Monster has become MUTE suddenly??

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Monster has become MUTE suddenly??

Postby Hidden Hands » Wed Jun 02, 2021 10:24 pm

This monster has been in perfect working order for over a year. Now, for whatever reason, it is completely mute in game.

This is the DECORATE code for sound:
Code: Select allExpand view
 SeeSound "CrotchDevil/Sight"
  PainSound "CrotchDevil/Pain"
  DeathSound "CrotchDevil/Death"
  ActiveSound "CrotchDevil/Active"


This is the SNDINFO:
Code: Select allExpand view
$random CrotchDevil/Sight { CrotchDevil/Sight1 CrotchDevil/Sight2 }
CrotchDevil/Sight1 BNSPISIT
CrotchDevil/Sight2 BNSPIST2
CrotchDevil/Active BNSPIACT
CrotchDevil/Death BNSPIDTH
CrotchDevil/Attack BNSPIATK
CrotchDevil/Pain BNSPIHIT
Shpid/Attack CROTATK1
Shpid/ShotX CROTATK2


None of this makes any sense. Everything seems perfectly fine, I haven't changed anything, why isn't the monster making any sounds anymore??

Thanks in advance.
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Re: Monster has become MUTE suddenly??

Postby SanyaWaffles » Thu Jun 03, 2021 12:02 am

we need a runnable example. This is not enough.
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Re: Monster has become MUTE suddenly??

Postby Player701 » Thu Jun 03, 2021 12:08 am

Use the playsound console command to check if your sounds are defined correctly. If you don't hear anything, then something must have gone wrong with your WAD/PK3 structure. Otherwise, it could be a problem in your DECORATE code, although it's probably unlikely considering that you're using standard properties to define the sounds for your actor. If you can hear the sounds just fine by using the playsound CCMD, then we'll need to see the full DECORATE code for your actor class.
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Re: Monster has become MUTE suddenly??

Postby Hidden Hands » Thu Jun 03, 2021 9:22 am

Okay I tried the playsound command. Nothing. The "sight" ones play silence, and all the other ones are getting "this is not a sound" come up. I've checked and checked and checked. Everything seems defined perfectly.

Here is the monsters full DECORATE.
Code: Select allExpand view
ACTOR CrotchDevil 32323
{
//$Category Monsters
//$Title BarmenenShpin
//$Sprite CROTA1
  Health 800
  PainChance 50
  Speed 6
  Height 55
  Mass 1000
  BloodColor red
  Monster
    +DONTHARMCLASS
   +FLOORCLIP
   +MISSILEMORE
   +RANDOMIZE
   +MTHRUSPECIES
  SeeSound "CrotchDevil/Sight"
  PainSound "CrotchDevil/Pain"
  DeathSound "CrotchDevil/Death"
  ActiveSound "CrotchDevil/Active"
  Speed 10
  Obituary "%o was caught in a web of terror."
  States
  {
  Spawn:
    CROT A 15 A_Look
    Loop
  See:
    CROT ABCD 8 A_Chase
    Loop
  Melee:
    CROT E 8 A_FaceTarget
    CROT F 8
    CROT G 4  A_CustomMeleeAttack (random (2, 6) *5, "ClawHit", "skeleton/swing")
    CROT H 8 A_FaceTarget
    CROT I 8
    CROT J 4  A_CustomMeleeAttack (random (2, 6) *5, "ClawHit", "skeleton/swing")
   goto See
  Missile:
    CROT K 12 A_FaceTarget
    CROT L 6
    CROT M 18 A_CustomMissile("ShpidBall", 32, 0)
    Goto See
  Pain:
    CROT N 2 A_Pain
    Goto See
  Death:
    CROT O 8
    CROT P 8 A_Scream
    CROT Q 20
    CROT R 8
    CROT S 8
    CROT T 8
   CROT U 8 A_Scream
   CROT V 8 A_NoBlocking
   CROT W -1
    Stop
  Raise:
    CROT WVUTSRQPO 8
   Goto see
  }
}

ACTOR ShpidBall
{
  Radius 6
  Height 16
  Speed 15
  FastSpeed 20
  Damage 9
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 1
  SeeSound "shpid/attack"
  DeathSound "shpid/shotx"
  Decal "BaronScorch"
  States
  {
  Spawn:
    CRBL AB 4 Bright
    Loop
  Death:
    CRBL CDE 6 Bright
    Stop
  }
}



There is also a variant monster that clings to the ceiling that has the exact same issue. I've included an attached screenshot of the what happens when I use the playsound command too.

EDIT: I've just checked an earlier build, and it works fine on that. I haven't changed anything regarding this monster I have no idea why this is happening. It isn't just this monster that's affected! It's had an effect on the Zombie as well, and I'm sure there are probably others. Dear God what has happened to my game?? Is it ruined?
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Last edited by Hidden Hands on Thu Jun 03, 2021 9:33 am, edited 1 time in total.
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Re: Monster has become MUTE suddenly??

Postby wildweasel » Thu Jun 03, 2021 9:31 am

So something must be wrong with your SNDINFO lump, or possibly where the lump is located.
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Re: Monster has become MUTE suddenly??

Postby Hidden Hands » Thu Jun 03, 2021 9:36 am

My SND info is located in the root of my PK3. I haven't moved it at all, so I can't understand why its doing this suddenly. All I've done is made a new level and added in some new features, such as a flashlight and so on.
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Re: Monster has become MUTE suddenly??

Postby ramon.dexter » Thu Jun 03, 2021 9:46 am

As we told you many times before, without seeing affected code, we cannot tell you anything...

By 'affected code' I mean the whole sndinfo. Because, you've added something a since that time sound are not working. So, you've made a mistake. Since you dont know how to correct it, we need the whole code, not only snippets.


And by looking at your pk3...I dont wanna sound rude, but what's the mess? Three instances of mapinfo? Two visible instances of animdefs? It's a mess. From my point of view, I would start by cleaning the mess.
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Re: Monster has become MUTE suddenly??

Postby Hidden Hands » Thu Jun 03, 2021 9:50 am

Code: Select allExpand view
//JUMPSCARES
Jumpscare/Monster1 JMPSCR01

//BREAKABLE STONE
stone/break      wallbrk

//DOORS
ChainedDoor/Open   SDROPEN1
ChainedDoor/Close  SDRCLSE1
CircleDoor/Open    SDROPEN2
CircleDoor/Close   SDRCLSE2
LockedDoor/Locked  DOORLOCK
CabinDoor/Open     CABDROPN
CabinDoor/Close    CABDRCLS

//Jack Kesler
JackKessler/Audio  JKESALOG

//FIREPLACE
Fireplace FIREPLCE

//BOOK CABINETS
Bookshelf/Move     BKCSMOVE

//PHONE
Phone/Dead         PHONEDED

//PHOTOKAKOS
Photokakos/Sight   PHOTSHRK
Photokakos/Active  DSFUGACT
Photokakos/Pain    DEVLPROJ
Photokakos/Death   DSFUGDIE
Photokakos/Melee

//ZOMBIE
$random Zombie/Sight { Zombie/Sight1 Zombie/Sight2 }
Zombie/Sight1 ZOMBSIT1
Zombie/Sight2 ZOMBSIT2

$random Zombie/Active { Zombie/Active1 Zombie/Active2 Zombie/Active3 Zombie/Active4 }
Zombie/Active1 ZOMBACT1
Zombie/Active2 ZOMBACT2
Zombie/Active3 ZOMBACT3
Zombie/Active4 ZOMBACT4

Zombie/Death ZOMBDETH

Zombie/Attack ZOMBATK

Zombie/Step     FOOTSTEP

$random Zombie/Pain { Zombie/Pain1 Zombie/Pain2 Zombie/Pain3 Zombie/Pain4 }
Zombie/Pain1 ZOMPAIN1
Zombie/Pain2 ZOMPAIN2
Zombie/Pain3 ZOMPAIN3
Zombie/Pain4 ZOMPAIN4

//TALKING ZOMBIE
TalkingZombie/Sight    ZOMBSIT
TalkingZombie/Attack   ZOMBATK
TalkingZombie/Active   TZOMACT
TalkingZombie/Death    ZOMBDETH
TalkingZombie/Pain     ZOMBPAIN
TalkingZombie/Step     FOOTSTEP

//FAN MAN
FanMan/Active          FNMNACT

//GHOUL
Ghoul/sight     POLGSIT
Ghoul/pain      POLGPAIN
Ghoul/death     POLGDHT
Ghoul/active    POLGACT
ClawHit         DSSLICE

//VOMITDEVIL
VomitDevil/Sight   DSFUGSEE
VomitDevil/Active   DSFUGACT
VomitDevil/Pain      DSFUGPAN
VomitDevil/Death   DSFUGDIE
VomitDevil/Attack   DSFUGATK
VomitDevil/Explode   DSFUGEXP

//REPTILIAN
Chitauri/Sight      CHITSIT
Chitauri/Active       CHITACT
Chitauri/Pain      CHITPAIN
Chitauri/Death      CHITDHT
Chitauri/Attack       DSFUGATK
Chitauri/Explode   DSFUGEXP

//SHADOW DEMON
ShadowDemon/Sight   SHDDSIT
ShadowDemon/Active  SHDDACT
ShadowDemon/Death   SHDDDETH
ShadowDemon/Attack  SHDDATK
ShadowDemon/Pain    SHDDPAIN
ShadowDemon/Devil   DEVLPROJ

//SHADOW GARGOYLE
ShadowGargoyle/Sight GRGSIT
ShadowGargoyle/Active GRGACT
ShadowGargoyle/Death  GRGSIT
ShadowGargoyle/Attack GRGFIR
ShadowGargoyle/Pain GRGACT

//BENEMIN SHPID
$random CrotchDevil/Sight { CrotchDevil/Sight1 CrotchDevil/Sight2 }
CrotchDevil/Sight1 BNSPISIT
CrotchDevil/Sight2 BNSPIST2
CrotchDevil/Active BNSPIACT
CrotchDevil/Death BNSPIDTH
CrotchDevil/Attack BNSPIATK
CrotchDevil/Pain BNSPIHIT
Shpid/Attack CROTATK1
Shpid/ShotX CROTATK2

//FIRE
BarrelFire/Start   DSFIRSTA
BarrelFire/Loop      DSFIRLOP
NCFIRE/Loop         NCFRLOOP
NCFIRE/START        NCFRSTRT
NCFIRE/DIE          NCFIRDIE
$limit BarrelFire/Loop   0

//FAN
Weapons/FanUp      FANSREA1
Weapons/FanReady   FANSREA2
Weapons/FanAttack   FANSATT1
Weapons/FanHit      FANSATT2

//AXE
weapons/axecut SPLICE
weapons/axebang CLANG
weapons/axeswing SWISH
silent DSEMPTY //only in new Zdooms

//RADIO
$attenuation RadioRap/Loop 3
RadioRap/Loop  MMRXRAP1

//RAIN
Ambient/Rain   AMBRAIN

//SAW THROWER
weapons/throwsawup      dstsawup
weapons/throwsawready      dstsawrd
weapons/throwsawcut      dstsawct
weapons/throwsawlaunch      dstsawln
weapons/throwsawhit      dstsawht
weapons/throwsawdamage      dstsawdm

//BOOMSTICK
DSSGBOO1   DSSGBOO1
DSSGBOO2   DSSGBOO2
DSSGBOO3   DSSGBOO3

$random DukeShotgun/Fire   { DSSGBOO1 DSSGBOO2 DSSGBOO3 }

DukeShotgun/Pump   DSSGPUMP

world/quake   ""

//KNIFE
KnifeHitThing      DSKNIFE
KnifeHitWall      DSKNIFE3   
KnifeMiss      DSKNIFE2

//MACHETE
MacheteHitThing      DSMACHT2
MacheteHitWall      DSMACHT3   
MacheteSwing      DSMACHT1

//REVOLVER
REVOFIR REVOFIR

//RITUAL HAND CANNON
AK798FIR AK798FIR

//TOMMY GUN
DSTOMFR DSTOMFR
TOMPKP TOMPKP

//GLASS
GlassShatter GLSBRK

//CHAINSAW
weapons/chainsaw/zip DSCSRT1
weapons/chainsaw/pull DSCSRT2
weapons/chainsaw/on DSCSRT3
weapons/chainsaw/idle DSCSAW1
weapons/chainsaw/start DSCSAW2
weapons/chainsaw/loop DSCSAW3
weapons/chainsaw/stop DSCSAW4
weapons/chainsaw/putaway DSCSAW5
weapons/chainsaw/hitflesh1 DSSAWH1
weapons/chainsaw/hitflesh2 DSSAWH2
weapons/chainsaw/hitflesh3 DSSAWH3
weapons/chainsaw/hitflesh4 DSSAWH4
weapons/chainsaw/hitwall1 DSSAWH5
weapons/chainsaw/hitwall2 DSSAWH6
weapons/chainsaw/hitwall3 DSSAWH7
weapons/chainsaw/hitwall4 DSSAWH8

$random weapons/chainsaw/hitflesh { weapons/chainsaw/hitflesh1 weapons/chainsaw/hitflesh2 weapons/chainsaw/hitflesh3 weapons/chainsaw/hitflesh4 }
$random weapons/chainsaw/hitwall { weapons/chainsaw/hitwall1 weapons/chainsaw/hitwall2 weapons/chainsaw/hitwall3 weapons/chainsaw/hitwall4 }

//1934 Rifle
$limit weapons/1934/fire 0
weapons/1934/fire DSPISTOL
weapons/1934/cock DSMCLACK
weapons/1934/open DSPOP
weapons/1934/insert DSINSERT
weapons/1934/shut DSCLACK

//AMBIENCE
Seagulls/ByTheSea     GULLSSEA
$ambient 2 Seagulls/ByTheSea point continuous 1.0

NightmareCreatures2/WhistleWind     WINDNCII
$ambient 4 NightmareCreatures2/WhistleWind world continuous 1.0

Thunder/Rumbles    THUNRUMB
$ambient 3 Thunder/Rumbles world continuous 1.0

Rain/HittingWindows RAINWIND
$ambient 5 Rain/HittingWindows point continuous 1.0

Recordings/Tape1 TAPEREC1
$ambient 6 Recordings/Tape1 point continuous 0.5

NightmareCreaturesII/PipeDrip NCIIDRIP
$ambient 7 NightmareCreaturesII/PipeDrip point continuous 0.1

$random world/thunder {world/thunder1 world/thunder2 world/thunder3 world/thunder4 world/thunder5 }
world/thunder1 HSTHUN1
world/thunder2 HSTHUN2
world/thunder3 HSTHUN3
world/thunder4 HSTHUN4
world/thunder5 HSTHUN5

ShadowConsciousness/Taunt1 SHADTNT1
ShadowConsciousness/Taunt2 SHADTNT2
ShadowConsciousness/Taunt3 SHADTNT3
ShadowConsciousness/Taunt4 SHADTNT4
ShadowConsciousness/Taunt5 SHADTNT5
ShadowConsciousness/Taunt6 MARRYUS1
ShadowConsciousness/Taunt7 SHADTNT6

AirVoice/MarryUs MARRYUS1

//Aidan
Aidan/Nadia1 AIDANAD1

//Gilchrist McCrane
Gilchrist/TheFuck GILC01
Gilchrist/Son1    GILC02
Gilchrist/Place   GILC03

//Child Donald
Child/HelpMe CHILD01
Child/Scream CHILD02
Child/Getyou CHILD03
Child/Daddy  CHILD04
Child/Lost   CHILD05


//RATS
Rat/Squeek   DSRAT
Rat/Active   DSRATIDL
DSRATDI1   DSRATDI1
DSRATDI2   DSRATDI2
$random Rat/Death   { DSRATDI1 DSRATDI2 }

//VAMPIRE
nosferati/sight NOSFSIT
nosferati/attack NOSFATK
$RANDOM nosferati/active { nosferati/active1 nosferati/active2 }
nosferati/active1 NOSFACT
nosferati/active2 NOSFSIT
nosferati/death NOSFDTH
nosferati/melee NOSFHIT //used for melee attack
nosferati/shothit NOSFSHOT //used for projectile impact
nosferati/pain NOSFPAIN
nosferati/bats NOSFBATS //used for bats summon
nosferati/bathit NOSFBHIT //used for bat impact

//JACK THE KIPPER
JackKipper/Attack JACKATK
JackKipper/Explode JACKIMP
JackKipper/Sight JACKSIT
JackKipper/Active JACKACT
JackKipper/Death JACKDETH
JackKipper/Pain JACKPAIN

//BLOOD FOUNTAIN
Fountain/Loop   DSWFOUNT

//SHEDIM
Shedim/Wings SHEDWING

//SHADOWCREATURE SOUNDS
ShadowEntity/Death SHADETHA

//HAUNTINGS
Ghost/Wail GHSTWAIL
Ghost/Scream SCRMFEAR
EvilDead/Haunt1 HAUNTFX1
EvilDead/Haunt2 HAUNTFX2
EvilDead/Haunt3 HAUNTFX3
EvilDead/Haunt4 HAUNTFX4
EvilDead/Haunt5 HAUNTFX5

//SCRIPT FX
ScriptFX/Creaking CREAKER

//PDA STUFF
PDA/TestPDAAudio "sounds/test pda audio.ogg"

//FLASHLIGHT
flashlight/click   click

//FEAR
screech/rush      static1
rock/woosh         ROCKWOSH
rock/hit         ROCKHIT1

screech/Stab1      slstab1
screech/Stab2      slstab2
screech/Stab3      slstab3
screech/Stab4      slstab4
$random screech/Stab {screech/Stab1 screech/Stab2 screech/Stab3 screech/Stab4}

So sorry, here's my entire SNDINFO.
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Re: Monster has become MUTE suddenly??

Postby Hidden Hands » Thu Jun 03, 2021 10:09 am

ramon.dexter wrote:As we told you many times before, without seeing affected code, we cannot tell you anything...

By 'affected code' I mean the whole sndinfo. Because, you've added something a since that time sound are not working. So, you've made a mistake. Since you dont know how to correct it, we need the whole code, not only snippets.


And by looking at your pk3...I dont wanna sound rude, but what's the mess? Three instances of mapinfo? Two visible instances of animdefs? It's a mess. From my point of view, I would start by cleaning the mess.

Yeah, I hate that it looks like this too. The problem is, when I try to run the game with just one mapinfo that contains all data, I get this error: I'm not sure why, I know its an error on my part, but I've been focused on getting the actual game running properly and hadn't really thought about trying to solve this issue.

In regard to my current issue though, I've discovered ALL monsters defined in DECORATE are mute if they use custom SNDINFO lumps. The ones that use the ready-defined DOOM ones (for example, demon/sight or grunt/pain etc.) work fine. The only monsters in my entire PK3 that can read SNDINFO definitions are the ones I've written in ZSCRIPT. NOT Decorate.

If someone can figure out what has gone wrong, you'd be saving me so much. I just don't know what to do. I've removed a lot of new stuff I added and it still doesn't fix it.
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Re: Monster has become MUTE suddenly??

Postby Jarewill » Thu Jun 03, 2021 10:30 am

I will admit that I haven't been following this thread exactly, but you say your mod is a .pk3 file?
Have you tried specifying the entire path to the sound file?
For example:
Code: Select allExpand view
weapons/dash        "sounds/DASH.wav" 

Most of my problems with SNDINFO were solved by just specifying the full path to the file.
In this case it was a file named DASH.wav in the sounds folder.

It would however help if you could create an example mod with only the problematic files.
Aka just the SNDINFO, affected sounds inside affected folders and a monster.
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Re: Monster has become MUTE suddenly??

Postby ramon.dexter » Thu Jun 03, 2021 10:47 am

Maybe with the troubled mapinfo also. As I look at the error, it clearly tells you what's wrong. There is error on line 41. Compiler expects that there will be { but you've put 'levelnum' there. What are you using to edit the code? Slade has line numbers, so you can easily locate line 41 and correct the mistake. I dont know what exactly causes this error without seeing the whole mapinfo. Also, if you want to know how mapinfo is coded, look here: https://zdoom.org/wiki/MAPINFO
Last edited by ramon.dexter on Thu Jun 03, 2021 1:10 pm, edited 1 time in total.
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Re: Monster has become MUTE suddenly??

Postby Hidden Hands » Thu Jun 03, 2021 10:48 am

Jarewill wrote:I will admit that I haven't been following this thread exactly, but you say your mod is a .pk3 file?
Have you tried specifying the entire path to the sound file?
For example:
Code: Select allExpand view
weapons/dash        "sounds/DASH.wav"  

Most of my problems with SNDINFO were solved by just specifying the full path to the file.
In this case it was a file named DASH.wav in the sounds folder.

It would however help if you could create an example mod with only the problematic files.
Aka just the SNDINFO, affected sounds inside affected folders and a monster.
The thing is, it seems that EVERYTHING that uses SNDINFO in DECORATE is now completely mute. Zscript that uses SNDINFO is perfectly fine. It's just these certain things. For example, monsters, fire, etc... all completely mute. But the thing is there are exceptions. Ambient Sound placements seem to still be ok, the sprite that plays a looping sound still works okay, but... a whole bunch doesn't. And I haven't changed anything that I can think off to have caused this.

This seems like such a giant damage I'm really not sure if I'll be able to fix it and this game is meant to be released in a month. I'll try seclude a single broken element and share but I don't think it's going to be easy. I just tried your full path method, but it still seems to be mute.
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Re: Monster has become MUTE suddenly??

Postby Hidden Hands » Thu Jun 03, 2021 11:22 am

Okay, the easiest method I could do was this... I isolated the FIRE sprite, so you can see it as an example of the sound not working.

I've also included a seperate zip holding the mapinfo that doesn't work.

The fire in this is supposed to make a constant burning sound, but as you can see, completely silent. I hope this helps someone to help me identify and fix the problem.

Thanks in advance!
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Re: Monster has become MUTE suddenly??

Postby ramon.dexter » Thu Jun 03, 2021 11:49 am

Just what I thought. You're trying to mix new MAPINFO with the the old format. I strongly advice you to look at the zdoom wiki link I sent you. Here it is, corrected.
Spoiler:

The map definition is pretty clearly described here: https://zdoom.org/wiki/MAPINFO/Map_definition

Basically, the map properties has to be enclosed by these >> { } (I dunno how these are called in english, help please!), and every property has to be defined as propery = value. Not in the old way. So if you are copying stuff from older wads, you have to sometimes convert it from the old format to the new one. The old format is not compatible with the new one in direct combination.

And the error just clearly told you what is wrong. It was looking for '{', while you put on the next line 'levelnum'.
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Re: Monster has become MUTE suddenly??

Postby Jarewill » Thu Jun 03, 2021 11:56 am

Hidden Hands wrote:The fire in this is supposed to make a constant burning sound, but as you can see, completely silent. I hope this helps someone to help me identify and fix the problem.

This is weird.
If loaded as is, the fire does indeed not play any sounds.
However when I removed all other definitions from SNDINFO, the fire sounds play normally.

I don't know why that's happening.
There is something breaking the entire SNDINFO file. Maybe there's some max entry limit I am not aware of?
You could try splitting all SNDINFO entries into smaller files and then see which sounds play and not.
So one file for entries 1-X and another for entries X-Y and so on, until you will be left with a single definition causing issues.

ramon.dexter wrote:Basically, the map properties has to be enclosed by these >> { } (I dunno how these are called in english, help please!)

I'm not a native english speaker, but I think they are called brackets.
Don't know if there's a specific name though.
Jarewill
 
 
 
Joined: 21 Jul 2019

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