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Unknown Worlds Forums > Natural Selection > Natural Selection Creation > Mapping Forum > Mapping Help and Troubleshooting
PogoP
Is there something I'm doing wrong here? I'm an experienced half life mapper, but with ns door sounds, in the official maps, they have their own sounds not the half life ones. But when I make a door, the drop down sounds are the half life ones, not the ns ones. What am I doing wrong here? XD
Sorcerer
The dropdpwn menu is the same, the names are the same, but the sounds are not.
The old vanilla halflife sounds where replaced with new ns specific ones. But they simply replaced the old ones with new ones, instead of keeping the old ones and creating additional new ones.
Ah well smile-fix.gif
PogoP
Well mine remain the original half life sounds. Anyone have any suggestions as to what I'm doing wrong?
PogoP
Bump. Please guys this is spoiling the fun of mapping sad-fix.gif
PogoP
You know, I bet if someone like Flayra (If he mapped) made a topic like this, you'd all be over it like flies on a cake. tounge.gif

Please guys, can anyone tell me what's going wrong here? I hate to bump but I want to sort my problem...
Confused
my experience has been similar to yours, that the door sounds are in fact the default hl ones. there is an easy work around for this problem. it does incease teh number of entites used. essentially you have three parts

a button or trigger of some type which triggers "door"

a door named "door" which moves for say three seconds

and a three second long sound named "door"

and bingo you have a sweet sounding door. i believe that there is even a folder of door sounds in your nsp/sounds directory but as i no longer own a pc its a little difficult ot verify. any way i hope that puts you on the right heading.
PogoP
eah that would work quite well. I will use that if I cannot fix this, but can anyone explain why the sounds haven't changed in the first place? I checked the fgd, it's the latest one.
Rendy_CZech
Not all door sounds are changed
Merkaba
Sorry if I'm not understanding the problem quite right, but here's the deal:

The names of the sounds in the .fgd have not been changed, but the sound files *have*. So if you choose the first sound in the pulldown list and play the map in HL, you'll get the original sound, but if you play it in NS then you'll get NS's sound for the same 'slot'. The only problem is that the .fgd hasn't been modified to update the description of the sounds (and so they remain the same as Half-Lifes).

If you want to find the right sound to use, you could make a test map with say 6 doors all with different open/close sounds, and then try opening them all out and see which one you like.
brute_force
I think in nsp/sounds/doors/ there are some sounds, like doormove1.wav or doorclose3.wav or similar. Check them out and see if there's any that you like.
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