Author Topic: Argonaut phaser sound error - but the log says differently...  (Read 763 times)

Offline Billz

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Argonaut phaser sound error - but the log says differently...
« on: September 16, 2011, 08:08:51 PM »
(NOTE: Posting 2 tech help threads in the space of a couple of weeks is ideally NOT how I wanted to come back to BC).

Anyway, I can't get the phaser sound effect to work on Wiley's Argonaut.
http://bridgecommander.filefront.com/file/WC_Argonaut;119380

Having a look at the console log though, gives a completely different error happening.  :idk:
Can't wait for 2014 to start.

Offline CyAn1d3

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Re: Argonaut phaser sound error - but the log says differently...
« Reply #1 on: September 16, 2011, 09:33:56 PM »
are the sound plugin files in place?  :idk:
I came, i saw, i added a Sig.
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Offline WileyCoyote

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Re: Argonaut phaser sound error - but the log says differently...
« Reply #2 on: September 16, 2011, 11:46:21 PM »
I thought this problem will come up eventually. Try this soundpack (see attachment). I think the problem is that an older soundpack (Argonaut) has overwritten the newest one.
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Offline Defiant

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Re: Argonaut phaser sound error - but the log says differently...
« Reply #3 on: September 17, 2011, 03:38:05 AM »
We should fix the projectile first.

Open Scripts\Tactical\Projectiles\WC_AdvPulse.py and change
Code: [Select]
    pTorp.SetNetType (Multiplayer.SpeciesToTorp.PULSEPHASER)

to

Code: [Select]
    pTorp.SetNetType (Multiplayer.SpeciesToTorp.DISRUPTOR)

Wiley: You should fix that in your Download. PULSEPHASER only exists on KM installs.

Offline WileyCoyote

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Re: Argonaut phaser sound error - but the log says differently...
« Reply #4 on: September 17, 2011, 04:57:24 PM »
Quote
Wiley: You should fix that in your Download. PULSEPHASER only exists on KM installs.
KM is the only version of BC I can run due to its widescreen display options.
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Offline Billz

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Re: Argonaut phaser sound error - but the log says differently...
« Reply #5 on: September 17, 2011, 08:25:23 PM »
Now WC_AdvPhoton is giving ans Atribute Error (see attached log). The newest version of the sound pack that you posted Wiley changed nothing. Still no phaser sound.
I'm assuming that I just change WC_AdvPhoton to reflect DISRUPTOR instead of PULSEPHASER like I did with WC_AdvPulse?
Can't wait for 2014 to start.

Offline WileyCoyote

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Re: Argonaut phaser sound error - but the log says differently...
« Reply #6 on: September 17, 2011, 09:00:27 PM »
Quote
I'm assuming that I just change WC_AdvPhoton to reflect DISRUPTOR instead of PULSEPHASER like I did with WC_AdvPulse?
Try that. I never really knew what those parts of the script were for anyway.
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Offline Billz

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Re: Argonaut phaser sound error - but the log says differently...
« Reply #7 on: September 17, 2011, 09:26:15 PM »
No change.
Can't wait for 2014 to start.

Offline Mario

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Re: Argonaut phaser sound error - but the log says differently...
« Reply #8 on: September 17, 2011, 10:02:04 PM »
No change as there's still no sound or you get the same error?
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Offline Billz

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Re: Argonaut phaser sound error - but the log says differently...
« Reply #9 on: September 17, 2011, 10:06:41 PM »
No change as there's still no sound or you get the same error?

Still no sound. The Attribute Errors are gone though. Sorry. I should've said that earlier. My bad, and my apologies.
Can't wait for 2014 to start.

Offline Mario

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Re: Argonaut phaser sound error - but the log says differently...
« Reply #10 on: September 17, 2011, 10:10:48 PM »
I can't download the mod currently, so:
1. Is the data in the sound plugin correct -- do these file physically exist on your install
2. Have you tried re-encoding the weapon sounds using LameXP or some other program and set them to mono
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Offline Defiant

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Re: Argonaut phaser sound error - but the log says differently...
« Reply #11 on: September 18, 2011, 01:22:46 AM »
Try that. I never really knew what those parts of the script were for anyway.
Multiplayer.SpeciesToTorp.DISRUPTOR points to a Number. This number is sent over the Network when this weapon is fired. This way all MP clients know which weapon to create.
Outside of MP this value does not matter. It just should point to a value in SpeciesToTorp.py which must exist.

Releasing the widescreen mod separate from KM is on the todo list btw.

Offline Billz

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Re: Argonaut phaser sound error - but the log says differently...
« Reply #12 on: September 18, 2011, 06:10:04 AM »
I can't download the mod currently, so:
1. Is the data in the sound plugin correct -- do these file physically exist on your install
2. Have you tried re-encoding the weapon sounds using LameXP or some other program and set them to mono

1. Yes, they exist.
2. I don't know how to do that.
Can't wait for 2014 to start.

Offline Mario

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Re: Argonaut phaser sound error - but the log says differently...
« Reply #13 on: September 19, 2011, 11:38:53 AM »
It's not exactly rocket science. Just download lamexp then use the following settings.
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