How would I get cross-era sound effects to work?

Started by KommissarReb, May 21, 2019, 11:46:39 AM

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For my map I gave all Imperial units (except for the scout trooper and dark trooper) the CIS blaster pistol and moved the CIS blaster pistol's odf and msh files in the IMP folders. The sound effects don't work though.

I created a custom unit for the local team called des_inf_soldier (I used the side.lvl builder to edit the DES side) which uses the Naboo Royal Guard's blue-armed uniform, blaster rifle, rocket launcher, and fusion cutter, and I moved their odf and msh files in as well. At some point I managed to actually get their sounds working, but in trying to get the sounds working for the jawas and gamorreans I jinxed it and didn't think to save the .lua because I wasn't expecting to have made the Naboo Guard sounds not working.

Here is my mission.lua:[spoiler]--start header
function ScriptInit()
local ALL = 1
local IMP = 2
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(IMP,"red", "level.jabbout.objectives.1");
AddMissionObjective(IMP,"orange", "level.jabbout.objectives.2");
AddMissionObjective(IMP,"orange", "level.jabbout.objectives.3");
AddMissionObjective(ALL,"red", "level.jabbout.objectives.1");
AddMissionObjective(ALL,"orange", "level.jabbout.objectives.2");
AddMissionObjective(ALL,"orange","level.jabbout.objectives.3");
--end objectives
--start soundlvl
ReadDataFile("sound\\tat.lvl;tat1gcw");
ReadDataFile("sound\\tat.lvl;tat1cw");
ReadDataFile("sound\\nab.lvl;nab2cw");
ReadDataFile("dc:sound\\tat.lvl;tat3gcw");
--end soundlvl

-- Start sidelvls
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_basicdesert",
"all_inf_lukeskywalker",
"all_inf_smuggler",
"all_fly_ywing",
"all_hover_skiff",
"all_hover_combatspeeder");
ReadDataFile("SIDE\\cis.lvl");
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_basic",
"imp_inf_darthvader",
"imp_inf_dark_trooper",
"imp_fly_tiebomber",
"imp_hover_fightertank"
"nab_bldg_fambaa_shield");
ReadDataFile("dc:SIDE\\gar.lvl");
ReadDataFile("dc:SIDE\\des.lvl",
"des_inf_soldier",
"tat_inf_jawa");
ReadDataFile("dc:SIDE\\gam.lvl",
"gam_inf_gamorreanguard");
--end sidelvls
--start loadouts
SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "all_inf_soldierdesert",10)
AddUnitClass(ALL, "all_inf_vanguard",1)
AddUnitClass(ALL, "all_inf_pilot",2)
AddUnitClass(ALL, "all_inf_marksman",2)
AddUnitClass(ALL, "all_inf_smuggler",1)
SetHeroClass(ALL, "all_inf_lukeskywalker")
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",10)
AddUnitClass(IMP, "imp_inf_shock_trooper",1)
AddUnitClass(IMP, "imp_inf_pilotatst",2)
AddUnitClass(IMP, "imp_inf_scout_trooper",2)
AddUnitClass(IMP, "imp_inf_dark_trooper",1)
SetHeroClass(IMP, "imp_inf_darthvader")
SetTeamName(3, "locals")
AddUnitClass(3, "gam_inf_gamorreanguard",8)
AddUnitClass(3, "tat_inf_jawa",5)
AddUnitClass(3, "des_inf_soldier",7);
SetUnitCount(3, 20)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
--end loadouts
--start teamstats
SetUnitCount(ATT, 16)
SetReinforcementCount(ATT, 200)
SetUnitCount(DEF, 16)
SetReinforcementCount(DEF, 250)
--end teamstats
--start alliances
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances

--start memorypools
ClearWalkers()
AddWalkerType(0, 0)-- special -> droidekas
AddWalkerType(1, 0)-- 1x2 (1 pair of legs)
AddWalkerType(2, 0)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 0)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("EntityFlyer", 10)
SetMemoryPoolSize("EntityHover", 10)
--end memorypools
--start worldlvl
ReadDataFile("dc:jabbout\\jabbout.lvl")
--end worldlvl
--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay
--start flyheight
--end flyheight
--start ainotify
--end ainotify
--start stayinturrets
--end stayinturrets
--start denseenvironment
SetDenseEnvironment("false")
--end denseenvironment
--start birdsandfish
--end birdsandfish
--start deathregions
--end deathregions

--start soundconfig
OpenAudioStream("sound\\tat.lvl","tatgcw_music");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\gcw.lvl","gcw_vo");
OpenAudioStream("sound\\gcw.lvl","gcw_tac_vo");
OpenAudioStream("sound\\tat.lvl","tatcw_music");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\cw.lvl","cw_vo");
OpenAudioStream("sound\\cw.lvl","cw_tac_vo");
OpenAudioStream("dc:sound\\tat.lvl","tat3");
OpenAudioStream("dc:sound\\tat.lvl","tat3_emt");
SetBleedingVoiceOver(ALL,ALL,"all_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(ALL,IMP,"all_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,ALL,"imp_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,IMP,"imp_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
SetAmbientMusic(ALL,1.0,"all_tat_amb_start",0,1);
SetAmbientMusic(ALL,0.99,"all_tat_amb_middle",1,1);
SetAmbientMusic(ALL,0.1,"all_tat_amb_end",2,1);
SetAmbientMusic(IMP,1.0,"imp_tat_amb_start",0,1);
SetAmbientMusic(IMP,0.99,"imp_tat_amb_middle",1,1);
SetAmbientMusic(IMP,0.1,"imp_tat_amb_end",2,1);
SetVictoryMusic(ALL,"all_tat_amb_victory");
SetDefeatMusic (ALL,"all_tat_amb_defeat");
SetVictoryMusic(IMP,"imp_tat_amb_victory");
SetDefeatMusic (IMP,"imp_tat_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
SetSoundEffect("SpawnDisplayUnitChange","shell_select_unit");
SetSoundEffect("SpawnDisplayUnitAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplaySpawnPointChange","shell_select_change");
SetSoundEffect("SpawnDisplaySpawnPointAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplayBack","shell_menu_exit");
SetPlanetaryBonusVoiceOver(IMP,IMP,0,"imp_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(IMP,ALL,0,"imp_bonus_all_medical");
SetPlanetaryBonusVoiceOver(IMP,IMP,1,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,1,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,2,"imp_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(IMP,ALL,2,"imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP,IMP,3,"imp_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(IMP,ALL,3,"imp_bonus_all_hero");
SetPlanetaryBonusVoiceOver(IMP,IMP,4,"imp_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(IMP,ALL,4,"imp_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(IMP,IMP,5,"imp_bonus_imp_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(IMP,ALL,5,"imp_bonus_all_sabotage");
SetPlanetaryBonusVoiceOver(IMP,IMP,6,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,6,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,7,"imp_bonus_imp_training");--advanced training
SetPlanetaryBonusVoiceOver(IMP,ALL,7,"imp_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,ALL,0,"all_bonus_all_medical");
SetPlanetaryBonusVoiceOver(ALL,IMP,0,"all_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(ALL,ALL,1,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,1,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,2,"all_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(ALL,IMP,2,"all_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(ALL,ALL,3,"all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(ALL,IMP,3,"all_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(ALL,ALL,4,"all_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(ALL,IMP,4,"all_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(ALL,ALL,5,"all_bonus_all_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(ALL,IMP,5,"all_bonus_imp_sabotage");
SetPlanetaryBonusVoiceOver(ALL,ALL,6,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,6,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,7,"all_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,IMP,7,"all_bonus_imp_training");--advanced training
--end soundconfig

--start activebonus
--end activebonus

--start camerashots
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
--end camerashots

--start footer
end
--end footer
[/spoiler]

Let me know what I did wrong and what I need to do to get the sounds for the CIS blaster pistol, Jawa voices, Naboo Gaurd's voices and gun sounds, the republic's ARC caster gun, and the gamorrean working.
In the Soviet Army, it takes more courage to retreat than advance.

That looks ok except for the fact you may be loading too many sound banks.
Does SPTest give any errors when you load your map and try to play?
The BOBclan:  A Rich History


Quote from: Unit 33 on November 29, 2014, 03:44:44 AM
'Please, tell me more about the logistics of the design of laser swords being wielded by space wizards' - Some guy on the internet.

Do you know what the limit on sound banks are so I can get rid of the ones that I don't feel are important? Here's what came up in BFront.log [spoiler]Opened logfile BFront.log  2019-05-22 0858

Message Severity: 2
D:\src\FRONTLINE_PC\RedEngineFL\movie\RedMovie.cpp(467)
Segment 0xb268cac5 does not exist in movie 0xb86e8e36

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LuaCallbacks_Mission.cpp(195)
Lua ReadDataFile: Could not open jabbout\nab.lvl;nab2cw

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LuaCallbacks_Mission.cpp(195)
Lua ReadDataFile: Could not open jabbout\tat.lvl;tat3gcw

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Weapon.cpp(1410)
Weapon 'weapons.gar.weap.inf_thermaldetonator' is not localized for stats page

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Weapon.cpp(1774)
Weapon "tat_weap_inf_jawa_fusioncutter" missing fire point "hp_fire"

Message Severity: 3
D:\src\FRONTLINE_PC\RedEngineFL\Graphics\PC\Shaders\pcTerrainShader.cpp(176)
pcTerrainShader: detail texture expects L8 format!

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(805)
Entity "tat_bldg_barge_turret" unknown vehicle collision "p_base"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_armor1"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_armor2"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_wall1"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_wall2"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_wall3"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_wall4"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_wall5"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_wall6"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_wall7"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_wall8"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_wall9"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_cylindergun"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_armor1"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_armor2"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_wall1"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_wall2"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_wall3"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_wall4"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_wall5"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_wall6"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_wall7"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_wall8"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_wall9"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityBuilding.cpp(582)
Building missing explosion "imp_walk_atst_exp"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LoadUtil.cpp(831)
Could not find odf "nab_weap_bldg_fambaa_generator"!

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LoadUtil.cpp(879)
Attempting to build an object, nab_weap_bldg_fambaa_generator, that does not have an .odf file associated with it

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "CP2Control'"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\CommandPost.cpp(414)
Command Post missing control region "CP5Control"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "CP8control"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(171)
Vehicle spawn missing class "all_hover_skiff"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "CP4Control"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(171)
Vehicle spawn missing class "all_hover_skiff"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(171)
Vehicle spawn missing class "all_hover_skiff"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LoadUtil.cpp(831)
Could not find odf "nab_weap_bldg_fambaa_shield"!

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LoadUtil.cpp(879)
Attempting to build an object, nab_weap_bldg_fambaa_shield, that does not have an .odf file associated with it

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "CP1Control"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "CP2Control"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "CP1Control"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\CommandPost.cpp(392)
Label "level.jabbout.CP11Label" not localized

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LoadUtil.cpp(831)
Could not find odf "com_prop_barrel"!

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LoadUtil.cpp(879)
Attempting to build an object, com_prop_barrel, that does not have an .odf file associated with it

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "CP9Control"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(171)
Vehicle spawn missing class "all_hover_skiff"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(171)
Vehicle spawn missing class "all_hover_skiff"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "CP4Control"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(171)
Vehicle spawn missing class "all_hover_skiff"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(171)
Vehicle spawn missing class "all_hover_skiff"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 101

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 102

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 103

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 104

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 105

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 106

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 107

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 108

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 109

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 110

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 111

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LoadUtil.cpp(831)
Could not find odf "com_prop_barrel"!

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LoadUtil.cpp(879)
Attempting to build an object, com_prop_barrel1, that does not have an .odf file associated with it

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\CommandPost.cpp(392)
Label "level.jabbout.CP10" not localized

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 112

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 113

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 114

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 115

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 116

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 117

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 118

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 119

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 120

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 121

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 122

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 123

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 124

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 125

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 126

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 127
[/spoiler]
In the Soviet Army, it takes more courage to retreat than advance.

Is jabbout the name of your map?  Kind of switching routes here now that I see the SPTest log

The folder doesn't exist.  I'm assuming that it's looking for sounds that don't exist.
ReadDataFile("sound\\nab.lvl;nab2cw");
ReadDataFile("dc:sound\\tat.lvl;tat3gcw");

I don't know why it is looking there.  I would assume that the dc: is messing up tat.lvl.

"DC:" only looks in your map's folder.  You could try looking at the structure of the tat3 (jabba's palace) sound file structure and see where it is looking for jabbout.  Make a jabbout folder in a couple different places and copy the sound.lvl.

This is not my area of expertise :(
The BOBclan:  A Rich History


Quote from: Unit 33 on November 29, 2014, 03:44:44 AM
'Please, tell me more about the logistics of the design of laser swords being wielded by space wizards' - Some guy on the internet.

May 22, 2019, 10:56:13 AM #4 Last Edit: May 22, 2019, 12:18:33 PM by KommissarReb
jabbout (Jabba's Palace: Outside) is the name of the map, yes. I just changed the sound effects for the CIS blaster pistol in my map's IMP folder to the Imperial scout's blaster pistol, the des_inf_soldier's voice to the rebel soldier voice, and the DN bolt caster to the sound of the rebel snowspeeder. The new sounds I gave them won't work even though I changed the sounds to all GCW sounds the way it started, and they are the ones the map originally started with. Here's the new .lua (this map is GCW only):

[spoiler]--start header
function ScriptInit()
local ALL = 1
local IMP = 2
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(IMP,"red", "level.jabbout.objectives.1");
AddMissionObjective(IMP,"orange", "level.jabbout.objectives.2");
AddMissionObjective(IMP,"orange", "level.jabbout.objectives.3");
AddMissionObjective(ALL,"red", "level.jabbout.objectives.1");
AddMissionObjective(ALL,"orange", "level.jabbout.objectives.2");
AddMissionObjective(ALL,"orange","level.jabbout.objectives.3");
--end objectives
--start soundlvl
ReadDataFile("sound\\tat.lvl;tat1gcw");
--end soundlvl

-- Start sidelvls
ReadDataFile("SIDE\\all.lvl",
"all_inf_basicdesert",
"all_inf_lukeskywalker",
"all_inf_smuggler",
"all_fly_ywing",
"all_hover_skiff",
"all_hover_combatspeeder");
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_basic",
"imp_inf_darthvader",
"imp_inf_dark_trooper",
"imp_fly_tiebomber",
"imp_hover_fightertank"
"nab_bldg_fambaa_shield");
ReadDataFile("dc:SIDE\\des.lvl",
"des_inf_soldier",
"tat_inf_jawa");
ReadDataFile("SIDE\\gam.lvl",
"gam_inf_gamorreanguard");
--end sidelvls
--start loadouts
SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "all_inf_soldierdesert",10)
AddUnitClass(ALL, "all_inf_vanguard",1)
AddUnitClass(ALL, "all_inf_pilot",2)
AddUnitClass(ALL, "all_inf_marksman",2)
AddUnitClass(ALL, "all_inf_smuggler",1)
SetHeroClass(ALL, "all_inf_lukeskywalker")
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",10)
AddUnitClass(IMP, "imp_inf_shock_trooper",1)
AddUnitClass(IMP, "imp_inf_pilotatst",2)
AddUnitClass(IMP, "imp_inf_scout_trooper",2)
AddUnitClass(IMP, "imp_inf_dark_trooper",1)
SetHeroClass(IMP, "imp_inf_darthvader")
SetTeamName(3, "locals")
AddUnitClass(3, "gam_inf_gamorreanguard",8)
AddUnitClass(3, "tat_inf_jawa",5)
AddUnitClass(3, "des_inf_soldier",7);
SetUnitCount(3, 20)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
--end loadouts
--start teamstats
SetUnitCount(ATT, 16)
SetReinforcementCount(ATT, 200)
SetUnitCount(DEF, 16)
SetReinforcementCount(DEF, 250)
--end teamstats
--start alliances
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances

--start memorypools
ClearWalkers()
AddWalkerType(0, 0)-- special -> droidekas
AddWalkerType(1, 0)-- 1x2 (1 pair of legs)
AddWalkerType(2, 0)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 0)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("EntityFlyer", 10)
SetMemoryPoolSize("EntityHover", 10)
--end memorypools
--start worldlvl
ReadDataFile("dc:jabbout\\jabbout.lvl")
--end worldlvl
--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay
--start flyheight
--end flyheight
--start ainotify
--end ainotify
--start stayinturrets
--end stayinturrets
--start denseenvironment
SetDenseEnvironment("false")
--end denseenvironment
--start birdsandfish
--end birdsandfish
--start deathregions
--end deathregions

--start soundconfig
OpenAudioStream("sound\\tat.lvl","tatgcw_music");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\gcw.lvl","gcw_vo");
OpenAudioStream("sound\\gcw.lvl","gcw_tac_vo");
OpenAudioStream("sound\\tat.lvl","tat1_emt");
SetBleedingVoiceOver(ALL,ALL,"all_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(ALL,IMP,"all_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,ALL,"imp_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,IMP,"imp_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
SetAmbientMusic(ALL,1.0,"all_tat_amb_start",0,1);
SetAmbientMusic(ALL,0.99,"all_tat_amb_middle",1,1);
SetAmbientMusic(ALL,0.1,"all_tat_amb_end",2,1);
SetAmbientMusic(IMP,1.0,"imp_tat_amb_start",0,1);
SetAmbientMusic(IMP,0.99,"imp_tat_amb_middle",1,1);
SetAmbientMusic(IMP,0.1,"imp_tat_amb_end",2,1);
SetVictoryMusic(ALL,"all_tat_amb_victory");
SetDefeatMusic (ALL,"all_tat_amb_defeat");
SetVictoryMusic(IMP,"imp_tat_amb_victory");
SetDefeatMusic (IMP,"imp_tat_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
SetSoundEffect("SpawnDisplayUnitChange","shell_select_unit");
SetSoundEffect("SpawnDisplayUnitAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplaySpawnPointChange","shell_select_change");
SetSoundEffect("SpawnDisplaySpawnPointAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplayBack","shell_menu_exit");
SetPlanetaryBonusVoiceOver(IMP,IMP,0,"imp_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(IMP,ALL,0,"imp_bonus_all_medical");
SetPlanetaryBonusVoiceOver(IMP,IMP,1,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,1,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,2,"imp_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(IMP,ALL,2,"imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP,IMP,3,"imp_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(IMP,ALL,3,"imp_bonus_all_hero");
SetPlanetaryBonusVoiceOver(IMP,IMP,4,"imp_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(IMP,ALL,4,"imp_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(IMP,IMP,5,"imp_bonus_imp_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(IMP,ALL,5,"imp_bonus_all_sabotage");
SetPlanetaryBonusVoiceOver(IMP,IMP,6,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,6,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,7,"imp_bonus_imp_training");--advanced training
SetPlanetaryBonusVoiceOver(IMP,ALL,7,"imp_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,ALL,0,"all_bonus_all_medical");
SetPlanetaryBonusVoiceOver(ALL,IMP,0,"all_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(ALL,ALL,1,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,1,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,2,"all_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(ALL,IMP,2,"all_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(ALL,ALL,3,"all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(ALL,IMP,3,"all_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(ALL,ALL,4,"all_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(ALL,IMP,4,"all_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(ALL,ALL,5,"all_bonus_all_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(ALL,IMP,5,"all_bonus_imp_sabotage");
SetPlanetaryBonusVoiceOver(ALL,ALL,6,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,6,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,7,"all_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,IMP,7,"all_bonus_imp_training");--advanced training
--end soundconfig

--start activebonus
--end activebonus

--start camerashots
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
--end camerashots

--start footer
end
--end footer



[/spoiler]

Someone said that sounds can't be munged on 64bit systems, though I at some point sucessfully got the naboo gaurd's gun sounds working and made the CIS pistol sound like the Imperial pistol. Does anybody know anything about how to change sounds so you can hear them ingame?

UPDATE: Now the map crashes on start all because I hit the "Clean jabbout" button it this time. These are the errors that came up in SPTest: [spoiler]Opened logfile BFront.log  2019-05-22 1515

Message Severity: 2
D:\src\FRONTLINE_PC\RedEngineFL\movie\RedMovie.cpp(467)
Segment 0xb268cac5 does not exist in movie 0xb86e8e36

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LuaScript.cpp(523)
OpenScript(jabbouta): script (20a4c59f) not found

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\GameState.cpp(804)
Could not open MISSION\jabbouta.lvl

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\GameState.cpp(823)
Could not open mission jabbouta[/spoiler]

What can I do to make it not crash again?
In the Soviet Army, it takes more courage to retreat than advance.