Talk:L4D Soundscripts: Difference between revisions
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Turns out there is a bug with using this method, even after stripping it down to just one map. Seems that certain events that aren't included have some bugs. Whenever I use a molotov on zombies, an alarm sound triggers. Alarm1.wav also happens to be the first alphabetical sound in L4D. Apparently the game looks for a sound and doesnt find it so defaults to the first sound in the list, being alarm1.wav. Still working on a fix. --[[User:RTF|RTF]] 15:23, 10 August 2009 (UTC) | Turns out there is a bug with using this method, even after stripping it down to just one map. Seems that certain events that aren't included have some bugs. Whenever I use a molotov on zombies, an alarm sound triggers. Alarm1.wav also happens to be the first alphabetical sound in L4D. Apparently the game looks for a sound and doesnt find it so defaults to the first sound in the list, being alarm1.wav. Still working on a fix. --[[User:RTF|RTF]] 15:23, 10 August 2009 (UTC) | ||
UPDATE - Not sure what is going on frankly, getting all kinds of random sounds whenever zombies catch on fire. Not just limited to alarm1.wav anymore. Tried a fresh reinstall of L4D fearing I had messed something up but getting same problem. Still looking for solution... --[[User:RTF|RTF]] 16:45, 10 August 2009 (UTC) | UPDATE - Not sure what is going on frankly, getting all kinds of random sounds whenever zombies catch on fire. Not just limited to alarm1.wav anymore. Tried a fresh reinstall of L4D fearing I had messed something up but getting same problem. Still looking for solution... --[[User:RTF|RTF]] 16:45, 10 August 2009 (UTC) | ||
From what I have gathered; there was a similar bug in ep1 for soundscapes, where the ID of the sounds wasn't correct so it played the wrong sound. Seems this is happening now also. Took the update to OB to fix it. Anyone know of an email address to someone who could pass this along to dev team? --[[User:RTF|RTF]] 20:39, 11 August 2009 (UTC) |
Revision as of 13:39, 11 August 2009
Feel free to make any changes, corrections, bounce ideas, criticize, etc. I can't wait until we find out how to get this done right! --ThaiGrocer (7/19/2009 11:36pm CST)
hey thai, gonna add a portion to this explaining how to get an official music template to work, quick and dirty. so people can add/edit their own accordingly. --RTF 18:57, 3 August 2009 (UTC) added a quick tutorial on how to use DeadAir soundscript in a custom campaign --RTF 19:17, 3 August 2009 (UTC)
Turns out there is a bug with using this method, even after stripping it down to just one map. Seems that certain events that aren't included have some bugs. Whenever I use a molotov on zombies, an alarm sound triggers. Alarm1.wav also happens to be the first alphabetical sound in L4D. Apparently the game looks for a sound and doesnt find it so defaults to the first sound in the list, being alarm1.wav. Still working on a fix. --RTF 15:23, 10 August 2009 (UTC)
UPDATE - Not sure what is going on frankly, getting all kinds of random sounds whenever zombies catch on fire. Not just limited to alarm1.wav anymore. Tried a fresh reinstall of L4D fearing I had messed something up but getting same problem. Still looking for solution... --RTF 16:45, 10 August 2009 (UTC)
From what I have gathered; there was a similar bug in ep1 for soundscapes, where the ID of the sounds wasn't correct so it played the wrong sound. Seems this is happening now also. Took the update to OB to fix it. Anyone know of an email address to someone who could pass this along to dev team? --RTF 20:39, 11 August 2009 (UTC)