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Spawn

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Posts posted by Spawn

  1. Is this just because i managed to hit you a couple of times, Metal?

     

    Have a few beers while playing, that always works for me. Then i got something to blame it on :whistle:

  2. Hello all...

     

    Long time fan of NOLF series, recently played through CJACK.

     

    Two Things:

     

    First When I try to play Multiplayer I can see one server up, but it doesn't let me join..?

     

    Second... Is there more than one server to play on...If so When and where..:-)

     

    Thanks

    KBrooks

     

    You'll probably need the custommappack, those guys plays a lot of customs maps..

    http://odious-things.co.uk/NOLF/CJ_MP_SEPT_07.exe

    they also use the pegasus pack:

    http://www.spawnsite.net/downloads/?page=d...nal&ext=exe

     

     

    And there a big chance that they have the weapontest08b mod loaded.

    http://ura.ur.funpic.de/download.php?fileID=34

     

    I think there has been only 1 server lately..

     

    Good luck!

  3. If someone send you a file called : image101.rez don't download it !!

    There is a bot and Trojans inside of it

    The one who sends you this file can't help it coz he/she doesn't know that this happens

     

    Be carefull !!!!!!!

     

    Now they're abusing the .rez extension as well? :blink:

    Thanks for the warning :)

     

  4. Realtek chipsets may have soundissues, and will lag when shooting and so on, disabling hardwaresound in the launcher options helps there, However I think there's a lag problem when the ais are chasing you as well on some 64bit systems, dunno.. I've been experiencing that myself a few times.. Not really sure what causes it. But the same thing worked fine on a 32bit system.

  5. Yeah, you're right Neo, she should start mapping, same goes to Canada :P

     

    Btw,

     

    This is the error:

     

    then I export the file as an 8-bit DTX

     

    don't export it, that's where it gets messed up.. just copy the texture you imported into the rez instead :)

  6. Hi,

     

    We want to re-install the rocket launcher in some maps, but we don't know how :wacko:

    The launcher isn't available in "Restricted Gear" :blink:

     

    I hope you can help us with this issue !

     

    Tnx in advance,

     

    Muikkie

     

    Try looking in the profile folder in the game folder, find the sessionname that you're using.. Usually its just Player.txt

     

    then browse down until you see a line that says:

     

    WeaponRestrictions = "Purse,"

     

    (Purse means rocketlauncher)

     

    To unrestrict all weapons, change that line to

     

    WeaponRestrictions = ""

  7. I don't really see the point in spending 500$ in a graphiccard that will be old in 6 months,

    atleast not on a computer that still runs a 32bit system. It'd be a waste of money.

     

    so for instance a Geforce 6200 ($49.99 at newegg.com) would work great or even a cheaper card.

    but as Metal said. I'd stick to known gaming chipsets newer than geforce 4 and Ati's 9200.

    (Stay away from Geforce MX400 series)

     

    Ask around if any of your buddies changed a videocard lately, judging from your specifications you'll most likely need a AGP videocard (brown slot).

     

    Hope any of this is useful, and that you'll get to run nolf2 soon :happy1:

  8. Okay, so I've viewed Spwn's SoundFX tutorial and all of that jazz, but I'm having a lot of frustrations getting my soundfx to do what I want. What I want to know mainly is if these are things I can fix/control or things I just have to live with.

     

    Ok, so my first question is: What exactly is up with the encoding? I use dBpoweramp Music Converter to change all my custom sounds/music to the appropriate wave format. According to Spwn, the correct encoding is IMA ADPCM at 44.100 kHz, 4 bit, Stereo/Mono 43 kb/sec. Now, some of the music Spwn uses in his maps that use this format I can't hear in the game for some reason. Actually, not just spwns sounds give me problems but others as well. When I play them in WMP, I hear them fine, but for some reason I only hear about half of the custom sounds/music that is put in the maps.

     

    The music that comes with the game that is stored in the Sound.rez file play perfectly when I apply them to a sound node, but if I try to convert a custom sound to that same format, or even spwn's format...I can't hear it at all. Sometimes it even messes up the other sounds in the game too. Also, I've noticed that most of the custom sounds that other map packers put in their maps that I can't hear in the game, have the difference of "stereo" as apposed to the ones I can hear that have "mono," (which shouldn't make a difference), but if I play a default sound/music file from the game like the credits music (which is stereo), it plays great.

     

    Here's another question I have:

     

    In DEdit, the SoundFX nodes give you an option to change the volume of the sound by percentage of it's original volume I guess, which starts obviously at 100. If I change this to a higher or lower number, it doesn't change the volume at all when I play it in the game. Am I doing something wrong, or is DEdit just worthless in SoundFX? A complaint I'm getting about my new map is that the snowmobile sound is overpowering the ambient music, but for whatever reason I can't raise the volume of my ambient sound so I can't fix it. One last thing, I notice that (maybe it's just my computer) but whenever I add a custom sound/music, the pitch of the sound goes up and down when I move around...which can be a little bit of a headache.

     

    I tried to give as many details about the issues as I could, so hopefully someone can help me answer these questions.

     

    Thanks!

     

    There's a lot of new things that I've discovered after making that tutorial, for instance.. Nolf2 mainly uses Mp3 for most stuff, but with a wav extention

     

    rightformat.jpg

     

    Unfortunatly the codec used in nolf2 isn't free, that's why I've been messing around with larger wav formats.

    However, I discovered that there's a lameACM codec that will do the job, it codes in a different way so its kinda buggy when its used for DirectMusic segments but should work just fine for soundobjects and will also produce pretty much the same size as the original codec does.

     

    http://users.tpg.com.au/mtam/install_lame.htm

     

    Follow the above tutorial to install it.

     

    128kb/s for music/and 64kb/s for voices should do.

     

    To answer your 2nd question:

     

    Yes, the soundradius thingy is pretty useless. You won't hear anything in the outer radius as far as I've heard. and the inner radius is full volume. However you can set Ambient to false in the soundobject's properties and it will seem like the sound is coming from a specific direction (from where the object is)

     

    The reason why the snowmobile overrides the soundobject is most like because of priority (also in the objectproperties)

    Try changing it to 1 and see if there is any difference :) (maybe higher values if there's no result, don't remember that too well)

     

    Hope any of that helps :)

     

    Spawn

     

     

     

     

  9. Whatisa CRC..... :unsure:

     

    'Cyclic Redundancy Check' is the name,

     

    Ever tried to install something from a scratched cd and got the error

    cannot copy something.dat or whatever and tells you that its the

    Cyclic redundancy checksum 0xEB31D82E (example) is bad?

    This is most likely since the cdrom can't read some of the blocks of the file and

    will then get a different checksum.

     

    many programs uses this feature to secure that the content is untouched.

    The checksum is a encrypted mathematical thingy that has its basis in the file's size

    down to the last byte

     

    say for instance nolf2.exe 6 123 520 (5.83mb)

    and then it does some

    x32 + x26 + x23 + x22 + x16 +

    x12 + x11 + x10 + x8 + x7 + x5

    + x4 + x2 + x + 1 + 2 toads + 1 rat tale

     

    and tada!

     

    it ends up with a checksum of this. And then it won't mean anything if the file was installed 12.25.2002 or 12.13.2007, the checksum will still be the same.

     

    This exploitfix has a list of the original checksums for all the files that contains modable data that can affect gameplay, which is encrypted in a file inside the fix.

    when nolf2 starts it will check if these sums are correct and start the game if everything is ok.. then when you try to join a server.. it will also check your checksums against the server's checksums.

     

    The reason why Sasser and a few others get wrong checksums is because his version is German and that the filesizes are different than the english ones because of the language.

    I believe Dan's working on adding checksums for the other versions as well now..

     

    Hope this explains it

     

    The mod is also checking a file that it shouldn't be checking (\Chars\Models\MULTI\VSSVER.SCC), which will be removed in the next version.

     

    There's no problem with checking this file as well, but its not nessesary to do it, that's why he's taking it out of the mod :)

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