Zound

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frogger187

eat. sleep. frag.
May 2, 2003
632
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yes...i understand how SayTrigger works...it just isn't now. It will never show the trigger no matter if it is set to true or false. (Tested by only typing the word itself, no testing of dedicated was done yet)
 

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
Dedicated=False
SayTrigger=True

HTM|Frogger:this beer is cold
shows:
HTM|Frogger:this is cold --->plays 'beer' sound


GoalScore=0?TimeLimit=5

still no midgame sound
 

ProAsm

Active Member
Mar 20, 2002
2,108
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36
www.proasm.com
Ok I found the problem with midgame.
In UT2004 the TimeLimit is in minutes, the RemainingTime is in seconds and the RemainingMinute is in seconds so go figure - way to go Epic :(
Code:
// before:
if (Level.Game.GameReplicationInfo.RemainingMinute == Level.Game.GameReplicationInfo.TimeLimit / 2)
// after
if (Level.Game.GameReplicationInfo.RemainingMinute == Level.Game.GameReplicationInfo.TimeLimit * 60 / 2)

:)
 

ProAsm

Active Member
Mar 20, 2002
2,108
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36
www.proasm.com
Frogger can you do me a favour please.
In your [Zound48B5.ZTriggers] just copy and paste what you have there several times.
In other words lets say you have 100 lines currently, copy and paste those lines till you have say 1000 lines, now I need the 1001 line to have a Soundname not found anywhere else.
Start server and see if you can trigger this sound - also check for lag etc.
If all is well , double up to 2000 lines and see what happens.
Basically I want to see at what point does Epics Struct system fall over.
 

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
21780....never broke. I had last sound only appear there. Didn't notice any ill effects amazingly.
 

hmishima

New Member
Sep 10, 2004
181
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Any chance I can get a copy of the Zound converter? Pretty please:)

Also, per my admins:

Is there a way to have 1 trigger word to randomly use one of 2 or 3 different zounds?

In version 46 there is & I can't figure it out with 48B5. Is it even possible with this version? If not, it sure would be nice if that feature from v46 were kept.
 
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ProAsm

Active Member
Mar 20, 2002
2,108
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36
www.proasm.com
21780....never broke. I had last sound only appear there. Didn't notice any ill effects amazingly.
OMG... that is amazing - thanks frogger - wow, I'm speechless.

Ok I'll be posting Beta 6 a little later and it has the latest ZoundConverter as the word SayTrigger has now changed to ShowTrigger.
The Random sounds are still there, just add @ how many.
Example:
Code:
Zounds=(Soundname="cool@3",Triggername="cool",SoundFilename="Whatever",Hidden=false,AdminOnly=False)
Now in your sound file you have 3 cool.wav files
cool.wav - cool1.wav - cool2.wav
 
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ProAsm

Active Member
Mar 20, 2002
2,108
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www.proasm.com
Beta 6

Changes made:

1. ZoundConvert has been updated to add ShowTrigger
2. SayTrigger is now ShowTrigger
3. The Hidden= is now transfered and behaves the same as ShowTrigger.
In otherwords if Hidden=True, not only wont it display in the console but it won't show in the sentence either.
4. The midgame Trigger has been fixed.
5. The DMMutator has been removed.

http://www.unreal.co.za/files/beta/z48b6.zip (ZoundConvert included)

;)
 
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frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
please revert back to B5 feature of adding first soundfilename to hello and byebye.

midgamesound works as designed...

ShowTrigger=True is still a no go
 
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ProAsm

Active Member
Mar 20, 2002
2,108
0
36
www.proasm.com
please revert back to B5 feature of adding first soundfilename to hello and byebye.
I just removed that from the ZoundConvert because what happens if an Admin has not provided for the hello and goodbye at all and I set the FirstFile as the Soundfilename as I did in B5, when the sound is called the Admin gets an Access None 'Sound' in his log and he will start complaining about 'errors' etc and make an issue on Atari.
It is for that reason I now just leave it blank and let him fill it in if he wants to.

ShowTrigger=True is still a no go
Works fine here but I will check it again.
 
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hmishima

New Member
Sep 10, 2004
181
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I'm pretty sure this is completely impossible but:

From a post on Atari Forums:


Zounds downloads should be optional packages.

I.e Press F10 to cancel

the code for Zounds should then look to see if the person has MyZounds package, and if not, disable its code.

Its about 5 lines of code and it really is needed.
 

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
ProAsm said:
I just removed that from the ZoundConvert because what happens if an Admin has not provided for the hello and goodbye at all and I set the FirstFile as the Soundfilename as I did in B5, when the sound is called the Admin gets an Access None 'Sound' in his log and he will start complaining about 'errors' etc and make an issue on Atari.
It is for that reason I now just leave it blank and let him fill it in if he wants to.

fair enough...makes sense..

i'll test some more with ShowTrigger=True....i have dedicated=true if that matters...
 

utw-Mephisto

Guilty
Nov 20, 2004
503
0
0
49
Gibraltar
hmishima said:
I'm pretty sure this is completely impossible but:

From a post on Atari Forums:


Zounds downloads should be optional packages.

I.e Press F10 to cancel

the code for Zounds should then look to see if the person has MyZounds package, and if not, disable its code.

Its about 5 lines of code and it really is needed.

It is actually not even needed to change the code I think.

U can actually add the F10 option when creating packages. The only question here is if Proasm is using ucc to create packages.

Example :

UCC PackageFlag ..\Textures\NewTexture.utx ..\Textures\MyNewTexture.utx +ClientOptional

This is how I create the F10 Option for texturex for example
 

hmishima

New Member
Sep 10, 2004
181
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0
Well in that case, it would be up the Zound package creator to add the option then correct? So then we would make Zounds Mut a download, but then the actual sound packages are optional, right?
 

utw-Mephisto

Guilty
Nov 20, 2004
503
0
0
49
Gibraltar
Code:
C:\UT2004\System>UCC PackageFlag UTWSounds1.uax Testsound.uax +ClientOptional
Loaded UTWSounds1.uax.
Current flags: 1
 AllowDownload

Saved Testsound.uax.
New flags: 3
 AllowDownload
 ClientOptional
Success - 0 error(s), 0 warning(s)

C:\UT2004\System>

Look good actually, just no time to test to be honest, need to go to shift now :(
 

utw-Mephisto

Guilty
Nov 20, 2004
503
0
0
49
Gibraltar
OK, it worked !

be755684aa.jpg


That is also a way to disable sound :)