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Why won't the player -> sounds code compile?

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User avatar Lightning Hunter
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Subject: Why won't the player -> sounds code compile?

Post Posted: 19 Aug 2009, 03:56

When I use UCC to decompile a package I'm working on, it dumps the player sounds I set perfectly, like this:

Code: Select all

defaultproperties
{
     Deaths(0)=Sound'ut2004charactersv2.(ALL).fn_death01_UT2004'
     Deaths(1)=Sound'ut2004charactersv2.(ALL).fn_death02_UT2004'
     Deaths(2)=Sound'ut2004charactersv2.(ALL).fn_death03_UT2004'
     Deaths(3)=Sound'ut2004charactersv2.(ALL).fn_death04_UT2004'
     Deaths(4)=Sound'ut2004charactersv2.(ALL).fn_death05_UT2004'
     Deaths(5)=Sound'ut2004charactersv2.(ALL).fn_death04_UT2004'
     drown=Sound'UnrealShare.Female.mdrown2fem'
     Footstep1=Sound'ut2004charactersv2.(ALL).FootstepDefault1_UT2004'
     Footstep2=Sound'ut2004charactersv2.(ALL).FootstepDefault3_UT2004'
     Footstep3=Sound'ut2004charactersv2.(ALL).FootstepDefault5_UT2004'
     HitSound3=Sound'ut2004charactersv2.(ALL).fn_hit03_UT2004'
     HitSound4=Sound'ut2004charactersv2.(ALL).fn_hit08_UT2004'
     Die2=Sound'ut2004charactersv2.(ALL).fn_death03_UT2004'
     Die3=Sound'ut2004charactersv2.(ALL).fn_death05_UT2004'
     Die4=Sound'ut2004charactersv2.(ALL).fn_death06_UT2004'
     UWHit1=Sound'ut2004charactersv2.(ALL).fn_hit10_UT2004'
     UWHit2=Sound'ut2004charactersv2.(ALL).fn_hit02_UT2004'
     LandGrunt=Sound'ut2004charactersv2.(ALL).fn_hit10_UT2004'
     JumpSound=Sound'ut2004charactersv2.(ALL).AlienDodge_UT2004'
     HitSound1=Sound'ut2004charactersv2.(ALL).fn_hit01_UT2004'
     HitSound2=Sound'ut2004charactersv2.(ALL).fn_hit10_UT2004'
     Die=Sound'ut2004charactersv2.(ALL).fn_death04_UT2004'
     WaterStep=None
}


When I recompile this code using UCC, it does NOT save the player sounds. They are all cleared. Why does it do this? It's driving me insane because I've spent hours trying to figure it out! :x
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User avatar Buff Skeleton
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Subject:

Post Posted: 19 Aug 2009, 04:31

You need to add this to the top of the script:

Code: Select all

#exec OBJ LOAD FILE="..\Sounds\ut2004charactersv2.uax"


(I'm guessing your sounds are stored in a .uax file in \Sounds\ - if not, adjust the directory and filename appropriatest).

User avatar Lightning Hunter
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Subject:

Post Posted: 19 Aug 2009, 04:45

Still doesn't work. And yes, the sounds are stored in ut2004charactersv2.uax. Any other ideas? I've checked ucc.log for errors linked to this, but no luck. Nothing is mentioned.
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User avatar zYnthetic
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Subject:

Post Posted: 19 Aug 2009, 08:21

You shouldn't need "(ALL)" in there. If that's actually a group I'd be surprised UEd let you create it since it contains invalid chars.
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User avatar Lightning Hunter
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Subject:

Post Posted: 19 Aug 2009, 10:37

How strange... Removing the (All) group worked. The thing is, I didn't assign a group to the sounds when I imported them, so UED automatically put them in "All". When I decompiled the package, UCC put the (All) group in there. I didn't add that myself at all.

Thanks for the help, guys. I guess I may as well tell you what I'm doing... A user by the name of "Black Cheetah" recently released a pack containing almost all the UT2k4 models converted to UT at Skin City. The pack was very unfinished and buggy, however. I've taken it upon myself (with his permission) to complete the conversions. However, I'm debating whether or not to release this - because the thought popped in my head that it may not even be legal. Does anyone know if it is? I can see it being illegal if I ported the models to some other game for sure, but it's just another Epic game engine. I won't release them if there is even the slightest chance it could be illegal, though...
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User avatar zYnthetic
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Subject:

Post Posted: 19 Aug 2009, 11:23

Pretty sure Epic is ok w/ players shifting assets from any Unreal series games Epic have developed (not U2). It's in the 2k4 (or UT3) EULA if you want to take a look.
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Subject:

Post Posted: 26 Aug 2009, 15:54

It should work without group/package names aswell:

Code: Select all

defaultproperties
{
     Deaths(0)=Sound'fn_death01_UT2004'
     Deaths(1)=Sound'fn_death02_UT2004'
     Deaths(2)=Sound'fn_death03_UT2004'
     Deaths(3)=Sound'fn_death04_UT2004'
     Deaths(4)=Sound'fn_death05_UT2004'
etc..


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