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Odaydayz

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Everything posted by Odaydayz

  1. I ended up making a map specific folder with its own edited .ogg and .sndshd because there is no fade out for hum01 which makes it sound very weird without its loop. I appreciate the follow up @datiswous but I think I can handle the rest of it from here. Unless, something new comes up. In that case, I know where to look and ask. ==================== Since we all know what, "Thief" is and we agree to see more of it, this site is another family to me @thebigh.
  2. Thank you very much @datiswous & @JackFarmer. Making, "looping" a //comment in the shader's definition fixed the problem but digging the folder for it was not a pleasant experience. For anyone who encountered the same issue, "hum01"'s definition is located in, tdm_sound_ambient_decls01.pk4\sound\tdm_ambient_ambience02.sndshd
  3. No, I checked it out and there is only that one speaker as the map is still on its early stages.
  4. Hello, I'm new here. I started designing a map with the, "Dark Radiant" 2.14.0 64x and test it with, "The Dark Mod" 2.09 64x. I wanted to add a simple sound that plays when the player enters the map once. Unfortunately, there's this weird issue with the speaker that plays the sound that I added. I went through, "The Dark Mod Wiki" but with no luck what so ever. Speaking of the issue, I simply added a speaker with the sound, "hum01" with s_global 1, s_looping 0, and s_volume -5. The speaker kept looping ingame. I tried dmapping, tried not including the s_looping to the speaker's entity, and tried removing the s_global but the speaker kept looping. I know that scripting will make things much easier for me but I'm new to Python. Can anyone help if I missed something, used the wrong version of something, or its an actual bug in something? (The entity is a normal speaker inside an already made room added by right-mouse clicking on the orthographic view and choosing the, "Create speaker..." option.) Thank you, Odaydayz
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