posts: 2,702
Ahh, I forgot all about that! I modded this from my own version of Trainingday that sort of went wrong, and I added my own song to it...

*removes song*
That worked, thanks

Argh, found a BSP Hole, lemme fix that first
__________________
Your order has been dispatched!
DiP is offline   Reply With Quote
Old 13th Aug 2007, 02:25 PM   #27
NoData
Member
 
NoData's Avatar
 
Registered: Mar 2005
Posts: 889
Another miraculous save by ND!

Dont remove the song, just add "AllowStim" at the end. Should work perfectly now.
__________________
My AS2K4 map: Sulfure-SE
And a fixed one: BehemothTournament-TE2
NoData is offline   Reply With Quote
Old 13th Aug 2007, 02:57 PM   #28
DiP
Member
 
DiP's Avatar
 
Registered: Apr 2005
Location: Scotland
Posts: 2,702
 Originally Posted by NoData: ( link to post ) 
Another miraculous save by ND!

Dont remove the song, just add "AllowStim" at the end. Should work perfectly now.
I didn't want that song to be used anyhow, wouldn't suit it...

So you didn't save it, Salsa did. Sorry
__________________
Your order has been dispatched!
DiP is offline   Reply With Quote
Old 13th Aug 2007, 03:09 PM   #29
Hybrid
Member
 
Hybrid's Avatar
 
Registered: Jan 2003
Location: Jan 2003
Posts: 3,957
I take cash, major credit cards, and dragon media.
Hybrid is offline   Reply With Quote
Old 14th Aug 2007, 12:19 PM   #30
Phantaloz
Member
 
Phantaloz's Avatar
 
Registered: Oct 2004
Location: Not France
Posts: 1,754
 Originally Posted by Moses2k: ( link to post ) 
< Navy


Glad you got that sorted, I was going to suggest the 8-bit mono problem and the directory problem, but I'm waaay too late
__________________
The *mean French look* haunts...everywhere.

Look mom, I double A'd Moses -2kmix- heavy
Phantaloz is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:12 PM.


Powered by vBulletin®
Copyright ©2000 - 2017, vBulletin Solutions, Inc.