Beiträge von IzNoGoD
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Why not just combine the two?
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Stock soundalias files (at least on cod2) have much more valuable information in them as well:
Code- ,,"If the first column for a row is blank, then the row is ignored",,,
- ,"If the first column for a row is blank, then the row is ignored",,,,
- # The first non-comment line of a sound alias file specifies the key name for all values appearing in this column.,,,,,"# If the text in the first column of a row starts with a # character, the row is ignored"
- "# This means it is safe to swap entire columns around, though you should never swap partial columns.",,,,,
- "# You can invent new keys, but the game will ignore them if it doesn't know about them.",,,,,
- "# You can leave out keys, but the ""name"" and ""file"" keys must always be present.",,,,,
- ,name,name of the alias that is used to play this sound (required),,,
- ,sequence,"used to uniquely identify alias entries when more than one sound goes to an alias, used only to catch unwanted duplicates (default = 0)",,,
- ,file,the name of the file that contains the sound data (required),,,
- ,vol_min,"0 is silent, 1 is full volume (default = 1)",,,
- ,vol_max,"0 is silent, 1 is full volume (default = same as vol_min)",,,
- ,vol_mod,"blank causes no effect on vol_min and vol_max, otherwise the string must match a string in the volumemodgroups.def file and the value in that file corresponding to that string will be used to adjust vol_min and vol_max, clamped to the valid range",,,
- ,pitch_min,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = 1)",,,
- ,pitch_max,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = same as pitch_min)",,,
- ,dist_min,"within this distance in inches, the sound is always full volume (default = 120)",,,
- ,dist_max,"outside this distance in inches, the sound is not started. If left blank or set to 0, the sound will play from any distance. This does not affect sound volume falloff.",,,,,,,,,,,,,,,,,,,,,
- ,channel,"auto, menu, weapon, voice, item, body, local, music, announcer (default = auto)",,,,,,,,,,,,,,,,,,,,,
- ,type,primed (a streamed sound which gets primed on some platforms) / streamed / loaded (default = loaded),,,,,,,,,,,,,,,,,,,,,
- ,probability,weight to use for the weighted probability of playing this sound instead of another sound (default = 1),,,,,,,,,,,,,,,,,,,,,
- ,loop,"whether this sound is ""looping"" or ""nonlooping"" (default = ""nonlooping"")",,,,,,,,,,,,,,,,,,,,,
- ,masterslave,"if ""master"", this is a master sound. If a number, then this sound's volume will be multiplied by that number (a percentage between 0 and 1) any master sound is playing. If blank, then neither master nor slave.",,,,,,,,,,,,,,,,,,,,,
- ,loadspec,"space-separated list of which maps should use this alias; eg, ""burnville dawnville"". If blank, the alias is used on all maps.",,,,,,,,,,,,,,,,,,,,,
- ,compression,"a string corresponding to an entry in ""XMAUpdate.tbl"" which is used to determine compression by XMAUpdate.exe",,,,,,,,,,,,,,,,,,,,,
- ,secondaryaliasname,"defined the name of an additional sound alias to play in addition to the current alias being played. Note that it is an error for the secondaryalias to also define a secondaryaliasname (eg, if B is a secondaryalias of A, B is not allowed to have its own secondaryalias).",,,,,,,,,,,,,,,,,,,,,
- ,volumefalloffcurve,if blank uses the linear curve which can not be changed. A string 'XXXX' corresponds to the curve defined by the file 'soundaliases/XXXX.vfcurve',,,,,,,,,,,,,,,,,,,,,
- ,startdelay,defaults to no delay. The value is the number of milliseconds to delay starting the sound by,,,,,,,,,,,,,,,,,,,,,
- ,speakermap,if blank uses the default speakermappings which cannot be changed. A string 'XXXX' corresponds to the speakermap defined by the file 'soundaliases/XXXX.spkrmap'. ,,,,,,,,,,,,,,,,,,,,,
- ,reverb,"blank means the alias is affected normally by wet and dry levels, ""fulldrylevel"" forces the alias to use a full drylevel (ignoring the global drylevel), ""nowetlevel"" forces the alias to use no wetlevel (ignoring the global wetlevel)",,,,,,,,,,,,,,,,,,,,,
- ,lfe percentage,this determines what percentage of the highest calculated spatialized speaker volume should be passed to the LFE. blank means no LFE for the sound,,,,,,,,,,,,,,,,,,,,,
- name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage
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I'm using
sound,jumpersheaven_mod,,all_mp
to compile my mod, but you mgith have to replace all_mp with your map name. I'm not sure.
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Soundalias file there?
Lines in soundalias file correct?
Soundalias file in raw files?
Soundalias included in .csv? -
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Here's a different database thingy I've been working on for JH: https://other.jumpersheaven.com/walkthroughs.php
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Cleaned a mechanical keyboard a while back, takes forever and will never feel the same again. Would advise against it.
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even if the .map came from a previous conversion JH session --> .map ?
Not possible, sorry.
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possible to create a jh session from a .map file?
No, because the script cannot properly identify the individual platforms from your .map.
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Working on an UI update for the converter page. Sneak peak (probably not fully functional yet) here: https://builder.jumpersheaven.com/index2.php
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Did anything come of this in the end? CJ Surf sounds fun
JH got a alpha-version of a surf script I made a long time ago, it's not as good as this one, but it's still online. Just vote for surf_utopia on JH servers.
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Just revamped the export utility. It should now also properly handle rotations around multiple axes. Same for bouncebuilder v1 now too.
Export from JH session to .map also functional.
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If distance is a problem I'd suggest you look at the JumpersHeaven servers (sorry for the advertisement). I have multiple servers worldwide, covering almost all continents pretty well.
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Technically, since cod4x 1.8 server is distributed as LGPL the mod's sources should be publicly available. Sadly, only the developers can enforce this, and afaik they haven't done so yet.