Zound

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
i think that will be fine...but an interface of some sort would likely be needed to keep admins from complaining about the complexity. One modifier I didn't see was Hidden=True. I don't know if the '#' is still in the picture on this setup, but you may want to change it to a true/false switch

on the interface..maybe just a converter? to dump a current zound.ini file into the new format...just an idea..
 

ProAsm

Active Member
Mar 20, 2002
2,108
0
36
www.proasm.com
Ok I will nake a seperate Zound using this idea as it means a total re-write of the code from A to Z and if we run into problems we can always go back to what we currently have.

Ok on the Hidden=True.
Any other ones you think may be necessary.
 

utw-Mephisto

Guilty
Nov 20, 2004
503
0
0
49
Gibraltar
What about an option where we can change the triggerword

Sounds[250]=filename|another_trigger

or something ? That means we would not have to create the whole package if we just want to change the triggerword .. Just an idea which poppt in my head :)
 

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
ah...so 'omghax.wav' can be triggered by 'hax'..i like this idea also. Especially if someone begins spamming certain triggers..you can change the trigger and then hide it ;)
 

utw-Mephisto

Guilty
Nov 20, 2004
503
0
0
49
Gibraltar
For example ... I had to build the package again today because someone's opinion was, as you said, spam like hell. Ok we could change the settings to max. 5 sounds or so .. but this just because of one idiot :)
 

ProAsm

Active Member
Mar 20, 2002
2,108
0
36
www.proasm.com
The only way I could do this is to have a Triggerword and a Soundword - ie..
Code:
Zounds=(Soundname="noswear", Triggerword="wtf", AlternateTriggers="fu2,fsck",  SoundFilename="MyFirstSound.uax", Hidden=False,.........etc etc)
noswear would be the actual name of the wav file and the chat trigger would be wtf.
Now you can change the Triggerword to whatever you like.

NB(1) The variables like Hidden=False etc will only refer to the primary Triggerword but the so will the Display only display primary words.
NB(2) I might dump the AlternateTriggers alltogether as this may cause serious lag because of the major amount of scanning Zound would have to do if the Admin has like 10 Alternate triggers - maybe we should restrict the AlternateTrigger to only one word as he could always make this Alternate a Primary elsewhere etc...
 

utw-Mephisto

Guilty
Nov 20, 2004
503
0
0
49
Gibraltar
One is def. enough .. but when we have the chance to change the triggerword, do we need an alternate ?

By the way : I just finished makiing new packages including endgamesound ..

People LOVE IT :D

I have the theme of Jeopardy running during the voting session :)
 
Last edited:

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
if we have the option to change triggerword with a simple ini change, I see no use for alternates.
 

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
on my work laptop..but it won't open. Just flashes for half a second with a dialog I can't read...will try at house in an hour or so...is it looking for a specific path/file?
 
Last edited:

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
was trying with 46...works great with 47 :clap: ..strips '#' successfully...selected filename correctly...
 

ProAsm

Active Member
Mar 20, 2002
2,108
0
36
www.proasm.com
Great thanks, although I have struck a few minor obstacles.
The fixed items like the NewGameSound, MidGameSound and EndGameSound.
I had to give these 3 items Fixed triggernames - newgame, midgame and endgame.
Now this should be ok as you have no need to change the Triggernames for fixed events simply because there are no Trigger events as the timer triggers them.
You can however change the Soundname to something else.
Code:
Zounds=(Soundname="newgame", Triggername="newgame", SoundFilename="", Hidden=True, AdminOnly=False)
Zounds=(Soundname="midgame", Triggername="midgame", SoundFilename="", Hidden=True, AdminOnly=False)
Zounds=(Soundname="endgame", Triggername="endgame", SoundFilename="", Hidden=True, AdminOnly=False)
Then there is the Hello and ByeBye sounds, these I have had no choice but to fix the Soundnames and they default with the same Triggername.
Code:
Zounds=(Soundname="hello", Triggername="hello", SoundFilename="", Hidden=True, AdminOnly=False)
Zounds=(Soundname="byebye", Triggername="byebye", SoundFilename="", Hidden=True, AdminOnly=False)
It is also imperative that the Admin adds the correct SoundFilename in each of the above cases.
Otherwise things are coming along well.
Oh, the other thing I had to do was restrict the total number of trigger words that can be displayed when a player calls a Mutate Zounds as it is now possible to have 1000's of sounds.
It would be interesting to know if UT2004 restricts us with a Struct as well or whether there can be 1000's of entries.

There is one BIG difference in doing things this way and you guys are going to have to test very carefully for lag and server slowdown.
With the old way where we had a fixed 250 sounds max, and with strict structuring, everytime Zound started it loaded all the sounds into memory and worked from there which would bring CPU time down to next to nothing.
However the new way where Zound now works with a unknown and indefinate amount of sounds, the lookup or sound search happens live and on the fly which could be a problem and may force us to abandon the new method and go back to the current method.
This is one of the main reasons I restrict UT2Vote to 50 games and 50 mutators.

Oh one more restriction I had to do as I ran into a problem with the Random Sounds.
This restriction is that the other random sounds MUST be in the same file as the primary sound, also the random sounds do not need to be defined in the Zounds=
Example:
Code:
Zounds=(Soundname="game@3", Triggername="game", SoundFilename="", Hidden=False, AdminOnly=False)
In this case the actual sound files would be: game - game1 and game2 which I think is the same as now.
Only game needs to be defined as a Triggername as long as the other 2 exist in the same filename as game.
Zound will now strip the @3 and add the appropriate number next to the sound name.
 

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
i see no issues with the above limitations.. also just noticed that the convert prog added HideSound=True to those that had '#' in front... VERY NICE!.

CPU usage is a biggie...will be anxious to test..
 

ProAsm

Active Member
Mar 20, 2002
2,108
0
36
www.proasm.com
Well I finally got it working - well on local anyway - what a battle.
I'll see if I can get a beta out asap as we gonna need to test everything to see if it all works how its supposed to.
 

hmishima

New Member
Sep 10, 2004
181
0
0
Per one of my Admins:

This one breaks the chat logging. I switched back to v46.

I tried it with UTVote49 & 47, chat log still broke. It tok awhile for me to fix the chat logging, for whatever it did, it was broke even when I went back to zounds46. I had to reinstall my backup & troubleshoot it to make sure that was it.

I confirmed zounds48B1 does break the chat logging for sure. The triggers work though.
 

utw-Mephisto

Guilty
Nov 20, 2004
503
0
0
49
Gibraltar
Sorry that I cannot test everything in the moment ..

I have serious server problems which is hard to fix during my shift already anyway ...

Sorry :(