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Staredit Network -> UMS Assistance -> Regarding OSF
Report, edit, etc...Posted by MidnightGladius on 2005-05-05 at 19:58:21
My friend and I are testing a map of mine which has ~4 megs of sound in it. We test it on B.Net every so often and the dl gets quite annoying (he's on a limited timeframe). I've heard of Chiu_os's OSF system and I was reading up on it today. Only thing is: the tutorial is missing. I can convert the sounds to OSF myself, so that's not a problem. It's just that I'm not sure what you're supposed to do.

Help would be appreciated.
Report, edit, etc...Posted by Heimdal on 2005-05-05 at 20:01:09
I haven't used OSF yet myself, but one thing you could do is put the sounds in stardat.mpq (make sure they have the same path and everything). Then replace the ones in your map with empty sounds (you can make these with sound recorder).
Report, edit, etc...Posted by chuiu on 2005-05-05 at 20:36:21
Well the problem right now is most likely no one else is using OSF so it would be pointless to use this system. But it is just as Heimdal described. You stick the sounds in an MPQ file and then make the sounds in your map lead to the correct path in the mpq.
Report, edit, etc...Posted by MidnightGladius on 2005-05-05 at 21:43:41
I'm sorry, but I'm not exactly sure how you're supposed to do that. I'm going to try something, but in the meantime I'd appreciate if one of you could give me something a little more in-depth.
Report, edit, etc...Posted by LegacyWeapon on 2005-05-05 at 21:44:52
It's basically utilizing sizeless sounds but making people download custom ones so they don't need to download the sounds with the map.
Report, edit, etc...Posted by MidnightGladius on 2005-05-05 at 22:01:35
I know that; I'm asking about how to put the sounds into the mpq.
Report, edit, etc...Posted by LegacyWeapon on 2005-05-05 at 22:06:57
WinMPQ
http://www.staredit.net/index.php?showtopic=9979
Report, edit, etc...Posted by MidnightGladius on 2005-05-05 at 22:16:02
Eh, that link took me to starforge general troubleshooting...
Report, edit, etc...Posted by chuiu on 2005-05-05 at 22:55:04
WinMPQ is in the DLDB.
Report, edit, etc...Posted by MidnightGladius on 2005-05-05 at 23:01:39
Ok, I have WinMPQ. I've added my .wavs into the patch_rt.mpq file. I've opened starforge and went into sound. Patch_rt isn't there. Repeat with stardat and broodat. The music files aren't there.

I have this feeling that I'm doing something completely wrong.
Report, edit, etc...Posted by chuiu on 2005-05-05 at 23:03:49
No, the Starforge list files need to be updated with the sound file you put in there. And in the case of SCMDraft 2, the sounds.tbl file needs to be updated.

You put the wav in the MPQ, so you know the path of it right? Just put that as the string for the sound file.
Report, edit, etc...Posted by MidnightGladius on 2005-05-05 at 23:26:25
Got it. Let me try it out.

EDIT: When I try adding the file with path

C:\Program Files\Starcraft\patch_rt\<wav>

It says it doesn't exist...
Report, edit, etc...Posted by chuiu on 2005-05-06 at 00:19:34
That's not the wav path. The wav path IN the MPQ is what you're using.

Example: "sound\\protoss\\artanis\\patpss04.wav" Would be one of the pissed off Artanis sounds.

Yours would probably be "yoursound.wav" if you didn't enter a path when adding the sound.
Report, edit, etc...Posted by MidnightGladius on 2005-05-06 at 08:19:19
Oh ok lol. Let me try that.
Report, edit, etc...Posted by Heimdal on 2005-05-06 at 12:23:41
I suggested putting empty sounds into the map archive because you can still use SE/SCXE to make triggers this way.

1. Open your map with winmpq
2. Move all your sounds to patch_rt (any of the data MPQs would work fine). Keep the paths identical. For example, if your sound in the map is "staredit\wav\yoursound.wav" then the path in patch_rt should be exactly the same.
3. Delete the wavs from your map with winMPQ
4. Make blank wavs with the sound recorder (file->new, file->save). Insert this file into your map archive. Rename it to one of your sounds, for example "staredit\wav\yoursound.wav".
5. Repeat step 4 for each of your wavs.

SE should act exactly the same way as it did before, but when SC goes to load the sounds it should look in patch_rt first.

If you're only interested in using SF or SCMD for the triggers, you don't need to mess with any data files if you can remember the path yourself: just type it in.
Report, edit, etc...Posted by MidnightGladius on 2005-05-06 at 16:53:59
Ok... Did exactly what Heimdal told me to do, and now my map is 10 megs and is unopenable...

THANK GOD FOR BACKUPS!!!

EDIT: Ok I did it right this time (or at least I hope). The sounds work. One thing I notice is that the map file size is still the same. Is that normal?
Report, edit, etc...Posted by Heimdal on 2005-05-06 at 19:24:29
Click the "compact" button on winMPQ.
Report, edit, etc...Posted by MidnightGladius on 2005-05-06 at 21:05:27
Okay. Do you have any idea why the above error occured?
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