Bridge Commander Central
BC Forums => BC Technical Support => Topic started by: GreatBarrier86 on September 06, 2008, 02:53:57 AM
-
Hi
since this is modding related, i thought it belonged here instead of tech support, but sorry if that isnt right.
For some reason, the new sovereign hardpoint prevents the quantum torpedoes from making a sound when they are firing, but i dont understand the script files enough to fix it. Is anyone else having this problem?
Now, i was able to muddle through the hardpoint enough to find the SetFireSound("Quantum Torpedo") method, and the QT sound plugin exists, but it still wont work. So, it seems like the firesound is set correctly, but it wont actually play the sound.
This is the pack i am referring to: http://bridgecommander.filefront.com/file/Canon_Nemesis_Enterprise_and_Valdore_HPs;92691
and this is the patch: http://bridgecommander.filefront.com/file/Canon_Nemesis_Enterprise_and_Valdore_patch;92816
I hope someone has some insight. I really like the hardpoint and i hope this problem can be fixed.
-
I never downloaded the updated stuff for that, I sorta liked my other ships better, can you post the model and the hardpoint here and i'll see what I can do :P
-
Post the model? Sorry, i'm not sure what you mean. ;)
Here is the hardpoint.
-
Go to data/Models/Ships. There should be a bunch of folders with the BC ship names (e.g. Galaxy, Warbird). Since I haven't downloaded this, I'm guessing here but go to the Folder called Sovereign, and there should be a thing called a NIF. That is the model. You can upload NIF's directly to BCC (this place).
-
Sorry for the delay. Ive been at school with no time to get to my install. Here u go.
I assume this is what u want?
-
Hi
since this is modding related,? i thought it belonged here instead of tech support, but sorry if that isnt right.
Now, i was able to muddle through the hardpoint enough to find the SetFireSound("Quantum Torpedo") method, and the QT sound plugin exists, but it still wont work. So, it seems like the firesound is set correctly, but it wont actually play the sound.
well, there are two other things you should check that are more directly related to the soundpack, which are the sound autoload plugin and the sound file itself.
the Plugin is in scripts\Custom\Autoload\RapidQuantum_SoundDef.py
in it, there is a line of code that should say this:
Foundation.SoundDef('sfx\Weapons\nemesis.wav', 'RapidQuantum', 1)
in the directory specified (sfx\weapons) there should be the file nemesis.wav if there isn't, take a quantum torpedo sound from that directory, copy it, and rename the copy nemesis.wav.? if there is, play it.? if you hear what you hear ingame (nothing) then its a good possibility that the sound does get loaded, it just is not a sound, so delete that file, then copy a quantum torpedo sound, and rename it nemesis.wav
also, if that doesn't work or everything checks out, check the torpedo script in scripts\Tactical\projectiles\CanonQuantum.py
it should have a line of code (well, two lines) in it that say this:
def GetLaunchSound():
return("RapidQuantum")
if it doesn't say "RapidQuantum", then that could be your problem, because the plugin 'names' that sound as RapidQuantum for the game to access it.
PS I hope this makes sense.
-
I haven't had my desktop up so I couldn't access many of my tools that I use. Also, I meant the hardpoint .pys and the nif both, goto your hardpoint folder and upload sovereign.py or the corresponding hardpoint
-update Nevermind I missed the hardpoint file, checking it out now.
-
Just in case this helps, here is the plugin.
-Update:
I read through what you suggested and to me, everything looks fine. I can't tell of a problem. Hopefully you can. I also checked for the nemesis.wav file and it does exist. It plays fine in iTunes and sounds like a quantum torpedo to me. lol...help ;)
-
Just in case this helps, here is the plugin.
-Update:
I read through what you suggested and to me, everything looks fine. I can't tell of a problem. Hopefully you can. I also checked for the nemesis.wav file and it does exist. It plays fine in iTunes and sounds like a quantum torpedo to me. lol...help ;)
well, I tried out the hardpoint you uploaded in my install, and the Qts make the right sound, so that is not the problem...although the phaser sound has been changed, there is no difference in the torpedoes... :?
another question: is the nemesis.wav file capitalized? any part? if so, uncapitalize it, that could have an influence...also, try playing it in a different media player than iTunes, just to be sure. :)
I'm going to suggest Redownloading and Reinstalling the unmodified Sovereign hardpoint, along with the autoload files, in the mean time, I will keep looking at this stuff...
-
I did change the sovy phaser sound. I like that one better :)
Now, i try the unmodified version and it causes the black screen, which is why i thought u released the fix?
What about the volume of the hardpoint. Isnt there a volume method between 0-1.00?
-Update
1. The wav file is nemesis.wav, all lowercase.
2. I tried it in QT and WMP and it plays successfully in all of them.
3. I forgot to mention that this isnt the first computer on which this problem has occured. It also happened with my other BC install as well.
-
Now, i try the unmodified version and it causes the black screen, which is why i thought u released the fix?
What about the volume of the hardpoint. Isnt there a volume method between 0-1.00?
-Update
1. The wav file is nemesis.wav, all lowercase.
2. I tried it in QT and WMP and it plays successfully in all of them.
3. I forgot to mention that this isnt the first computer on which this problem has occured. It also happened with my other BC install as well.
Well, I by unmodified, I meant the original with the fix, sorry, I should have explained that clearer...
I don't know anything about a volume for sounds, and, considering that no one else has the problem, it makes sense that the volume being off would not be a cause, of course, you may have accidentally changed something when you changed the phaser sounds, which is why I suggested re-downloading. To see if no changes will work correctly.
Is the hardpoint the only file you modified/opened? or did you modify the torpedoes or something else, too? because whatever the problem is, should be solvable by replacing those files with the originals. Once we get the sounds working, we can work on improving them to your liking
-
I only changed the Sovereign.py and it was days after i downloaded it. So it seems like whatever the problem is, it didnt have to do with my modification.
-
you need to make a new soundpak file to import the new sound file, otherwise the game won't be able to find your sound. the soundpaks can be found in Scripts/Custom/Autoload
-
If you mean for the phaser sound, i just used one that was already there (Galaxy2 Phaser). If you are taking about the quantum torpedo sound, the sound pack already exists and was created by April when he made the mod.
-
Ok...well i just noticed that the Post-Dominion War Excelsior uses the same torpedo and the sound does not work either. So...um, it has to be a problem with the sound pack?
-
Maybe with two sound packs for the same file, something is happening. try opening one of the soundpacks, select everything (ctrl-A) and type this:
#Not Used
the # sign indicates that the line of code is edited out, so you can write anything after it on the same line
see if that does it
-
Can't be that unfortunately. The PDW Excel isnt on the other BC installation. Damn, this is frustrating.
-
Someone forgot to define the fire sounds in MPE ;)
Here are my (untested) fixes. Make backups just in case.
-
I tried your fixes and they didnt do it. blast.
What about the fact that this is happening with two different ships. Is there something about the torpedo property that could be off?
-
well, maybe its an issue with the torpedo...maybe I'll try dling that ship, and see if that creates the same issue. I would have, but I've never been much of an excelsior fan:
Scotty: aye, and if my Grandmother had wheels, she'd be a wagon
I agree 100%, just using his grandmother, and not mine.
-
Cool. I dont understand why no one else has reported this problem.
-
well, maybe its an issue with the torpedo...maybe I'll try dling that ship, and see if that creates the same issue.
well, I installed the PDW Excelsior, it does use the same torpedoes, but the tracking on them is much less than that of my Sovereign, just from using them ingame, but I do like it a lot (the torps, not the ship...I'll take a Sov or Defiant or Intrepid or Connie any day before an excelsior). anyway, about the sounds, no changes whatsoever...I do not know how your problem was created...maybe something else uses it?
I dont understand why no one else has reported this problem.
Neither do I. Maybe if we had a more complete list of the MODS you've installed, expand the search.
-
Just for the record, sounds can be defined to many names (ex, Lint's defiant defines 1 sound with 3 different names) so the same sound can be used for different weapons without problems.
-
Ok. This install has the following on it.
KM 1.0
DS9FX
PDW Excelsior
DJ Galaxy Pack
Cap April's hardpoint pack.
--Installed in that order too
That's it.
-
Alright, I am going to make that install on my computer (I hope you patched BC before you installed KM though.)
Edit: Which variants/patches of April's hps?
Edit 2: Why isn't this in Tech Support?
Edit 3: Why did you install ds9fx over KM 1.0? Ds9fx is in KM 1.0, and I can only think of a few things that I would actually want from ds9fx in KM 1.0 and it wouldn't require a full install of ds9fx, only picking out the necessary files.
Edit 4: So far, the PDW excelsior quantums work fine. I have not yet install the hp fixes as you have not told me which ones.
-
1. I did install the patch first. I forgot to mention it.
2. Bc this is a mod problem. Not a game problem.
3. Good question....lol. Guess i didnt think of it .
4. The only hardpoint fixes i am talking about is the patch is this http://bridgecommander.filefront.com/file/Canon_Nemesis_Enterprise_and_Valdore_patch;92816
-
So you only installed the patch?
-
For the hardpoint?
I installed the two links in my original message,
-
Ah, now I see.
Ok, I will download those and test them.
Edit: Was able to recreate problem, now looking for solution.
-
Oh thank god someone was able to :)
YAY!!
-
Just for the record, sounds can be defined to many names (ex, Lint's defiant defines 1 sound with 3 different names) so the same sound can be used for different weapons without problems.
I am well aware of that, you just assign a sound identity to a variable, the game can't tell that they're the same sound, but back on topic:
GreatBarrier86: Oh thank god someone was able to :)
YAY!!
Exactly how if feel :dance :hurr :dance
-
2. Bc this is a mod problem. Not a game problem.
This is the description for the Tech Support Forum:
BC Technical Support
You can find help on Mod installation issues, problems with BC installations and settings, program errors, and general computer problems related to BC here.
-
2. Bc this is a mod problem. Not a game problem.
This is the description for the Tech Support Forum:
BC Technical Support
You can find help on Mod installation issues, problems with BC installations and settings, program errors, and general computer problems related to BC here.
Please review the following. http://bc-central.net/forums/index.php/topic,4304.0.html
The last post in the thread states that since it is a mod problem and not a game problem, it is "fine in this forum."
While it is not the same issue, the fact that these are both modding issues would suggest that perhaps this is an appropriate forum for this discussion.
So kirk, any news??????
-
In my opinion, this is still a form of debugging. Since you installed a mod and didn't have sounds working, which is what I gather from the first posts of this thread, it should be moved to tech support, so that's where it is going.
-
No news yet, I haven't had a chance to look it over.
-
That thread about Max, not related to BC, except that you could make models for BC in it, but that's only a small, unrelated feature (didn't even see it either).
So this thread, which is about a problem with a mod, ought to have been here in Tech Support.
Anyway, on to the real problem...
Missing sounds in general usually means a faulty encode, BC is kinda picky (tough it depends on the sound settings, EAX or not, most people don't have EAX).
Missing sounds on torpedo/pulse launch usually mean a missing sound, or a faulty sound plugin, or a wrong sound name used in the projectile.
In this case it's a wrong sound name (or missing Sound plugin), put this in scripts/Custom/Autoload
-
Wrong torpedo MLeo, that would fix a problem with the photons, but it is the quantums that have an issue. I've gone over the projectile files, the hp, and the sound def and can't find a problem. I also looked at the encoding of the sound file itself and nothing stood out at me as being blatantly wrong. If applicable, how did you (April) encode the file?
Edit: Re-encoding the file to a known usable format did not fix it. I must be missing something in the scripts.
Edit 2: Found the fracking problem! BC has no problems with you defining a sound file with 2 names, but when you define two sounds, even the same sounds, but in different files, to the same name, neither will play. KM already defined this sound and adding another sound def for the sound, with the same name, only fracked things up. Delete scripts\Custom\Autoload\RapidQuantum_sound_def.py and .pyc and you should be all set.
-
Actually, they ought to overwrite eachother (when it comes to Foundation).
But it might be a BC mechanic that does this.
[EDIT] Still, there was a missing sound definition! :P
-
I deleted that py and pyc file and it worked. SWEET...YAY
Thanks guys.
So for us laymen, what was the problem?
-
Problem was that two exact same sound definitions canceled each other out, why, I don't know.
-
I'll look into preventing this problem (ie. not doubly load sounds, and just allow it), and seeing if I can get it included in some next version of Foundation (or something like that).
-
Problem was that two exact same sound definitions canceled each other out, why, I don't know.
That did seem like the most likely cause. so, I wonder why no one else has this problem...I think I will take a look at my sound defs...
well, thats interesting:
here's the line from from the kobayashi maru sound pack that does the RapidQuantum Sound def:
Foundation.SoundDef("sfx/Weapons/NemQuantum.wav", "RapidQuantum", 3)
and here's my sound def line:
Foundation.SoundDef('sfx\Weapons\NemQuantum.wav', 'RapidQuantum', 1)
and it all works perfectly...I guess the final argument must have something to do with the sound loading right. I'll try messing around with it later
-
That's the volume. ;)
1 is normal (as is), anything higher is louder, and anything lower is softer.
-
That's the volume. ;)
1 is normal (as is), anything higher is louder, and anything lower is softer.
thx.
so what then, causes those sound defs to not overwrite each other while others do?
-
Well, since this is a new class of problems, we don't know all the edge cases yet.
I'd say that most of the time, you (and others) include the original sound plugins, and this time you didn't, but you bound a new name to an existing sound, and BC didn't like that (or something like that). The fix, in the Foundation, would be detect if it's a sound it already loaded, and if it did, just link it to it, and not reload it or something like that.
-
lord...look at the trouble i caused :)
-
No, you actually helped find a good error.
-
So what's next?
-
Ho there....I ran into the same problem and heres how i fixed it (im regards to the original post)
It would seem that in the auto-load folder after installing Captain_April's HP "Sovereign Phaser_SoundPak" came with the sovereign and you put a file called "Canon_Nemesis_Sov_Nor_Soundpack" and "Sovereign Phaser_sound_def" in there, now the new HP also uses the same name for the phaser sound but not the same sound (confusing i know) so what I did was DELETE either one of the files stated above (the PY and PYC) and the phaser sound will work.
In the sound "Fix" that you install to fix the problem (didnt work for me) it installed "RapidQuantum_sound_def.py" in the same folder...."QuantumCG_SoundPak" is allready in there.
BASICALLY delete the autoloads that came with the CG sovereign then install these new sound FX's that might work, but what i did was edit the torpedo autoload folders and i use April's torpedo sounds, but i just ended up Deleting the phaser one and i still use the CG sovereign phaser sound.
bring on the questions haha what i said was confusing as all hell but my sound works perfectly now.