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Author
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Topic: Quiet, for a dog.
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runningonair Member Posts: 128 From:London, UK Registered: Jan 2001
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posted 01-15-2001 04:23 AM
And another thing...The new dog in the newcity.WAD is very quiet. i.e. no noise at all! here's what I've done. It's two rooms, the lower one is just to provide shalow water. The dog is in the lower (water room) and is triggered from both the upper and lower rooms as a single trigger.
any idea why I get no sound? It's the same for SAS guy, except when he fires his gun. IP: Logged |
corey lee Junior Member Posts: 24 From: Registered: Jan 2001
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posted 01-15-2001 08:16 AM
first you have to go to effects then go to sound it might take you a while to find the right sound.  IP: Logged |
Reb@Eidos Administrator Posts: 290 From: Registered: Nov 2000
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posted 01-17-2001 02:10 PM
Did you copy the new dat files into your root directory? I know the sound is there because I tested it!! If you are not having any luck, and you want to try creating the new sound files, make sure you use the new sound.txt file (find the dog sound and make sure the letter code for the city wad is there) then use this same code when you run the DOS command to create the new sam and sfx files for your wad. [This message has been edited by Reb@Eidos (edited 01-17-2001).] IP: Logged |
runningonair Member Posts: 128 From:London, UK Registered: Jan 2001
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posted 01-17-2001 04:46 PM
Yes, I did. I have also renamed all the files to "newcross" as that is the name of my level. Could there be any problems because of that?It seems to be only the dog that is effected. IP: Logged |
tom992 Member Posts: 91 From:Abingdon, Oxfordshire, England Registered: Dec 2000
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posted 01-18-2001 09:25 AM
I am also having this problem. Could it be the fact that we're using the english version of the editor?IP: Logged |
runningonair Member Posts: 128 From:London, UK Registered: Jan 2001
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posted 01-19-2001 02:38 AM
What, you mean the dog is a french speaker? ;-)It seems unlikely. I'm going to double check the stuff that reb has suggested. If I get anywhere I'll post it here. good luck! IP: Logged |
My Tomb Is Rich Junior Member Posts: 7 From:Lausanne, Switzerland Registered: Jan 2001
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posted 01-19-2001 05:19 AM
Actually I get another problem with that Dog, using newcity.wad. It looks like Lara will not point her pistols towards the dog. The only way to get away with it is to get her on her knees and shoot in the direction of the dog to kill them. Anybody experienced similar problems?
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Reb@Eidos Administrator Posts: 290 From: Registered: Nov 2000
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posted 01-19-2001 11:58 AM
If Lara isn't pointing her guns at the dog you probably need to go into 'options' and change the setting to 'automatic' instead of 'manual'.As far as the other problems with the dog, I can't understand why you aren't getting the sound. I'm not in a position to check this at the moment but I will look into it. In the meantime, it is possible to create new sound files. I hope I explained it adequately..if not, let me know and I will try to do a better job of it. The manual covers making new sound (sfx and sam) files...you need to know the code letter for the level (in this case it is the same as city.was) and you need to make sure that in the sound.txt file the code letter is assigned to the dog sound files before you run the DOS command to create the new sound files. (pcwadsfx WADNAME level code letter) IP: Logged |
runningonair Member Posts: 128 From:London, UK Registered: Jan 2001
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posted 01-19-2001 01:47 PM
I've sorted the problem with the dog sounds.It looks like I didn't copy the sound.txt file to the "level sfxcreator" directory. When I did it didn't make any difference, so I adapted the .bat file to write the sound files for my level. pcwadsfx newcross w
copy newcross.sam ..\..\graphics\wads copy newcross.sfx ..\..\graphics\wads just change newcross to what ever your level is called and it should do the job. IP: Logged |