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[d3le] Missing Sounds in The Lost Mission mod #27
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This data is useful to me indeed. I have some things pending for the next release of LM, I'll try having this dealt with by then. |
Here is a more complete list of missing sounds (and some other Warnings that looked like they could be important), of all levels. I removed the "Warning Couldn't load sound" and "using default" part from the sound warnings, so the lines don't get too long - so in reality, all those 'sound/foo/bar.wav' lines were like le_enpro1:'sound/_reissue/ambient_events/metallic_noises/heavy_water_pipes_01/hwpipe_06.wav' le_enpro2:WARNING: Couldn't load gui: 'guis/screens/cpu_top3.gui' 'sound/_reissue/ambient_events/metallic_noises/reverberant_low_creaks_wronks_s1/reverberant_low_creak_wronk_s1_06.wav' le_underground:WARNING: func_group doesn't include a spawnfunc or spawnclass on 'func_group_2'. WARNING: Couldn't load image: texture;lights/square 'guisounds.wav' 'sound/_reissue/ambient_events/metallic_noises/shrieking_metals/s01/metalverb_shriek_s01_06.wav' WARNING: file , line 2: unknown token '1' le_underground2:WARNING: func_group doesn't include a spawnfunc or spawnclass on 'func_group_3'. 'sound/_reissue/ambient_events/metallic_noises/reverberant_metal_pipe_drops_s1/reverberant_metal_pipe_drop_s1_06.wav' le_exis1:(nothing new) le_exis2:WARNING: Couldn't load image: textures/decals/existunnel (Note the le_hell:WARNING: ConvertLWOToModelSurfaces: model models/mapobjects/hell/hellplatform1.lwo has too many verts for a poly! Make sure you triplet it down WARNING: Couldn't load image: lights/pentflame le_hell_post:WARNING: ConvertLWOToModelSurfaces: model models/mapobjects/hell/guardian_introroom.lwo has too many verts for a poly! Make sure you triplet it down WARNING: script/d3le-ai_monster_boss_guardian2.script(615): Thread 'guardian': Unknown classname 'monster_boss_guardian2_spawner_obj' on 'guardian_spawn'. WARNING: Unknown classname 'lm_ending_camera' on 'lm_ending_camera_a'. A note about those |
I just finished The Lost Mission. I don't think there are any other missing sounds 'exclusive' to The Lost Mission that I found, just a few from Doom 3, which I'll post in "dhewm/dhewm3#494" The only sound "issues" I encountered were errors in the log mentioning 'shakes' which I have no clue what that means, the sounds still seemed to play fine anyway. Examples: There were a couple unrelated minor issues I came across however: A typo in an email from Leslie Waters in Phil Anders' PDA (Administation instead of Administration). The aspect ratio is incorrect for the video disk you receive from Richard Meyers right before you go to hell. |
@DanielGibson Thanks for the comprehensive and curated log! I searched the missing sounds and I can't find anything missing, so I went directly to the .sndshd and removed all the .wav extensions, this in itself cleared all those sound warnings! This should give a more clean panorama of map errors to look for problematic stuff: Regarding this:
Sadly the guy who helped me with the code side of the port is not longer around, and since I have no coding skills I wouldn't know how to deal with this. It doesn't seem to have an impact overall, since everything in that level regarding the boss fight seems to play smoothly, so hopefully isn't anything serious. Also most of the classname errors come from me not deleting the previously existing entities in the map, since I use them as reference for my own setup regarding the ending cinematic. In fact the only entities I have deleted in any maps were the checkpoint/steam related entities that came from the BFG Edition. @HyperChicken01 Thanks for the reports, I'll deal with that! |
So where did you find the files I mentioned? Like |
Those files are nowhere to be found even in BFG Edition files. RBDoom3 resource extraction feature and BFG Resource File Manager yield no result when I searched for those files. |
Just remembered this bug..
Then I think the correct solution is not removing the .wav file extensions in the sound shader (do the sounds that do exist even still play then?), but to remove the lines referencing sound files that don't exist and keep the other lines like they were (with .wav) |
Yeah, deleting the .wav extension in the definition files only cleans the console of those error, but doesn't help with the actual missing sounds still generating the "default sound" to trouble the scene audio during gameplay. If I delete the lines in the sound definition, since the maps reference those defs the console will certainly complain again but this time for those definitions being missing instead of the sounds being missing. |
Example of what I was suggesting:
to
So keep the definition in the shader but remove the wav files from the list that don't exist. |
Oh, right, got it! I'll see to do it in these days. |
Has the console error changed in how they are expressed? I wanted to make console dumps for all the maps to track all the problematic sounds and now instead of "WARNING: couldn't load bla bla bla" I get for instance: I think this is actually more useful if this refers to the lines in the .sndshd declarations that doesn't have a corresponding asset file, but I wish to confirm this before going further just in case. |
In Version 1.3 there still seem to be lots of missing sounds.
Pinging @Arl90 as these are bugs in the game data, not in the code, so they should ideally be fixed in a future d3le update.
Just starting the first level (le_enpro1) will give lots of warnings, and occasionally you will hear that beep sound (with
s_playDefaultSound 1
which is default):As an example, I looked at those warnings for hwpipe_06.wav more closely: Those files are referenced in
sound/world_ambience.sndshd
=>ambient_events/metal/heavy_water_pipes {
.That shader also uses hwpipe_01.wav etc (up to ..._09); the first sound files do exist, but hwpipe_06.wav, hwpipe_07.wav (or .ogg) etc do not exist, so the warnings are legit.
We could collect more missing sounds in d3le in this issue, as a reference for the Lost Mission team.
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