Hey, I was wondering if something had changed, and I just missed it, or if there was an issue with obsidian.
I make my sound files, I sync em up, make the .vcd, and go to try it in a map.
When the sequence starts, they go through the animations, but no sound or lip-syncing is present. The console says that the specified .wav files are not precached.
I tried it in plain old HL2, and it works fine.
Is there some new procedure to follow for obsidian?
And as a side note, it looks like the "bad movetype" error is fixed. Is this true?
Faceposer precache problem
- [FTA]c0m4ndo45
- npc_combine_s
- Posts: 306
- Joined: Sat Sep 23, 2006 9:06 pm
bad movetype is fixed.
About sound i also have a bit of trouble with it: If i send the sound in a separate file of the map, it works and runs fine. But if i send the sound packed inside the map (With pakrat AND path fixed) it does not work.
I really want it packed inside the map because if someone dl the map trought server itll play without music, and my map without combat music is sucks.
About sound i also have a bit of trouble with it: If i send the sound in a separate file of the map, it works and runs fine. But if i send the sound packed inside the map (With pakrat AND path fixed) it does not work.
I really want it packed inside the map because if someone dl the map trought server itll play without music, and my map without combat music is sucks.
<Proud to be a gamer>


Well, I found out what the problem is, and developed a "workaround", although I don't know how much use it will be in the end...
Problem is that the game will only use and precache sounds intended for speech when they are in the game_sounds.txt file, or subsiduaries. My scenes work great, after I updated all the .vcd to point to oc_cannon.vort1 instead of oc_cannon/vort1.wav.
Problem with this is, I don't see any way to transfer the modified game_sounds.txt file (game_sounds_vortigaunts.txt to be specific) using bspzip, because I think those scripts are run on game startup, not a map to map basis. Correct me if I'm wrong here...
Anyways, I'll field this one to skidz and Hyper; do you guys have any plans to implement a fix for this? Or am I just missing something stupid like putting the entries with "CHAN_VOICE" into the map modify text files?
Any help would be appreciated...
Problem is that the game will only use and precache sounds intended for speech when they are in the game_sounds.txt file, or subsiduaries. My scenes work great, after I updated all the .vcd to point to oc_cannon.vort1 instead of oc_cannon/vort1.wav.
Problem with this is, I don't see any way to transfer the modified game_sounds.txt file (game_sounds_vortigaunts.txt to be specific) using bspzip, because I think those scripts are run on game startup, not a map to map basis. Correct me if I'm wrong here...
Anyways, I'll field this one to skidz and Hyper; do you guys have any plans to implement a fix for this? Or am I just missing something stupid like putting the entries with "CHAN_VOICE" into the map modify text files?
Any help would be appreciated...