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Missing Sounds in console #1196
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Missing Sounds in console #1196
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Appears on rogue, could you add them? Found in level_sounds_coast |
could you elaborate, is this a file path or the name of a file, where is this |
no |
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@AdamTadeusz @DESTROYGIRL is there anything left that should be changed in this PR? |
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I started looking at any possibility of mounting sounds used in specific maps separately but didn't find anything save for map specific soundscapes, so the coast leech sounds might have to be added in here still |
It's not really map specific, if we want map makers to be able to utilise the entity in their own maps and not have this error we'll need to add it in. Alternatively you could change CTriggerWateryDeath to reference the raw sound rather than the soundscript but seems pointless |
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the uggh is because the leeches are kinda uggh we should make water that kills you like irradiate you or something instead |
Don't uggh me young man it's a far better explanation than magical hurt water |
sunzenshen
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I hope these asset pointers disappearing do not explode things in a subtle way down the line, but I like the cleanup.
Description
Summary of changes made to solve PrecacheScriptSound errors:
PrecacheScriptSound 'weapon_crowbar.melee_hitworld' failed, no such sound script entry
remove Weapon_Crowbar.Melee_HitWorld from melee_hit_world (unused in rebuild and most likely in og)
override surfaceproperties_hl2.txt removing surface group "crowbar" (not used in any material in rebuild or og or source sdk 2013 mp)
remove melee_hit_world from weapon_knife.txt (not used)
PrecacheScriptSound 'NPC_CombineS.ElectrocuteScream' failed, no such sound script entry
override scripts/talker/response_rules.txt with a blank text file
Could also be solved by not building AI_ResponseSystem.h (I don't think we have any plans for talking ai) but the
file is referenced in many other places
PrecacheScriptSound 'npc_citizen.die' failed, no such sound script entry
solved by NPC_CombineS.ElectrocuteScream
PrecacheScriptSound 'FX_AntlionImpact.ShellImpact' failed, no such sound script entry
remove CBaseEntity::PrecacheScriptSound( "FX_AntlionImpact.ShellImpact" ); from neo_client.cpp
remove call to FX_AntlionImpact in fx_impact.cpp
PrecacheScriptSound 'Bullets.DefaultNearmiss' failed, no such sound script entry
add Bullets.DefaultNearmiss from source sdk base 2013 mp scripts/game_sounds_weapons.txt to game_sounds_weapons.txt
(we're currently purposefully precaching these three in neo_client.cpp, a bit of work to remove all references to
FX_TracerSound, could instead remove references to these three from FX_TracerSound and not precache?)
PrecacheScriptSound 'Bullets.GunshipNearmiss' failed, no such sound script entry
add Bullets.GunshipNearmiss from source sdk base 2013 mp scripts/game_sounds_weapons.txt to game_sounds_weapons.txt
(see above)
PrecacheScriptSound 'Bullets.StriderNearmiss' failed, no such sound script entry
add Bullets.StriderNearmiss from source sdk base 2013 mp scripts/game_sounds_weapons.txt to game_sounds_weapons.txt
(see above)
PrecacheScriptSound 'weapon_m41s.npc_single' failed, no such sound script entry
comment out CBaseEntity::PrecacheScriptSound("weapon_m41s.npc_single");
m41s uses weapon_m41s.single for npcs firing the gun
PrecacheScriptSound 'AlyxEmp.Charge' failed, no such sound script entry
Used in several places when teleporting or materializing weapons, so added AlyxEMP.Charge from base game_sounds_weapons.txt
(not that we never do those things, so could remove from all these places too)
///////
PrecacheScriptSound 'Weapon_SMG1.Empty' failed, no such sound script entry
PrecacheScriptSound 'Weapon_RPG.Single' failed, no such sound script entry
PrecacheScriptSound 'Weapon_RPG.NPC_Single' failed, no such sound script entry
PrecacheScriptSound 'Weapon_RPG.LaserOn' failed, no such sound script entry
PrecacheScriptSound 'Weapon_RPG.LaserOff' failed, no such sound script entry
PrecacheScriptSound 'Weapon_PhysCannon.HoldSound' failed, no such sound script entry
This one is precached separately right before the other sounds are precached from the weapon script, just ifndef NEO out in weapon_physcannon.cpp
PrecacheScriptSound 'Weapon_PhysCannon.DryFire' failed, no such sound script entry
PrecacheScriptSound 'Weapon_PhysCannon.Launch' failed, no such sound script entry
PrecacheScriptSound 'Weapon_PhysCannon.Charge' failed, no such sound script entry
PrecacheScriptSound 'Weapon_PhysCannon.Drop' failed, no such sound script entry
PrecacheScriptSound 'Weapon_PhysCannon.CloseClaws' failed, no such sound script entry
PrecacheScriptSound 'Weapon_PhysCannon.Pickup' failed, no such sound script entry
PrecacheScriptSound 'Weapon_PhysCannon.OpenClaws' failed, no such sound script entry
PrecacheScriptSound 'Weapon_PhysCannon.TooHeavy' failed, no such sound script entry
////////
For all of the above we build these weapons to resolve externals in places like hl2mp_player etc, these sounds should never play so just changed the weapon scripts for these to not use any of these sounds
PrecacheScriptSound 'WeaponFrag.Roll' failed, no such sound script entry
grabbing from base game_sounds_weapons, used in smoke grenade
PrecacheScriptSound 'Grenade.Blip' failed, no such sound script entry
not building grenade_Frag ends in >140 unresolved externals across like 20 files. BlipSound should never be executed so just ifndef NEO out PrecacheScriptSound("Grenade.Blip") in grenade_frag.cpp
PrecacheScriptSound 'WeaponFrag.Throw' failed, no such sound script entry
stopped building weapon_frag, ifndef neo out references to DropPrimedFragGrenade in hl2mp_player
////////
PrecacheScriptSound 'Weapon_Tachi.Burst' failed, no such sound script entry
PrecacheScriptSound 'Weapon_Tachi.Special1' failed, no such sound script entry
change fire mode sound, nothing is played in original, we're trying to play this sound in rebuild, just using tachi_empty.wav as a placeholder
PrecacheScriptSound 'Weapon_Tachi.Special2' failed, no such sound script entry
PrecacheScriptSound 'weapon_murata.reload' failed, no such sound script entry
PrecacheScriptSound 'Weapon_smac.Special1' failed, no such sound script entry
PrecacheScriptSound 'Weapon_smac.Special2' failed, no such sound script entry
PrecacheScriptSound 'Weapon_mxs.NPC_Single' failed, no such sound script entry
PrecacheScriptSound 'Weapon_mx.NPC_Single' failed, no such sound script entry
PrecacheScriptSound 'Ghost.Special1' failed, no such sound script entry
PrecacheScriptSound 'Ghost.Special2' failed, no such sound script entry
PrecacheScriptSound 'Ghost.Special3' failed, no such sound script entry
PrecacheScriptSound 'Weapon_remotedet.Burst' failed, no such sound script entry
PrecacheScriptSound 'Weapon_remotedet.Special1' failed, no such sound script entry
PrecacheScriptSound 'Weapon_remotedet.Special2' failed, no such sound script entry
PrecacheScriptSound 'Weapon_aa13.Insertshell' failed, no such sound script entry
PrecacheScriptSound 'Weapon_aa13.Pump' failed, no such sound script entry
///////
for all of the above again just commenting out the sounds in the weapon script files unless otherwise stated
///////
PrecacheScriptSound 'NPC_Citizen.RunFootstepLeft' failed, no such sound script entry
PrecacheScriptSound 'NPC_Citizen.RunFootstepRight' failed, no such sound script entry
PrecacheScriptSound 'NPC_CombineS.RunFootstepLeft' failed, no such sound script entry
PrecacheScriptSound 'NPC_CombineS.RunFootstepRight' failed, no such sound script entry
PrecacheScriptSound 'NPC_MetroPolice.RunFootstepLeft' failed, no such sound script entry
PrecacheScriptSound 'NPC_MetroPolice.RunFootstepRight' failed, no such sound script entry
PrecacheScriptSound 'NPC_MetroPolice.Die' failed, no such sound script entry
PrecacheScriptSound 'NPC_CombineS.Die' failed, no such sound script entry
PrecacheScriptSound 'NPC_Citizen.die' failed, no such sound script entry
///////
for all of these just ifndef neo out PrecacheFootStepSounds and PrecacheScriptSound in hl2mp_player.cpp
PrecacheScriptSound 'FX_RicochetSound.Ricochet' failed, no such sound script entry
add FX_RicochetSound.Ricochet from source sdk base 2013 mp scripts/game_sounds_weapons.txt to game_sounds_weapons.txt
(precached in effects.cpp, used in FX_RicochetSound in fx.cpp)
Summary of changes made to solve Cannot figure out which search path sound came from. Not Playing
///////
Cannot figure out which search path sound\physics\glass\glass_strain1.wav came from. Not playing.
Cannot figure out which search path sound\physics\glass\glass_strain2.wav came from. Not playing.
Cannot figure out which search path sound\physics\glass\glass_strain3.wav came from. Not playing.
Cannot figure out which search path sound\physics\glass\glass_strain4.wav came from. Not playing.
Cannot figure out which search path sound\physics\metal\chain_scrape_rough_loop1.wav came from. Not playing.
Cannot figure out which search path sound\physics\metal\chain_impact_hard1.wav came from. Not playing.
Cannot figure out which search path sound\physics\metal\chain_impact_hard2.wav came from. Not playing.
Cannot figure out which search path sound\physics\metal\chain_impact_soft1.wav came from. Not playing.
Cannot figure out which search path sound\physics\metal\chain_impact_soft2.wav came from. Not playing.
Cannot figure out which search path sound\physics\metal\chain_impact_soft3.wav came from. Not playing.
Not used for any surface properties or in code
Cannot figure out which search path sound\physics\body\body_medium_strain1.wav came from. Not playing.
Cannot figure out which search path sound\physics\body\body_medium_strain2.wav came from. Not playing.
Cannot figure out which search path sound\physics\body\body_medium_strain3.wav came from. Not playing.
Cannot figure out which search path sound\physics\metal\canister_roll_loop1.wav came from. Not playing.
Cannot figure out which search path sound\physics\metal\paintcan_roll_loop1.wav came from. Not playing.
Cannot figure out which search path sound\physics\metal\metal_popcan_impact_hard1.wav came from. Not playing.
Cannot figure out which search path sound\physics\metal\metal_popcan_impact_hard2.wav came from. Not playing.
Cannot figure out which search path sound\physics\metal\metal_popcan_impact_hard3.wav came from. Not playing.
ItemSoda.Bounce used in effects.cpp for item_sodacan. Don't have the model for the can anyway so just ifndef NEO out the entire CItemSoda class definition
Cannot figure out which search path sound\physics\cardboard\cardboard_box_strain1.wav came from. Not playing.
Cannot figure out which search path sound\physics\cardboard\cardboard_box_strain2.wav came from. Not playing.
Cannot figure out which search path sound\physics\cardboard\cardboard_box_strain3.wav came from. Not playing.
Cannot figure out which search path sound\physics\cardboard\cardboard_box_shake1.wav came from. Not playing.
Cannot figure out which search path sound\physics\cardboard\cardboard_box_shake2.wav came from. Not playing.
Cannot figure out which search path sound\physics\cardboard\cardboard_box_shake3.wav came from. Not playing.
Cannot figure out which search path sound\physics\plastic\plastic_barrel_strain1.wav came from. Not playing.
Cannot figure out which search path sound\physics\plastic\plastic_barrel_strain2.wav came from. Not playing.
Cannot figure out which search path sound\physics\plastic\plastic_barrel_strain3.wav came from. Not playing.
Cannot figure out which search path sound\physics\plastic\plastic_barrel_roll_loop1.wav came from. Not playing.
Cannot figure out which search path sound\physics\plastic\plastic_box_strain1.wav came from. Not playing.
Cannot figure out which search path sound\physics\plastic\plastic_box_strain2.wav came from. Not playing.
Cannot figure out which search path sound\physics\plastic\plastic_box_strain3.wav came from. Not playing.
Cannot figure out which search path sound\physics\rubber\rubber_tire_strain1.wav came from. Not playing.
Cannot figure out which search path sound\physics\rubber\rubber_tire_strain2.wav came from. Not playing.
Cannot figure out which search path sound\physics\rubber\rubber_tire_strain3.wav came from. Not playing.
Cannot figure out which search path sound\physics\metal\metal_grenade_roll_loop1.wav came from. Not playing.
Cannot figure out which search path sound\physics\wood\wood_strain5.wav came from. Not playing.
Cannot figure out which search path sound\physics\wood\wood_strain6.wav came from. Not playing.
Cannot figure out which search path sound\physics\wood\wood_strain7.wav came from. Not playing.
Cannot figure out which search path sound\physics\wood\wood_strain8.wav came from. Not playing.
Cannot figure out which search path sound\physics\wood\wood_strain1.wav came from. Not playing.
Cannot figure out which search path sound\test\alltypes\sine1116m.wav came from. Not playing.
Cannot figure out which search path sound\test\alltypes\sine2216m.wav came from. Not playing.
Cannot figure out which search path sound\test\alltypes\sine4416ml.wav came from. Not playing.
Cannot figure out which search path sound\test\alltypes\sine448sl.wav came from. Not playing.
Cannot figure out which search path sound\test\alltypes\sine448m.wav came from. Not playing.
Cannot figure out which search path sound\test\alltypes\sine4416sadpcm.wav came from. Not playing.
Cannot figure out which search path sound\test\alltypes\sine2216madpcm.wav came from. Not playing.
///////
Basically all of these are used in 2013 mp sdk surfaceproperties.txt (unless stated otherwise) and the ones that are missing are commented out in surfaceproperties.txt as well so just commenting them out in game_sounds_physics.txt too
Cannot figure out which search path sound\vehicles\v8\first_rev.wav came from. Not playing.
Cannot figure out which search path sound\vehicles\v8\v8_turbo_off.wav came from. Not playing.)
Cannot figure out which search path sound\vehicles\airboat\pontoon_impact_soft1.wav came from. Not playing.
Cannot figure out which search path sound\weapons\airboat\chargeloop.wav came from. Not playing.
Cannot figure out which search path sound\weapons\airboat\shoot.wav came from. Not playing.
These are found in game_sounds_vehicles.txt instead. Again just commenting them out, the sounds themselves don't seem to be used anywhere anymore