PDA

View Full Version : "Out of sfx_t" Half-Life Bug Slaughtered



Sniper
14-10-2006, 11:55 AM
<font face="Verdana" size="2" color="#C0C0C0"><img border="0" src="/images/tor_pimp.jpg" width="200" height="264" align="right"><font size="2">v3.5 Bronze features a new sound system. This allows us to include many more sounds in-play, as well as support new audio formats.<br><br>Mappers can also use the ambient_generic entity to play music in-game. MP3, OGG, Midi, Mod, and a bunch of other formats are supported, instead of just WAV files.<br><br>Since Half-Life 1's engine controls the NPC speech mouth controllers, we had to implement the same feature for our sound system. Mouth movement fully works, no worries there. Imagine Walter the Scientist mouthing the words to your favorite song.<br><br>In addition to the demise of the &quot;out of sfx_t&quot; bug, we'll be expanding environmental sound effects a bit for the upcoming patches.<br><br>v3.5 Bronze is getting closer. We're still wrapping up things and beta testing. Last time I checked we had about 30 or so beta testers, so please don't ask to join the beta test. I've been getting a lot of emails about that lately.</font></font>

MutantMFM
14-10-2006, 12:20 PM
This is very nice now no one will have to worry about that bug ever again. Sniper you did an excellent job on this version of Sven Co-op!

Solokiller
14-10-2006, 12:33 PM
I think VALVe will want to talk to you in a few months if you keep improving the half-life engine so much.

halfliferyan
14-10-2006, 01:17 PM
This will be interesting. When sc3.5 is released, mappers will have all the scientist singing the backstreet boys or other songs. Lol

Good Work! :)

Dutchtux
14-10-2006, 01:41 PM
Well that's a way to solve a bug.
Actualy a good one to.

blackmage
14-10-2006, 02:19 PM
another good thing to come out of sven coop.

Shadowgl2
14-10-2006, 02:30 PM
seems like everything is moving faster, more caffiene? :D

BlueFeena
14-10-2006, 02:49 PM
The release of 3.5 is porbably going to result in a wav (LOL FUHNY) of mappers re - releasing their maps due to the new sound support, particularly maps that use music. :p

woah
14-10-2006, 04:07 PM
Nice job :3

Chris1808
14-10-2006, 05:07 PM
I agree with solokiller post above

chrise112
14-10-2006, 06:03 PM
Lol dance map scientist boogey GW

^DiZnEy^
14-10-2006, 08:17 PM
The sound issue was already as good as gone for me a while ago when I still played Sven Co-op, but it also tended to appear in other situations than just after having played or precached 512, later 1028 (?) various wavs.

Now this is good news. I am a mp3/module artist myself, so this should be pretty neat.
Does their mouth move after the voice only or the entire song? The entire song, I would assume, but that would not really bother me that much. Great news! Awesome!

Oh, and nice image as well!

http://www.svencoop.com/images/tor_pimp.jpg

:D

spamdog
14-10-2006, 09:01 PM
Kickass! Great to hear!

Sorry about all the impatient people demanding things of you lately!

compressed-worrior
14-10-2006, 10:33 PM
awsome youve added heaps features to half-life great mapping options!
thanks

pat|barnum
14-10-2006, 10:36 PM
oh man thats awesome

SSCP
14-10-2006, 10:39 PM
sweet 3.5 commin i look forward to the genoside i can create with my m249 :D

Pvt .T.
15-10-2006, 04:30 AM
Yay!! The light is coming closer!! Good job to Sniper and the beta-testers this far. :)

Solokiller
15-10-2006, 05:41 AM
Yay!! The light is coming closer!! Good job to Sniper and the beta-testers this far. :)

We also need to thank the rest of the Sven Co-op team, without them it couldn't have been done!

ForsaikeN
15-10-2006, 05:44 AM
what if i were to make a stereo model and have the mouth controller on the speakers, would that work? :D

Solokiller
15-10-2006, 06:31 AM
I don't think stereos have moving parts while playing music.

mu][
15-10-2006, 09:14 AM
WOOOT!!
I hate this bug!

BTW: What about Svencoop2? Im currently mapping for mods like CSS or SourceForts, and mapping for those fags SUXX ass. I WANT SC2!!!!

-Master Chief-
15-10-2006, 09:20 AM
Mmmm MIDI's... :D

cSMG
15-10-2006, 10:57 AM
]BTW: What about Svencoop2? Im currently mapping for mods like CSS or SourceForts, and mapping for those fags SUXX ass. I WANT SC2!!!!

It will all come in time. Just be patient. Besides, isn't SC2 gonna lag like, alot? :confused:
If you've ever played Gmod with a friend then you probably know how laggy it can get when you have a lot of monsters. But I guess as computers get better they'll be able to handle more.

ForsaikeN
15-10-2006, 11:42 AM
I don't think stereos have moving parts while playing music.


turn up your music really loud.
and look at the speakers.
:rolleyes:

coLera
15-10-2006, 02:21 PM
This is interesting

Veovis
15-10-2006, 07:49 PM
great job sven coop team! lol nice to see the end of that wretched bug :D

p.s. so has valve renamed the half-life engine after sniper yet? lol cause they may as well, hes corrected the majority of the problems it had. :cool:

RothGelen
15-10-2006, 07:53 PM
Very excited to hear we are no longer limited to WAV files. Congratulations Sven Coop Team.

CozmicShredder
15-10-2006, 08:54 PM
Hey Sniper this news sounds really good!

Jedscar
15-10-2006, 09:19 PM
Is Sniper the only doing work on Svenco-op anymore? Great job by the way man.

Puchi
15-10-2006, 10:33 PM
no, just some codestuff is left.
models like tor or new weapons are done so far.

Gut-Boy
16-10-2006, 12:53 AM
With the new sound system, does it mean we can use higher quality wavs instead of the current quality ones?

eMTeG
16-10-2006, 05:51 AM
I'm very happy to see that news are coming more often right now. A few months ago the mod seemed a little dead. Keep up the great work! I can't wait for 3.5 to be completed.

Sniper
16-10-2006, 07:29 AM
With the new sound system, does it mean we can use higher quality wavs instead of the current quality ones?

Why even use wav files?

JPolito
16-10-2006, 10:09 AM
Yes, you will be able to use higher quality sounds, and I believe that all sounds will have no limit in quality, just as long as the file isn't gigantic and no one wants to download it.

BlueFeena
16-10-2006, 10:18 AM
Why even use wav files?

decoding issues?

I think a .wav file is the only guaranted sound format that Windows can open without extra codecs, (not entirely sure about that, so feel free to correct me if I'm wrong)

Edit: Nope, Half-life does the work (thanks puchi/sniper)

Puchi
16-10-2006, 10:22 AM
let me quote sniper:

v3.5 Bronze features a new sound system. This allows us to include many more sounds in-play, as well as support new audio formats.

Mappers can also use the ambient_generic entity to play music in-game. MP3, OGG, Midi, Mod, and a bunch of other formats are supported, instead of just WAV files.

half-life does all decoding stuff, not windows.

BlueFeena
16-10-2006, 10:28 AM
let me quote sniper:

half-life does all decoding stuff, not windows.


Ah, okay then :)

/edits

WAR_Nuker
16-10-2006, 04:02 PM
omg this is so convenient....what used to be 20MB of music will be turned into something like 4 now for my map.

also, i used goldwave to add a 'cuepoint' so the music repeats right where i want it to. if i convert my wav to mp3 format will that cuepoint be lost?

K7a
16-10-2006, 05:31 PM
This is fantastic and unexpected news. I plan on putting extraordinary amounts of ambience into my map series, which I have now decided to make into a full professionalesque (to the best of my newbie single player mapping ability) series. I'll likely use 96kbps audio if I can to save a little bit on filesize.

One question:
Does a stereo ambient_generic always eminate both tracks from the same point, creating a combined mono effect that warbles between speakers when the player looks around, or will there be a way to flag it to work like a soundtrack with no point source and true stereo?

Solokiller
17-10-2006, 08:43 AM
omg this is so convenient....what used to be 20MB of music will be turned into something like 4 now for my map.

also, i used goldwave to add a 'cuepoint' so the music repeats right where i want it to. if i convert my wav to mp3 format will that cuepoint be lost?

MP3's don't save the cuepoints.

WAR_Nuker
17-10-2006, 06:48 PM
damn! well...i think i can at least convert some of my files to mp3 in that case.



One question:
Does a stereo ambient_generic always eminate both tracks from the same point, creating a combined mono effect that warbles between speakers when the player looks around, or will there be a way to flag it to work like a soundtrack with no point source and true stereo?

im curious about this too. i always thought it was kind of annoying how ambient_generics didnt have a flag that would allow sounds to be heard in both speakers all the time instead of from an obvious source...the way they currently work now is the sound will play in one speaker if the player is facing 90 degrees from it...or will play in both speakers if the player is facing at 0 or 180 degrees from it. hearing music switch speakers constantly depending on which way youre facing is a pain.

K7a
19-10-2006, 05:06 PM
Actually, to be more specific, I would like to see a flag such as the following instead of just a flag to make an ambient_generic operate exactly like a cd track-

Ignore direction- sound plays balanced through both speakers and in stereo. Volume still changes depending on the distance between the player and point source.

For those who want an actual soundtrack, they would check this flag and Play Everywhere. Those who want their mp3 to be room-filling background sound for a specific area in a large map should check only the Ignore direction flag. I'd love to see something like this get implemented.

BlueFeena
19-10-2006, 06:13 PM
For those who want an actual soundtrack, they would check this flag and Play Everywhere. Those who want their mp3 to be room-filling background sound for a specific area in a large map should check only the Ignore direction flag. I'd love to see something like this get implemented.

A,la. GoldenEye elevator music style :p

sixcentgeorge
26-10-2006, 06:24 AM
does the : " SV_Startsound : not precached <0> " message is gone also ?
i see it with sc_opd or reo1 flooding the dedicated_server console , may be someone can explain where it comes from ;]

Puchi
26-10-2006, 06:40 AM
thats a map-related error and so far, does only occur with opd and resident evil series.

Xmeagalada
16-11-2006, 07:05 AM
fantastic work

but how can scientics sing the back street boys?
well they can, now. BUT does the mouth move like its singing and stuff?

Vincent
17-11-2006, 01:31 AM
very good to hear sniper good job

Hadex
23-11-2006, 05:07 PM
I'm dying for some svencoop news.... :(

Rivendell
29-11-2006, 05:56 PM
yeah any new news? maybe some screenshots of new things in the game or something? :cool: :D

BackAssward
11-12-2006, 12:18 AM
turn up your music really loud.
and look at the speakers.
:rolleyes:

or how about the graphi equalizer... making it actually mover with the music would be cool.

Hadex
26-12-2006, 08:26 PM
lets face it... sven coop 3,5 died... :(

JPolito
26-12-2006, 08:35 PM
lets face it... sven coop 3,5 died... :(

:clean:

Sniper
26-12-2006, 08:36 PM
Tor smash now!

cSMG
29-12-2006, 12:42 AM
Wait a minute... if you can put music in your maps doesn't that mean you're giving music, a trademarked thing, to people that havn't paid for it? That would make it illegal... sort of... right?

Not that a really give two craps about how illegal it is, people download music anyway. But coiuldn't Sven Co-op get in trouble the same way we can get in trouble for not disallowing copy right material from other games?

Sniper
29-12-2006, 12:50 AM
We wouldn't be breaking any laws by allowing mappers to play mp3 files.

K7a
03-01-2007, 04:16 AM
So... How much control do we have over the mp3 soundtracks again? Can we set them to always play equally in both speakers and/or have or not have an audible range about its source?