Sound-Designer needs help with Coding of Models

Developer discussion of experimental fixes, changes, and improvements.

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  • Hi Guys,

    Unfortunately, I don't have a clue how to make my new player-sounds work IN-GAME with the Nexuiz-Engine, ...i'm a sound-guy, but i'm certainly NOT a coder.

    I seriously need some help to get this going - because if I can't test my sounds 'in-game' to see how they work, then we're going nowhere.

    Please do NOT expect me to understand how to do coding guys, ...I just need some DIRECT help in activating these sounds. (I need CLEAR concise step-by-step examples and directions) Please, just pretend that you're talking to someone who knows NOTHING about coding for Nexuiz, ...cause that's me. (I don't care about deflating my personal ego in admitting this, because Nexuiz's game development means more to me than my being a Coding N00B!)

    Once I learn some basics, ...sure, hopefully later I wont need any help.

    But for now? I just want to get this thing going because we ALL want quality sound for Nexuiz! ...Right?

    So please, someone who is effective in coding - PLEASE HELP ME!!! (This means talk to me in very simplistic everyday language), ...because I don't understand some of the terms you guys use, and I especially DON'T know what all the game abbreviations mean.

    I downloaded the newest SVN version of Nexuiz, (What DOES 'svn' stand for anyway?) Yet in singleplayer against BOTS, my gun stops working soon after I begin gameplay - and I can't switch weapons at all, ever??? (I need help with that as well, because as a sound-guy, I test my sounds in-game quickly by making my own server, ...not joining someone elses server - which sometimes takes a long time due to custom downloads).

    In a nut-shell:
    1) I need to know HOW to activate my sounds for each player-model.
    2) How do I affect the sound-play-time of the game-engine so that sounds CAN overlap without being cut-off, and also the play-time-length of each sound.
    3) Why can't I fire my guns in SinglePlayer, or change weapons?

    Anyway - Thanks in advance for any help you guys can offer me!

    Cheers!

    ~Tenshihan
    Tenshihan
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Mon Sep 08, 2008 12:39 pm

  • 1) I need to know HOW to activate my sounds for each player-model.


    For testing the easiest way would be to name them as already existing ones and replaces old ones.
    Non-existing sounds are probably commented out in the code by div, so you might need to uncomment that and recompile.

    2) How do I affect the sound-play-time of the game-engine so that sounds CAN overlap without being cut-off, and also the play-time-length of each sound.


    Don't know. In original quakec there is sound() function and whole sound file is played. DarkPlaces might have a special builtin.

    3) Why can't I fire my guns in SinglePlayer, or change weapons?


    This is because you got a svn version. Svn stands for subversion, which is a revision control system (you might have heard cvs, mercurial, git, etc...) This system lets programmers work concurently and the version you get using svn is development (not stable) one. You should not expect everything working correctly, but you might visit irc.anynet.org #alientrap (nexuiz developers channel) and report bugs here. Your svn version might not work just because recently esteel added tourney into nexuiz, which have broken some things.

    To update already checked out nexuiz, use the same procedure:

    Code: Select all
    svn co svn://svn.icculus.org/nexuiz/trunk YourNexuizSvnDirectory

    Your work is great, btw.
    Alien
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Mon Sep 08, 2008 2:37 pm

  • 1) I need to know HOW to activate my sounds for each player-model.

    Look at sound/player/default.sounds. Make a copy of it, and name it models/player/pyria.zym.sounds (IIRC). That file will be used for pyria then. It references the sound files. The number at the end is 0, or a number > 0. If it is > 0, a random number from 1 to it will get appended to the file name.

    2) How do I affect the sound-play-time of the game-engine so that sounds CAN overlap without being cut-off, and also the play-time-length of each sound.

    You can't, on one sound channel (of one purpose) only one sound can play.

    3) Why can't I fire my guns in SinglePlayer, or change weapons?

    Get/make a newer svn build, the bug has been already fixed.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Mon Sep 08, 2008 3:13 pm

  • Thanks about my Work, Alien! :)

    However my friend, I'm afraid that I'm a complete and utter n00b when it comes to terms like "uncomment that and recompile", farless the part about the code? (svn co svn://svn.icculus.org/nexuiz/trunk YourNexuizSvnDirectory) ....I have NO idea what that means or entails.

    I think I should do it all this way instead; From now on - I will just make the sounds that the ADMIN ask for, ...and then I will let THEM do the coding. ;)
    Yeah, ...that's a better decision on my part I think, ...no unnecessary problems.

    I just wish I knew more when it comes to 'Coding'.
    Tenshihan
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Mon Sep 08, 2008 4:15 pm

  • divVerent wrote:1) I need to know HOW to activate my sounds for each player-model.

    Look at sound/player/default.sounds. Make a copy of it, and name it models/player/pyria.zym.sounds (IIRC). That file will be used for pyria then. It references the sound files. The number at the end is 0, or a number > 0. If it is > 0, a random number from 1 to it will get appended to the file name.

    2) How do I affect the sound-play-time of the game-engine so that sounds CAN overlap without being cut-off, and also the play-time-length of each sound.

    You can't, on one sound channel (of one purpose) only one sound can play.

    3) Why can't I fire my guns in SinglePlayer, or change weapons?

    Get/make a newer svn build, the bug has been already fixed.


    Damn! Yesterday I just downloaded a version 8484 dated Sept 1st, 2008, ...is there one more recent than this? Of so, can you send a link please? Thanks in advance! :)
    Tenshihan
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Mon Sep 08, 2008 4:26 pm

Mon Sep 08, 2008 6:24 pm

Mon Sep 08, 2008 8:34 pm

  • Actually you almost don't need to compile anyhting.

    1 step.

    Get nexuiz from svn repository. You need a svn client (it's simply an app) from http://subversion.tigris.org/. I hope you can use/know what command line is, so you need call svn client from it:
    Code: Select all
    svn co svn://svn.icculus.org/nexuiz/trunk YourNewDir


    svn is client's name, co is command which means checkout, svn://.... url to svn nexuiz repository, YourNewDir is a folder where Nexuiz will be downloaded. Each time you want to update your Nexuiz codebase, you'll need to rerun the command above.

    Nexuiz is updated by devs more than 10 times a day, so don't be so surprised that your version is too old.

    2 step.

    Now you need game engine, which is called darkplaces. You can get it from here:
    http://icculus.org/twilight/darkplaces/files/ Search for a newest build for your OS. Place the binary file with all libs into yours NexuizFromSVN folder root.

    3 step.

    Nexuiz is actually a content and game logic coded in quakec (scripting language a bit similar to c). This is the only thing you need to compile to get it running. There are several quakec compilers available, but nexuiz team uses fteqcc for that. The easiest way would be to find this compiler inside 2.4.2 release sources directory, Now you need to copy the fteqcc binary to each of NexuizFromSVN/data/qcsrc menu, client and server folders and run it. It will produce (compile) several files like progs.dat, progs.lno, cprogs.dat, menu.dat in NexuizFromSVN root folder. These files are game logic files which are run by Virtual Machine inside Darkplaces.

    4 step.

    Run darkplaces. It will find that the game is Nexuiz. That's all.
    Alien
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Tue Sep 09, 2008 2:56 am

  • Just wondering everyone, ...are you guys assuming that I'm using Linux?

    Unfortunately, I'm not. Sorry if you are dissappointed.

    I have a modified version of 'WinXP Home Edition' for my Alienware Notebook.

    As I stated earlier, I really don't have ANY clue about the codes you guys are mentioning, so I'm just going to stick to making sounds, and let you coders do the rest to make it work in the game.

    Cheers,

    ~Tenshihan
    Tenshihan
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Tue Sep 09, 2008 7:05 am

  • I am just making a new public svn build, after I finally got the bug with the portal weapon fixed. It still prints some debug messages, just ignore them.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Tue Sep 09, 2008 7:22 am

  • Tenshihan wrote:Just wondering everyone, ...are you guys assuming that I'm using Linux?

    Unfortunately, I'm not. Sorry if you are dissappointed.



    Almost makes no difference, because Windows has it's own command line (start menu --> run application type in "cmd" and hit enter)

    SVN works from there too, or, even better, Tortoise SVN is a very user friendly SVN client, with gui so you don't have to do any woodoo magic in console ;)

    Btw here's how to compile on windows:
    http://forums.alientrap.local/viewtopic.php?t=2351

    (usual linux-user rant: In case you don't run into any hardware problems, you really should try linux, eg. ubuntu. It's very easy clickety-click install [some unexperienced useres say it's even more easier then windows], and in case your laptop has na Nvidia GPU inside, Nexuiz willl even perform better on linux :) )
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Tue Sep 09, 2008 8:20 am

  • It doesn't matter that you use windows or linux or mac. Svn client works everywhere.
    Alien
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