Night Terror - A j2 l4d campaign - beta 1 and beyond

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Dr.Boo
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Re: Night Terror - A j2 l4d campaign - beta 1 and beyond

Post by Dr.Boo » Thu May 13, 2010 10:01 am

Yup, confirmed. The custom sounds don't work on maps. Valve knows about it and confirmed that they're looking for a fix.
This is what Chet had to say about it:
We will be updating L4D2 to fix a sound cache issue with custom content. We also have fixes for a few other issues and will continue to update the tools.
Custom audio requests are still out there but we won't be delivering the finals until after the L4D1 DLC ships (Sorry, we are done accepting requests).
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Re: Night Terror - A j2 l4d campaign - beta 1 and beyond

Post by Eviltechie » Thu May 13, 2010 10:20 pm

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Re: Night Terror - A j2 l4d campaign - beta 1 and beyond

Post by stickbeast » Sun May 16, 2010 7:08 am

the custom sound in the custom map City 17 works...is that because its "valve music" taken from HL2 EP1 something?
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Re: Night Terror - A j2 l4d campaign - beta 1 and beyond

Post by Dr.Boo » Sun May 16, 2010 8:10 am

stickbeast wrote:the custom sound in the custom map City 17 works...is that because its "valve music" taken from HL2 EP1 something?
I guess so. Or it was compiled before The Passing.
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Re: Night Terror - A j2 l4d campaign - beta 1 and beyond

Post by NIPPER » Mon May 31, 2010 1:17 pm

Do we have all the info for making the vpks somewhere? I think i'm just gonna release what we have and write "run snd_rebuildkjafnkjaf" on the loading screen or something.
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Re: Night Terror - A j2 l4d campaign - beta 1 and beyond

Post by Dr.Boo » Tue Jun 01, 2010 6:56 am

http://developer.valvesoftware.com/wiki ... n_Tutorial
Should still be the same. I'll give you a sample mission and addoninfo txt file from my small L4D2 sandbox map when I get home so that you're sure to have a correct format.

Just don't forget to put the version number in the name of the campaign :-)
You can also tell them to run it in the readme file or in big fat letters on the L4Dmaps page in Singleplayer first so they don't clog up the game in Multiplayer

Running snd_rebindababasaladaoödnrgfupsxzkx takes a lot of time, but you only have to do it once, and it will work for each playthough. And people don't HAVE to do it... but I can think of at least two maps (Haunts and Jungle) where custom sounds are quite important. Though since I compiled the jungle ruins before The Passing, my sounds might work without the snd_whatever command.

I dunno. People will have to run it once anyway.
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Re: Night Terror - A j2 l4d campaign - beta 1 and beyond

Post by Dr.Boo » Wed Jun 02, 2010 11:18 am

By the way, let me know when you release this. This way, I can try and arrange a playtest moment with the people on the mapper mailing list.
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Re: Night Terror - A j2 l4d campaign - beta 1 and beyond

Post by NIPPER » Sat Jun 05, 2010 2:06 pm

snd_rebuildaudiocache crashes the game

gonna have to wait for valve to fix it I guess
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Re: Night Terror - A j2 l4d campaign - beta 1 and beyond

Post by stickbeast » Sat Jun 05, 2010 2:44 pm

snd_rebuildaudiocache should be done at the main menu or in a single player game, and then wait a few minutes and then open console.

You can see the progress better if you do this, and when it gets to 100%, it's done, and then you quit via console and open the game back up again. not sure why it doesn't go to the main menu after you do it...but it still works.

I like fucking around with the sounds in my game (replaced the Hunters Jump scream with the Mach 5's Jump sound effect, replaced The Jockey with Handbanana from ATHF, replaced the Tank song with Sabatoge by the Beastie Boys) and I use this command all the time to get them to work right...otherwise they sound all fucked up.
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Re: Night Terror - A j2 l4d campaign - beta 1 and beyond

Post by Dr.Boo » Sat Jun 05, 2010 3:03 pm

It doesn't actually make the game crash, it simply looks like it freezes the game and it can take quite some time (over 15minutes on my PC). During that, the game seems to be completely locked up and frozen but it's not. Just let it do and eventually, it'll be done.

But really, when you run snd_rebufsdfqg you can go grab a cup of coffee or go take a walk in the meanwhile.
And yes, it should be done in singleplayer.
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Re: Night Terror - A j2 l4d campaign - beta 1 and beyond

Post by NIPPER » Sat Jun 05, 2010 5:23 pm

well here ya go, you can try the snd_ command yourselves
http://www.nipper.thedarkterritory.com/ ... orl4d2.rar
it probably will work I just didn't have the patience to wait 30+ minutes

UPDATE: I ran it to completion and it does not work, still says it can't find sounds.
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Re: Night Terror - A j2 l4d campaign - beta 1 and beyond

Post by stickbeast » Sun Jun 06, 2010 1:23 am

yeha, i just played through Haunts...no music or Haunted Mansion sounds...=(

BUT, Ellis did say: zombies and ghosts? man this is gonna be cool!

Also, I noticed the stretch room closes when not all 4 survivors are inside, and in the Manor level, we don't start in the safe room, we start outside. Not really sure if you wanted this info or not though.
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Re: Night Terror - A j2 l4d campaign - beta 1 and beyond

Post by Franklin » Sun Jun 06, 2010 10:19 am

I wanna play this shit with Chainsaw mutation
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Re: Night Terror - A j2 l4d campaign - beta 1 and beyond

Post by Imanobody » Sun Jun 06, 2010 9:07 pm

heres a hint <mapname>_level_sounds.txt in maps folder :P It works I tested it.

EDIT The bug seems to be l4d2 not recognizing sounds right away but by adding just an empty text file for the map you can enable all the custom sounds :S
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Re: Night Terror - A j2 l4d campaign - beta 1 and beyond

Post by NIPPER » Sun Jun 06, 2010 10:54 pm

WHERE WERE YOU THREE WEEKS AGO?

thanks though I'll check that out.
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