When replacing sounds in your PWAD, is there any specific frequency/filesize/etc. that they have to be? I'd just like to have custom sounds working in this latest WAD, if you know what I mean.
Shadow Hog said:First off, I made a SOC that gave Crawlas seesounds and deathsounds (Mario sounds, to be specific; they'll be what I replace in the long run). The deathsounds play as expected. The seesounds don't, even if the Crawla is within 128 units from me when I alert it of my presence. I tried Blaze's "set pitch to 67" trick. Doesn't help. How can I make the seesounds work? If I'm not mistaken (and I could be since this is ZDOOM I'm thinking of) DOOM had a flag that made seesounds emited by a boss character (Cyberdemon, Spider Mastermind, John Romero) audible no matter WHERE in the level you were. Is this still around, and if so, how can I activate it in a SOC?
Also, where are the Thing definitions? Not that I can guarantree I REALLY need that, but it could come in handy.
I. Understand. That. But. Since. Some. Things. Are. Similar. I. Feel. The. Need. To. Double. Check. What. Has. And. Hasn't. Carried. Over. So. I. Can. More. Accurately. Figure. Out. What. I. Can. And. Can't. Do. With. SOC. Editing. In. This. Case. The. Feature. Was. Removed. But. It's. No. Biggie. Since. Crawlas. Don't. Have. Seesounds. Anyway.SSNTails said:This. Isn't. Doom.
Mystic said:*sweatdrop*
*turns around and walks back out the way he came in*
#Patch File for SRB2 Final Demo v1.1
#Note: Use the pound sign ('#') to start comment lines.
SRB2 version = 11
# Things (all four of them)
# Blue Crawla, Guard
Thing 1
reactiontime = 3
raisestate = 91
missilestate = 49
seesound = 118
deathsound = 119
painchance = 775
# Red Crawla, [Sorry, it's a secret to everybody]
Thing 2
reactiontime = 3
raisestate =
seesound = 120
deathsound = 121
painchance = 775
# SYN-Gunfire
Thing 91
seesound = 122
# Put turret-fire here when you figure out its Thing #
# Sounds
# [Guard's seesound] - Guard sees Sonic
Sound 118
pitch = 67
# [Guard's deathsound] - Sonic plows through guard
Sound 119
pitch = 67
# [Secret-guy's seesound] - [still secret] sees Sonic
Sound 120
pitch = 67
# [Secret-guy's deathsound] - Sonic plows through [yup, secret]
Sound 121
pitch = 67
# Guard fires
Sound 122
pitch = 67
# [no, it's not un-secret yet] fires
Sound 123
pitch = 67
# Fourth frame of Guard walking; loop to first
Frame 48
next = 45
# Guard shoots 1/5 (Guard faces Sonic)
Frame 49
action A_FaceTarget
duration = 5
# Guard shoots 2/5 (Guard raises gun)
Frame 50
action NULL
duration = 5
# Guard shoots 3/5 (Guard fires)
Frame 51
action A_JetgShoot
duration = 1
# Guard shoots 4/5 (Guard stops firing)
Frame 52
action NULL
duration = 9
# Guard shoots 5/5 (Guard puts gun down, goes back to running)
Frame 53
action NULL
duration = 5
next = 45