Bumbleson on 6/5/2005 at 20:04
Each time the editor starts up I get a big window with four areas, one of them listing missing sound resources. It says the 5 sounds from ka1_cini1 to ka1_cini5 are missing (and that I lose data if I save this map - what the... there's no map loaded! :confused: ). I get this error since I made a script that plays the schema ka1_cini (belongs to keeper assassins). When I was about to select the schema in the script window and it began to read in the schemas, I closed the editor out of impatience (to the devs: how in the world did you ever complete a mission when you had to wait so long for the schema browser to open? Were you using a (
http://en.wikipedia.org/wiki/Blue_Gene) Blue Gene computer or something? :p ). Next time I started it, the error came up. I've already unpacked the whole sounds folder from the editor archive to my editor directory again, but without success.
nomad of the pacific on 6/5/2005 at 20:24
I got rid of it by extracting the sound files using Sound Drone and dumping them in the appropriate folder. :)
Bumbleson on 7/5/2005 at 06:14
Arghh...so it's not a damaged file, it's just unable to find the WAVs !?
So I'll have to unpack every damn sound I will ever use in a script in the future? Unbelievable... :erg:
nomad of the pacific on 7/5/2005 at 08:14
That's what I thought, too. There's got to be an easier way. Anyone have any ideas? Changing the schema properties or something? If not, we'll have to ship the .WAV and .OGG files with the FMs. :(
(BTW, Bumbleson, FFR, did my suggestion get rid of your error?)
Bumbleson on 7/5/2005 at 08:32
Yes, the error is gone. But it would be ridiculous if we really would have to extract every sound we want to use. I think it might have to do with block loading. The editor doesn't use block loading by default (that's why it takes so long to load a map for playtesting), but the documentation is somewhat unclear about how to change this and what that would mean for the editing environment.
nomad of the pacific on 7/5/2005 at 08:51
Maybe I'll script some sounds in my FM without extracting them and convert the FM to an .IBT and try to run it in my non-editor installation to see if the game will read the sounds without having to ship the sound files. Whether it works or not, at least we'll have a clue what we're up against.
Jadon on 7/5/2005 at 17:32
You could just ignore it; after all when you play it still finds the sound schema right?
If you could get the schemas to loaded on program startup I think that would work too but you would wait 10 minutes just to view a level.
nomad of the pacific on 7/5/2005 at 20:40
I'm not sure if calling up the sounds from a script will work the same as they're usually used in the game. That's why I think experimentation is in order. I really hope I'm wrong, though.
Bumbleson on 7/5/2005 at 21:30
Quote Posted by Jadon
You could just ignore it; after all when you play it still finds the sound schema right?
Yes, it does. But I would prefer a setup in which the editor knows that the schemas are present without loading all of them at startup, but also without having to extract them.