Raised This Month: $51 Target: $400
 12% 

Say Sounds (including Hybrid Edition) (4.0.8)


Post New Thread Reply   
 
Thread Tools Display Modes
Noitartsiger
Member
Join Date: Jul 2011
Old 04-22-2013 , 03:55   Re: Say Sounds (including Hybrid Edition) (4.0.6)
Reply With Quote #971

acidreign420 pls provide some more info (game, OS, have you run that plugin before the steampipe, version of MM and SM, does it show download on connection, maybe describe it more precisely)

Have you configured your fastdl, downloadurl and say-sounds.cfg correctly?
Noitartsiger is offline
friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 04-22-2013 , 06:44   Re: Say Sounds (including Hybrid Edition) (4.0.6)
Reply With Quote #972

Cant you just vpk the files, and add only the vpk you make to the downloads table instead of each file individually? Vpks should preserve dir structure
__________________
Profile - Plugins
Add me on steam if you are seeking sp/map/model commissions.
friagram is offline
gH0sTy
SourceMod Donor
Join Date: Jul 2008
Location: DE
Old 04-22-2013 , 13:49   Re: Say Sounds (including Hybrid Edition) (4.0.6)
Reply With Quote #973

As far as I know nothing changes from the server point of view.
Sounds still go into the <game>/sound folder and the fast download structure will be the same as before the Steampipe conversion.
The only change is that all downloaded files like sounds and maps will be downloaded to the "download" folder on the client side.
The custom folder is just for modifications of default game files like a custom scoreboard etc.
gH0sTy is offline
DragonLight
SourceMod Donor
Join Date: Aug 2011
Old 04-22-2013 , 23:34   Re: Say Sounds (including Hybrid Edition) (4.0.6)
Reply With Quote #974

It is borked for SteamPipe...however it is fixable it looks like. I was digging through it and found the Native that was causing the issue.

Code:
/**
 * Opens a sound file.
 *
 * @note Sound files are closed with CloseHandle().
 *
 * @param file                File to open
 * @param relativeToSound    if true, it is relative to the sound directory, otherwise you have to build the path yourself
 * @return                    A Handle to the sound file, INVALID_HANDLE on open error.
 */
native Handle:OpenSoundFile(const String:file[], bool:relativeToSound=true);
It looks like it looks for the sound files in the /sound file by default from the Native, thats why its throwing the invalid error. (since SteamPipe now puts them into the /download folder with sound path there instead.

Line 1584 is where its getting hung up at. It's trying to get SoundLib to open the file and read the sound length + sampling rate.

Last edited by DragonLight; 04-22-2013 at 23:34.
DragonLight is offline
gH0sTy
SourceMod Donor
Join Date: Jul 2008
Location: DE
Old 04-22-2013 , 23:49   Re: Say Sounds (including Hybrid Edition) (4.0.6)
Reply With Quote #975

Don't put your sounds files in the download folder on the server.
If they've been put in the download folder during the Steampipe conversion put them back to the sound folder.
gH0sTy is offline
Webster
New Member
Join Date: Sep 2007
Old 04-23-2013 , 02:42   Re: Say Sounds (including Hybrid Edition) (4.0.6)
Reply With Quote #976

I wish there was a cvar to disable the karaoke menu. I don't use Karaoke, and most people don't that use this plugin. My admins just see this useless Karaoke option in the menu.

It's working great besides that. Thank you for sharing.
Webster is offline
Send a message via MSN to Webster Send a message via Yahoo to Webster
Miss.Xantis
Senior Member
Join Date: Oct 2009
Old 04-23-2013 , 02:48   Re: Say Sounds (including Hybrid Edition) (4.0.6)
Reply With Quote #977

Quote:
Originally Posted by gH0sTy View Post
As far as I know nothing changes from the server point of view.
Sounds still go into the <game>/sound folder and the fast download structure will be the same as before the Steampipe conversion.
The only change is that all downloaded files like sounds and maps will be downloaded to the "download" folder on the client side.
The custom folder is just for modifications of default game files like a custom scoreboard etc.
If i put the sounds only in the <game>/sound folder, it is not working. If the sounds are
in the costum folder too, everything is fine.
__________________
Miss.Xantis is offline
ws70713
Junior Member
Join Date: Aug 2008
Old 04-27-2013 , 04:04   Re: Say Sounds (including Hybrid Edition) (4.0.6)
Reply With Quote #978

it always show this message "
[Sound] S_StartSound(): Failed to load sound '***\****.wav'. File is missing from disk/repository.

I'm sure the files are exist in server and client

and my sound folder is already set in the white_list

the sound files download correct in game

but no sound played when I type the triggers and show that message in console

can anyone help me?? CS:GO server

sorry for my bad English...XD...

Last edited by ws70713; 04-27-2013 at 04:05.
ws70713 is offline
Noitartsiger
Member
Join Date: Jul 2011
Old 04-27-2013 , 04:28   Re: Say Sounds (including Hybrid Edition) (4.0.6)
Reply With Quote #979

Quote:
Originally Posted by Webster View Post
I wish there was a cvar to disable the karaoke menu. I don't use Karaoke, and most people don't that use this plugin. My admins just see this useless Karaoke option in the menu.

It's working great besides that. Thank you for sharing.
Look for cvars and change adminflag level.

/addons/sourcemod/config/admin_overrides.cfg
Quote:
"sm_karaoke" "z"
Noitartsiger is offline
lyric
Veteran Member
Join Date: Sep 2012
Old 05-01-2013 , 10:19   Re: Say Sounds (including Hybrid Edition) (4.0.6)
Reply With Quote #980

i can confirm that steampipe did not break this
__________________

Last edited by lyric; 05-01-2013 at 10:31.
lyric is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 03:29.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode