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Author Topic: Dedicated server soundscape problem  (Read 10823 times)

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Offline Sgt.Blue

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Re: Dedicated server soundscape problem
« Reply #15 on: March 10, 2014, 08:48:38 AM »
Help anyone?

Offline MrPresident

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Re: Dedicated server soundscape problem
« Reply #16 on: March 10, 2014, 10:26:13 AM »
Here is what you need to do: I took a look at my server's folders and this is what I BELIEVE is the solution.

in garrysmod/scripts make sure you have a
soundscapes_manifest.txt

also make sure any soundscape files you are using on your maps are in the folder as well. If you are using 'coast.util_shoreline' then the soundscape you need is soundscapes_coast.txt. The soundscape files are located in the scripts folder of the respective games they come from.

The BIG thing is to make sure you have the soundscape file itself but also that you edit the manifest file to include those files. You can take a look at mine (attached) as an example.


Offline Sgt.Blue

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Re: Dedicated server soundscape problem
« Reply #17 on: March 10, 2014, 12:34:41 PM »
My server's directory does not even have a script folder, let alone a manifest, so is it ok to start off with you example?

Offline MrPresident

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Re: Dedicated server soundscape problem
« Reply #18 on: March 10, 2014, 01:28:35 PM »
Create the directory and use the one I uploaded.

Offline Sgt.Blue

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Re: Dedicated server soundscape problem
« Reply #19 on: March 11, 2014, 11:16:04 AM »
Well, it has done something. Construct_flatgrass is no longer a deafening factory soundscape, but instead it's become almost silent birdsongs. Do I need to use PakRat to dig it's custom soundscapes out?
Cityruins has a similar soundscape, but doesn't use custom soundscapes.

Offline MrPresident

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Re: Dedicated server soundscape problem
« Reply #20 on: March 11, 2014, 02:32:59 PM »
Here is the default garrysmod soundscape.


Offline Sgt.Blue

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Re: Dedicated server soundscape problem
« Reply #21 on: March 12, 2014, 08:47:00 AM »
Well when I extracted the soundscapes from construct_flatgrass they worked, not sure about cityruins though.

Offline Sgt.Blue

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Re: Dedicated server soundscape problem
« Reply #22 on: March 30, 2014, 04:51:06 AM »
I have been fiddling around with the files, and although the soundscapes have changed, they still aren't fixed.

Offline Sgt.Blue

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Re: Dedicated server soundscape problem
« Reply #23 on: March 31, 2014, 02:37:17 PM »
I've extracted the soundscape text files from all of the Half-Life 2 games, moved them too the g-Gmod scripts folder, and added them to the manifest. Although there is no doubt they have done something, the problem isn't fixed, as maps still play incorrect soundscapes.

Offline Neku

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Re: Dedicated server soundscape problem
« Reply #24 on: March 31, 2014, 03:09:47 PM »
Have you checked your actual sound files?  ???
Out of the Garry's Mod business.

Offline Sgt.Blue

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Re: Dedicated server soundscape problem
« Reply #25 on: April 01, 2014, 12:59:30 AM »
I don't see how the sound files would help. So far, all that's happening is maps using random soundscapes iinstead of correct ones.

Offline Neku

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Re: Dedicated server soundscape problem
« Reply #26 on: April 01, 2014, 07:48:15 AM »
Well, you never know.
Out of the Garry's Mod business.

Offline Sgt.Blue

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Re: Dedicated server soundscape problem
« Reply #27 on: April 01, 2014, 08:06:48 AM »
Well you do, the game server does not need the sound files for the soundscapes to work. If it did, you soundscapes wouldn't just be broken, they wouldn't play at all.

Offline MrPresident

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Re: Dedicated server soundscape problem
« Reply #28 on: April 01, 2014, 02:16:29 PM »
FYI: The sounds do need to be on the dedicated server in order for them to play correctly.

Even if you have your soundscapes set up correctly, it'll play default ones instead of throwing errors.

Offline Sgt.Blue

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Re: Dedicated server soundscape problem
« Reply #29 on: April 02, 2014, 01:43:15 AM »
FYI: The sounds do need to be on the dedicated server in order for them to play correctly.

Even if you have your soundscapes set up correctly, it'll play default ones instead of throwing errors.
So I do need to move the actual audio files then?