wedge2211 Posted February 19, 2003 Share Posted February 19, 2003 I have 3 relatively minor issues that are holidng up my release of the Orbital Transfer Station map. First, on either side of the main hangar, I have brushes textured with tests/energything_block on the two visible sides to create forcefields. These are detail brushes. The problem is, one of them won't reflect blasterfire. I have three other forcefields that reflect shots and block the player, but one of them only blocks the player. I *know* it's identical to the others because I cloned it from a working one. What gives? (This doesn't HAVE to be fixed, but it would be nice.) Second, you can add "noise" to func_trains to play a sound while they're in motion...is it also possible to add start/stop sounds like you can with func_plats? Third, when my map first loads, the player's view is centered on the info_player_intermission, as it should be. But the frame rate starts at 0/1 and hangs there for about 10-20 seconds before settling at a far more decent 50-70 FPS. The info_player_intermission entity is located in the main hangar, a big open area...I'd like it to be there, but that map-loading-lag is extremely aggravating...will moving the entity to a more enclosed space solve the problem or is this inherent in loading a map? Link to comment Share on other sites More sharing options...
Eldritch Posted February 19, 2003 Share Posted February 19, 2003 First, are you sure that the faulty forcefield is a detail brush like the other 3? Second, I don't think so. A func_train is always in motion, so it's never starting or stopping, only pausing. However, it may consider whatever delay period you've got as a stop, so just try to enter the keys soundstart and soundstop and see if that does it. Third, it's not inherent, but the JO engine has serious issues loading big open spaces. My suggestion is to change where the intermission is aimed (maybe an area that looks at less open space in the hangar) or move it to a smaller room. Link to comment Share on other sites More sharing options...
wedge2211 Posted February 19, 2003 Author Share Posted February 19, 2003 Okee-dokee, I'm gonna give up on the train noises and I put the intermission in the secondary hangar instead...much smaller. The forcefield is a detail brush, yes. I cloned it from the others. Maybe I'll just try reconstructing it and seeing what happens. Link to comment Share on other sites More sharing options...
wedge2211 Posted February 19, 2003 Author Share Posted February 19, 2003 Okay, I rebuilt the forcefield brush in question from scratch, and my problem nicely went away. Similarly, the intermission entitiy does a lot better in the smaller hangar. However, I still can't get the trains to make noise. Oh, well, I'll deal without. Link to comment Share on other sites More sharing options...
Leslie Judge Posted February 19, 2003 Share Posted February 19, 2003 And are you going to release it without beta testing or just I am who missed the chance? Link to comment Share on other sites More sharing options...
wedge2211 Posted February 20, 2003 Author Share Posted February 20, 2003 I'm noticing enough issues with the darned thing myself for the moment... I'm considering releasing a test sometime soon, I have yet to make a FINAL-final compile, I'll let you know Oh, I haven't been able to get any func_trains to play any sounds with the "noise" key. How should it be done? Link to comment Share on other sites More sharing options...
Leslie Judge Posted February 20, 2003 Share Posted February 20, 2003 Have you tried it with wav file? Link to comment Share on other sites More sharing options...
wedge2211 Posted February 20, 2003 Author Share Posted February 20, 2003 Yeah, I used key "noise" and value "sound/movers/platforms/platform_move_lp.wav" Link to comment Share on other sites More sharing options...
wedge2211 Posted February 20, 2003 Author Share Posted February 20, 2003 Hmmm...I can't get my func_trains to make noise no matter what. Really sucks cause then my BF cargo ship is totally silent. Link to comment Share on other sites More sharing options...
wedge2211 Posted February 21, 2003 Author Share Posted February 21, 2003 Okay, I'm stil having trouble with this. My func_trains have the key "noise" and a value pointing to "sound/movers/....blah.wav" but they don't make any sound in game. The entitiy description (MP defs) says "noise - sound to play when the train is in motion" or something along those lines. I have a noise key, but the func_trains are silent in game. Do I need to format the noise value in some different way (i.e., delete the ".wav" or parts of the directory structure)? Can anyone else get func_trains in multiplayer to play sounds? Link to comment Share on other sites More sharing options...
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