worluk said:you are aware that if you replace sounds in the original packages, you cant play online anymore, right?
Phaser said:well if thats the case then whats the point of the sdk?
SasQuatch said:You make new sounds in new packages. You do NOT change the original packages.
From looking at what Xancerman said, you should start moving the sound files into a folder that has NO SPACES in it's name like this:d4v said:here is the sounds I want in the game...
It's all arty sounds named EXACTLY like the ones in your original artillary package.
It's basically a mirror image of the original artillary.uax except some of the sounds are different.
I cannot get these into a new uax packet atall.
plz plz plz tell me how.
Any ideas?Build RedOrchestra_Build_[2005-11-27_10.48]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD Unknown processor @ 2012 MHz with 767MB RAM
Video: NVIDIA GeForce FX 5900ZT (8421)
History: UObject::StaticAllocateObject <- (Sound explo02) <- USoundFactory::FactoryCreateBinary <- UFactory::StaticImportObject <- UEditorEngine::SafeExec <- (NEW SOUND FILE=C:\artillary\explosions\explo02.wav PACKAGE=Artillery.explosions NAME=explo02) <- UEditorEngine::SafeExec <- (AUDIO IMPORT FILE="C:\artillary\explosions\explo02.wav" NAME="explo02" PACKAGE="Artillery" GROUP="explosions") <- UEditorEngine::Exec <- (AUDIO IMPORT FILE="C:\artillary\explosions\explo02.wav" NAME="explo02" PACKAGE).. <- UUnrealEdEngine::Exec <- WDlgImportSound::ImportFile <- WDlgImportSound::OnOk <- WButton::InterceptControlCommand <- WWindow::WndProc <- WWindow::StaticProc <- WWindow::WndProc <- WWindow::StaticProc <- WDialog:oModal <- WDlgImportSound:oModal <- WBrowserSound::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- WBrowserMaster::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- MessagePump <- MainLoop
yeah but it works in singleplayer IF you load ROOST up via the executable in the system folder and NOT through STEAM becuase STEAM will read from the gcf packages and not directly into the UE packages like in this case, the UAX ones.desertfox384 said:im having same problem. ive got everything working thus far, except INGAME the sound will not force over the stock sound.
I'm no expert on this stuff but... To get it to work on MP steam, you'll probably have to do something like the guy in this thread says:d4v said:yeah but it works in singleplayer IF you load ROOST up via the executable in the system folder and NOT through STEAM becuase STEAM will read from the gcf packages and not directly into the UE packages like in this case, the UAX ones.
Just test your custom sounds that way untill the gods to reveal to us the key to making our custom packs work in multiplaye r