UT2003: Custom Sounds, Pain Death and Jump.....is it possible?

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NoSeRider

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Jun 17, 2003
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http://dynamic.gamespy.com/~polycount/ubb/Forum8/HTML/002708.html?00009

I've tried, but can't.

From what I gather you have to associate a "species" with the "xPawnSoundGroup".

Adding a species is no problem:

class SPECIES_CustomPlayer extends SpeciesType
abstract;

Just add species in UPL file for custom player model. Model still shows up, but there's no Pain, Death and Jump sounds.

Where do you go from here? How do you add "custom" death, pain and jump sounds?...........also dont want the replace the sounds in the NewDeath.uax soundpak.

How do I "add" a new UAX pain, death, jump sounds and associate it with a new species.....or perhaps extend a species..maybe.

Dont want default UT2003 death pain jump sounds.....or write over them.
 
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Radiosity

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Making a new species isn't enough, you also need a new soundgroup. Look in xGame classes for xEgyptFemaleSoundGroup (or whatever other one you want). This is where all the pain, death, and jump etc sounds are referenced. Just change these in your new class to whatever the names of your new sounds are.

Now reference this new sound group in the Species class defaults.
 

NoSeRider

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Might want to paste examples:

Keep in mind I'm not a coder.

Also, if a template can be made this would be a great deal of help for anybody that wants to make custom player models for UT2003........just seems half assed to have custom player models with UT2003 default sounds.
 

NoSeRider

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No, you have to deal with coding directly. This is the only forum I encountered that is willing to take this on.

All the custom player models for UT2003 have default UT2003 player sounds...default sounds.

This is a topic that has not been solved....as of yet.
 

Radiosity

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Uh, well it has been solved - by me, a long while ago :) But you do need to directly mess with code to get it working, yes.

Ok, you say you've got the species sorted yes? So you just need the custom sound group. Copy the following:

Code:
class YourSoundGroup extends xPawnSoundGroup;

defaultproperties
{
     Sounds(0)=SoundGroup'PlayerSounds.Final.Land'
     Sounds(1)=SoundGroup'PlayerSounds.Final.CorpseLanded'
     Sounds(2)=SoundGroup'PlayerSounds.Final.HitUnderWaterMercMale'
     Sounds(3)=Sound'PlayerSounds.JumpSounds.MaleJump1'
     Sounds(4)=SoundGroup'PlayerSounds.Final.LandGruntMercMale'
     Sounds(5)=SoundGroup'PlayerSounds.Final.GaspMercMale'
     Sounds(6)=SoundGroup'PlayerSounds.Final.DrownMercMale'
     Sounds(7)=SoundGroup'PlayerSounds.Final.BreathAgainMercMale'
     Sounds(8)=Sound'PlayerSounds.JumpSounds.MaleDodge'
     Sounds(9)=Sound'PlayerSounds.JumpSounds.MaleJump2'
     DeathSounds(0)=Sound'NewDeath.MaleMerc.mm_death04'
     DeathSounds(1)=Sound'NewDeath.MaleMerc.mm_death05'
     DeathSounds(2)=Sound'NewDeath.MaleMerc.mm_death09'
     DeathSounds(3)=Sound'NewDeath.MaleMerc.mm_death10'
     DeathSounds(4)=Sound'NewDeath.MaleMerc.mm_death11'
     PainSounds(0)=Sound'NewDeath.MaleMerc.mm_hit01'
     PainSounds(1)=Sound'NewDeath.MaleMerc.mm_hit03'
     PainSounds(2)=Sound'NewDeath.MaleMerc.mm_hit04'
     PainSounds(3)=Sound'NewDeath.MaleMerc.mm_hit06'
     PainSounds(4)=Sound'NewDeath.MaleMerc.mm_hit07'
     PainSounds(5)=Sound'NewDeath.MaleMerc.mm_hit09'
}

Just replace all the sounds with whatever custom ones you're using.
Then, in the Species class, find the following line in the defaults:
Code:
     MaleSoundGroup="YourPackage.YourSoundGroup"
And replace that with whatever you called the new sound group class. Obviously replace the female one if it's a female voice pack you've made ;) Compile both of these together and specify the new Species in your upl file. That's it :)
 
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NoSeRider

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I just ran into another problem:

UnrealEd don't like the expression:

defaultproperties

UnRealEd says, and I quote:
Error in xBenderSoundGroup, Line 8: Unexpected 'defaultproperties'

So I guess I have to compile the script with UCC.exe using this method:
http://sv1.3dbuzz.com/vbforum/showthread.php?s=&postid=136970#post136970post136970

I don't doubt it works.....just have to figure out how to compile it.

Plus UnRealED 3.0 dont like importing sounds that were extracted from WinZip or UnrealEd?....UnRealED doesn't seem to import Wav sounds that were compressed at some point.
 
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Radiosity

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the wiki said:
Before you start to import, make sure your samples are in your UT/Sounds folder or a subfolder of it, otherwise UnrealEd won't import them properly

This isn't 100% accurate (not for UT2003 anyway), sounds don't need to be in the UT2003/sounds folder to import, but they do need to be in a location that has no spaces in the folder path (c:\mysounds is ok, but c:\my sounds isn't as there is a space in the folder name - the filename of the sound itself should also not have spaces in it).


EDIT: Just been reading your post at polycount. Funny you should mention Bender, as it was me that emailed the creator (Slyrr) with the instructions on how to get his death, pain and other sounds and gibs working some time ago :) Dunno if he's got round to doing it yet though, I'll send an email off to him again and see.
 
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NoSeRider

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OK, I've imported sounds that were extracted from WinZip or UnrealEd, into UnrealEd 3.0.

I just had to change the names to the WAV files.

Your typical under 8 characters > dot > wav extension DOS naming format.

I had names that were over 8 characters and had unrecognized characters like / or _ symbols.

I'll keep you posted if I'm successful with all this.

Maybe somebody out there might be interested.
 

NoSeRider

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Here are the Scripts I'll be compiling:

Code:
//====================================================
// SPECIES_Bender.
//====================================================
class SPECIES_Bender extends SpeciesType
	abstract;

defaultproperties 
{ 
SpeciesName="Bender" 
RaceNum=99 
MaleVoice="Bendervoice.Bendervoice" 
FemaleVoice="Bendervoice.Bendervoice" 
MaleSoundGroup="Bender.xBenderSoundGroup" 
FemaleSoundGroup="Bender.xBenderSoundGroup" 
MaleSkeleton=" " 
FemaleSkeleton=" " 
GibGroup="xEffects.xBotGibGroup" 
AirControl=+1.0 
GroundSpeed=+1.0 
WaterSpeed=+1.0 
JumpZ=+1.0 
ReceivedDamageScaling=+1.0 
DamageScaling=+1.0 
AccelRate=+1.0 
WalkingPct=+1.0 
CrouchedPct=+1.0 
DodgeSpeedFactor=+1.0 
DodgeSpeedZ=+1.0 
}
Code:
//====================================================
// BenderSoundGroup.
//====================================================
class xBenderSoundGroup extends xPawnSoundGroup;

#exec OBJ LOAD FILE=..\sounds\BenderHitDeath.uax

defaultproperties
{
     Sounds(0)=Sound'BenderHitDeath.Land'
     Sounds(1)=Sound'BenderHitDeath.opp7'
     Sounds(2)=Sound'BenderHitDeath.HitWater'
     Sounds(3)=Sound'BenderHitDeath.Jump'
     Sounds(4)=Sound'BenderHitDeath.LGrunt'
     Sounds(5)=Sound'BenderHitDeath.Gasp'
     Sounds(6)=Sound'BenderHitDeath.Drown'
     Sounds(7)=Sound'BenderHitDeath.brthagn'
     Sounds(8)=Sound'BenderHitDeath.Dodge'
     Sounds(9)=Sound'BenderHitDeath.Jump2'
     DeathSounds(0)=Sound'BenderHitDeath.dead0'
     DeathSounds(1)=Sound'BenderHitDeath.dead1'
     DeathSounds(2)=Sound'BenderHitDeath.dead2'
     DeathSounds(3)=Sound'BenderHitDeath.dead3'
     DeathSounds(4)=Sound'BenderHitDeath.dead4'
     PainSounds(0)=Sound'BenderHitDeath.hit0'
     PainSounds(1)=Sound'BenderHitDeath.hit1'
     PainSounds(2)=Sound'BenderHitDeath.hit2'
     PainSounds(3)=Sound'BenderHitDeath.hit3'
     PainSounds(4)=Sound'BenderHitDeath.hit4'
     PainSounds(5)=Sound'BenderHitDeath.hit5'
}
Just look it over and see if there's anything out of place.
 
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NoSeRider

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Jun 17, 2003
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Oh the nightmare never stops.........

I compiled it, and got this image:

http://members.aol.com/zappazong/stuff/noerror.gif

So I did something right, but now Bender does not show up in UT2003 at all and defualts to a MaleJugg model.

I'll keep tinkering with it, but you can download what I've done so far and see what can be done.....I've included the Bender.upl file. It might be just a file naming problem in UPL file:

http://members.aol.com/zappazong/stuff/bender.zip

You can get the rest of Bender here:
http://www.planetquake.com/polycount/downloads/index.asp?model=1049
 

NoSeRider

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Jun 17, 2003
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HOLY ****!!

IT WORKS!!..............I screwed up with the compiling.

Change the "Bender" file to a different name before you compile. "Bender" interfers with the mesh Bender.Bender and overwrites it.

It's got problems like sound volume is low, but hey it's a start:D

Thank you ChainsawMonkey.
 
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Radiosity

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I know it works, I've got 5 custom sound packs I've made sat on my hard disk now :D And glad I could help :)

Oh, and naming things the same is a surefire way to screw something up ;) If you named a texture and static mesh package as the same name then one of them would be deleted by the editor because - in the words of Epic - it 'get's confused' :lol:

And you'll have to apply volume directly to the sound files, you can't change soundpitch or volume etc in the species or voice pack classes unfortunately, I've tried it before :(
 

NoSeRider

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Jun 17, 2003
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Now I got a different problem:

General protection fault!

History: KBodyGetActor <- BodyGetDoubleRate <- KBuildPartitions <- KWorldStepSafeTime <- KTickLevelKarma <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop

UT2003 crashed when Bender went into the FirePit in the Inferno Map, when the mesh turns into a skeleton.

So, there's still some kinks.

Follow this thread:
http://forums.beyondunreal.com/showthread.php?threadid=109086

It just keeps go'n.
 
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