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Megaphone and radio music disappears in Bar

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  06:08:29  13 December 2011
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Kocayine
Senior Resident
 

 
On forum: 07/15/2010
Messages: 918
Megaphone and radio music disappears in Bar

Okay.. Playing Narodnaya Soljanka on a savegame that has lasted for a couple of days, i've not yet been to Lab X18 but this has happened before as well.. Suddenly, the music/propaganda that plays from the megafon in Bar and Barkeeps radio doesnt make a sound anymore... Worked fine first, but now suddenly not.

I know this is a minor thing but it would be nice to get fixed or find out why it happens plus I like the music that plays.

Anything that can be done?


Thanks
  08:55:07  13 December 2011
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insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
 

Message edited by:
insanelazarez
12/13/2011 8:55:52
Messages: 1070

---QUOTATION---
Megaphone and radio music disappears in Bar

Okay.. Playing Narodnaya Soljanka on a savegame that has lasted for a couple of days, i've not yet been to Lab X18 but this has happened before as well.. Suddenly, the music/propaganda that plays from the megafon in Bar and Barkeeps radio doesnt make a sound anymore... Worked fine first, but now suddenly not.

I know this is a minor thing but it would be nice to get fixed or find out why it happens plus I like the music that plays.

Anything that can be done?

Thanks
---END QUOTATION---



BLACKBYTE, maybe in that mod... the creators decided to turn it off (by timer, info, or counter). It's just logic, man. Unless it's a real bug. I don't have that mod now, so it's impossible for me to know. Sorry.

Btw, i'm starting to mess around in the bar with the 'Hunter'. As we speak i'm taking him to military warehouses. We are going to kill the bloodsucker together, literally.

I called it the 'bar_hunter_extention'.

This video, is just the transition from the 'Default' to the 'extention' itself:

[link]http://www.youtube.com/watch?v=KNcuEi0wZ9I[/link]

Nice, huh?
  11:29:55  13 December 2011
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Kocayine
Senior Resident
 

 
On forum: 07/15/2010
 

Message edited by:
Kocayine
12/13/2011 11:30:07
Messages: 918

---QUOTATION---
Megaphone and radio music disappears in Bar
BLACKBYTE, maybe in that mod... the creators decided to turn it off (by timer, info, or counter). It's just logic, man. Unless it's a real bug. I don't have that mod now, so it's impossible for me to know. Sorry.

---END QUOTATION---


How is that logic? Why would they do that? The "Alert, there is a murderer" loudspeaker sounds that plays when you kill someone at the area, are even muted. It's like all radio and megaphone in Bar broke, and im pretty sure it's not something they would make on purporse, so that's why im asking for help.
  11:36:31  13 December 2011
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nashathedog
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On forum: 01/31/2011
Messages: 8261
Do you not get an option to buy different music in NS from Barkeep? Could it be related to that if I am thinking of the right mod. Of course having no loudspeaker sounds won't be but I am just throwing a thought around.
  13:07:13  13 December 2011
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Kocayine
Senior Resident
 

 
On forum: 07/15/2010
Messages: 918

---QUOTATION---
Do you not get an option to buy different music in NS from Barkeep? Could it be related to that if I am thinking of the right mod. Of course having no loudspeaker sounds won't be but I am just throwing a thought around.
---END QUOTATION---



I can pay him to use a difference 'folder' of .ogg files which i will try, but i really doubt it will do anything.
  02:37:05  14 December 2011
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Kocayine
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On forum: 07/15/2010
 

Message edited by:
Kocayine
12/14/2011 2:39:58
Messages: 918
Just a little update on this problem.

Not only does the Radio/Loudspeaker break, but the Arena too. I can get into a fight and kill off the enemy and the speaker says he's line but i never get 'teleported' out of the Arena.. Im stuck there.. This has happened before, so it's clearly related to the original problem.

It's like something just breaks some scripts in Bar? Can nothing be done ?

I dont wanna start a new game again
  15:27:21  14 December 2011
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Kocayine
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On forum: 07/15/2010
Messages: 918
Nobody have a clue ?

  05:00:43  25 January 2012
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NatVac
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On forum: 06/15/2007
Messages: 4297
"All the Old Ones have passed beyond the Rim. All ... but one."

Since both the arena and the bar megaphone use ph_sound, I'm fairly certain that your ph_sound scheme isn't being attached -- similar to how the ph_door schemes weren't attached.

The solution is similar as well.

I note that unconnected posted a link to my door reattachment script and some ui_main_menu.script code to use it in the STALKERSOUP thread at the Steam forum. The only change to what was posted here was based on my suggestion to replace the _z.show_small_msg() and _z.show_blinking_msg() calls with dbglog() calls.

Here's a fix-door script converted to fix the Bar speakers:

name = "Repair Bar Speakers"
description = 
    "This function reattaches the Bar speaker schemes if necessary."
author = "NatVac"
revision = "1.0"
number_of_parameters = 0

function main()
  local speaker = nil
  local speaker_storage = nil
  local spname = nil
  local speaker_count = 0
  local sim = alife()
  if level.name() ~= "l05_bar" then
    dbglog("Must be on Bar level")
    return
  end
  for idb_ = 0, 65534, 1 do
    local lobj = sim:object(idb_)
    if lobj ~= nil then
      if lobj:section_name() == "physic_object" and
        ((string.find(lobj:name(),"level_prefix_physic_object",1,true)
           ~= nil) or lobj:name() == "dolg_megafon") then
        speaker = level.object_by_id(lobj.id)
        if speaker ~= nil then
          speaker_storage = db.storage[speaker:id()]
          spname = speaker:name()
          if speaker_storage["ph_sound"] == nil then --scheme detached
            xr_logic.initialize_obj(speaker, speaker_storage, false, 
                db.actor, modules.stype_item)
            dbglog("Attempt made to fix sound scheme for '"..
              spname.."'")
          else
            dbglog("Speaker '"..spname..
              "' already has a scheme attached")
          end
          speaker_count = speaker_count + 1
        end
      end
    end
  end
  if speaker_count == 0 then
    dbglog("No online speakers found")
  end
end


To fix your megaphone, save this z_repair_bar_speakers.script to your scripts\ folder. Add a change to your ui_main_menu.script's main_menu:OnKeyboard() function so that you can execute the function via, say, the K key from your main menu (i.e., use dik == DIK_keys.DIK_K to execute it).

Load the Bar level, go to the area of the tower below the megaphone (so that everything will be online) and press your key sequence (e.g., Esc K). Check your log right after you do this. When I ran it, it said that 'dolg_megafon' already had a scheme attached, but an attempt was made to fix up several others (the arena ones). For me this was logical for the situation; I had not yet been to the arena in that save loaded for test purposes.
  16:54:10  31 March 2012
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Kocayine
Senior Resident
 

 
On forum: 07/15/2010
 

Message edited by:
Kocayine
03/31/2012 16:59:10
Messages: 918
NatVac:

I first returned to this thread now, after being 'away' for a while. I knew you would come to my aid, NatVac . I'm Unconnected at the steam forums who also used your fix-doors-script and now I just tried this and it works perfectly.

Thank you!!!

PS, you wouldn't perhaps know anything about the 'not getting out of arena when winning a fight'-issue? It doesn't happen right now, though. But incase it will occur again, later on.
  23:40:31  4 April 2012
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
04/04/2012 23:49:18
Messages: 4297
Thanks for the feedback, Kocayine.

The arena problem is likely related to the detached sound theme, as the teleport back to the original position requires the ph_sound signal that the sound has ended -- but that logic is not executing if the scheme is missing.

So the end-of-match non-teleport problem should not happen if the ph_sound stuff is working. If it does occur, there are two possible workarounds:

Either 1) load a save in front of Arnie*, fix the sound stuff and then re-fight the last battle, or

2) Load a save made while in the arena (which unfortunately should not be done even in vanilla when the schemes are working because it breaks the logic) and execute xr_effects.bar_arena_teleport_2(db.actor) to get out of there. You can put that routine call in place of one of the scheme fix routine calls in your main_menu:OnKeyboard() key check routine in ui_main_menu.script.

You also might need to disable the info_portion that initiated the fight, ranging from bar_arena_fight_1 to bar_arena_fight_7 for vanilla (I don't know about AEM) if you won the battle, to avoid fighting it again.

*Recommended: Always make a save in front of Arnie before agreeing to battle for each match.

Edit: Clarifications.
 
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