Ulysses

General => Off-Topic => Topic started by: Sgt.Blue on March 07, 2014, 11:33:05 AM

Title: Dedicated server soundscape problem
Post by: Sgt.Blue on March 07, 2014, 11:33:05 AM
I don't know where else to post it, so I'll post it here. On dedicated servers, the soundscapes for some maps are broken. For example, on the map Bigcity, instead of the normal city sounds I hear what sounds like the inside of a factory, and on other maps I hear similar things instead of the actual soundscape. I have been trying to do some research but so far I have turned up almost nothing on this. Even if no one knows a fix, can they at least tell me the reason?
Title: Re: Dedicated server soundscape problem
Post by: MrPresident on March 07, 2014, 12:03:08 PM
Welcome to dedicated servers post Steampipe.

Basically the soundscape manifest on your dedicated server is not correct. It doesn't match what the clients have or should have so it plays default soundscapes (City17)

to fix this, you will need to find out what soundscapes you are using, find those on your system. And do a little doctoring to the one on your dedicated server.

 It takes lots of trial and error, but we eventually got ours working.
Title: Re: Dedicated server soundscape problem
Post by: Sgt.Blue on March 07, 2014, 12:34:03 PM
Where do I find said soundscape manifest?
Title: Re: Dedicated server soundscape problem
Post by: MrPresident on March 07, 2014, 04:48:11 PM
garrysmod/scripts
Title: Re: Dedicated server soundscape problem
Post by: Sgt.Blue on March 08, 2014, 03:12:28 AM
The only file there is a soundscapes file for rp_apocalypse, do I have to manually dig out the soundscape files of all the maps?
Title: Re: Dedicated server soundscape problem
Post by: MrPresident on March 08, 2014, 08:37:21 AM
Yes, you need to figure out which ones you are using in your maps, and then compile a soundscape using the data from inside of the default soundscapes or something like that. I don't know exactly. I found the solution on Facepunch back when I fixed mine.
Title: Re: Dedicated server soundscape problem
Post by: Sgt.Blue on March 08, 2014, 09:40:06 AM
Do you know where I can find the thread?
Title: Re: Dedicated server soundscape problem
Post by: MrPresident on March 08, 2014, 09:44:36 AM
Unfortunately no. Sorry I can't be of more help, but I hope I've at least pointed you in the right direction (blindfolded of course).
Title: Re: Dedicated server soundscape problem
Post by: Neku on March 08, 2014, 02:09:28 PM
I remember helping another user on here with that issue.
Try looking around in Off-Topic

Edit: Here ya go
http://forums.ulyssesmod.net/index.php/topic,7050.msg35292.html#msg35292 (http://forums.ulyssesmod.net/index.php/topic,7050.msg35292.html#msg35292)
Title: Re: Dedicated server soundscape problem
Post by: Sgt.Blue on March 09, 2014, 01:00:36 AM
That's talking about a different gamemode, and the problem is stated to have originated from the mount.cfg in that thread, while here it's because the soundscape files mismatch. I'm not sure who's advice to take here.
Title: Re: Dedicated server soundscape problem
Post by: Sgt.Blue on March 09, 2014, 01:02:49 AM
Also I'm not even sure what I'm supposed to do with the soundscape files.
Title: Re: Dedicated server soundscape problem
Post by: Neku on March 09, 2014, 03:12:20 AM
I'm assuming it's you have CSS mounted, CSS will include it's own soundscapes.

It's why I linked that to you.
Title: Re: Dedicated server soundscape problem
Post by: Sgt.Blue on March 09, 2014, 03:58:54 AM
Yes I have CS:S mounted, do I need to unmount it?
Title: Re: Dedicated server soundscape problem
Post by: Sgt.Blue on March 09, 2014, 08:20:28 AM
Well ok, I've been able to see what the soundscapes the map use using soundscape_debug, but now that I know what they should be, what do I do?
Title: Re: Dedicated server soundscape problem
Post by: Sgt.Blue on March 09, 2014, 02:26:24 PM
I know I need to make a manifest matching client's, but I haven't been able to find a manifest file anywhere. Or are you saying I have to make entirely new soundscapes to replace the missing ones?
Title: Re: Dedicated server soundscape problem
Post by: Sgt.Blue on March 10, 2014, 08:48:38 AM
Help anyone?
Title: Re: Dedicated server soundscape problem
Post by: MrPresident 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.

Title: Re: Dedicated server soundscape problem
Post by: Sgt.Blue 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?
Title: Re: Dedicated server soundscape problem
Post by: MrPresident on March 10, 2014, 01:28:35 PM
Create the directory and use the one I uploaded.
Title: Re: Dedicated server soundscape problem
Post by: Sgt.Blue 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.
Title: Re: Dedicated server soundscape problem
Post by: MrPresident on March 11, 2014, 02:32:59 PM
Here is the default garrysmod soundscape.

Title: Re: Dedicated server soundscape problem
Post by: Sgt.Blue on March 12, 2014, 08:47:00 AM
Well when I extracted the soundscapes from construct_flatgrass they worked, not sure about cityruins though.
Title: Re: Dedicated server soundscape problem
Post by: Sgt.Blue 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.
Title: Re: Dedicated server soundscape problem
Post by: Sgt.Blue 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.
Title: Re: Dedicated server soundscape problem
Post by: Neku on March 31, 2014, 03:09:47 PM
Have you checked your actual sound files?  ???
Title: Re: Dedicated server soundscape problem
Post by: Sgt.Blue 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.
Title: Re: Dedicated server soundscape problem
Post by: Neku on April 01, 2014, 07:48:15 AM
Well, you never know.
Title: Re: Dedicated server soundscape problem
Post by: Sgt.Blue 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.
Title: Re: Dedicated server soundscape problem
Post by: MrPresident 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.
Title: Re: Dedicated server soundscape problem
Post by: Sgt.Blue 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?
Title: Re: Dedicated server soundscape problem
Post by: MrPresident on April 02, 2014, 01:46:12 AM
Yes, even though the server doesn't play the sound, it still needs it in order to handle it properly. Kind of like models. If you try and play a sound file that doesn't exist, it will not play. In the case of soundscapes it'll play a default.

Take a look at the sound files being used inside of your manifest files and simply upload those to your server, maintaining folder structure (etc etc).

You may need to extract them from the game's vcd file. You can use GCFScape (http://nemesis.thewavelength.net/index.php?p=26) to do this.
Title: Re: Dedicated server soundscape problem
Post by: Sgt.Blue on April 02, 2014, 08:33:51 AM
I'll just use VPK.exe to grab all the ambient sounds and put them in my server's directory. I bet it'll take a while to upload through FTP though.
Title: Re: Dedicated server soundscape problem
Post by: Sgt.Blue on April 02, 2014, 10:26:57 AM
As a test, I attempted to fix the sounds for an NPC (zombine) on my server by extracting the sounds to my server's directory (retaining file structure). It didn't work, does this mean the soundscape fix won't work either?
Title: Re: Dedicated server soundscape problem
Post by: MrPresident on April 02, 2014, 11:53:36 AM
I don't know. That could be something totally different. Just try it.