Staredit Network

Staredit Network -> UMS Assistance -> Music Problem ;\
Report, edit, etc...Posted by Kingra on 2004-07-21 at 19:33:25
SC crashed when I was testing a map after I added some music to it.
Anyone know the problem?
Report, edit, etc...Posted by Yoshi da Sniper on 2004-07-21 at 19:39:40
Corrupted music prehaps? Post your map.
Report, edit, etc...Posted by Kingra on 2004-07-21 at 19:44:28
It's still being worked on ;o
Report, edit, etc...Posted by Yoshi da Sniper on 2004-07-21 at 19:47:20
Corrupted map. Will not open.
Report, edit, etc...Posted by PodFedJay on 2004-07-21 at 19:48:18
You protected it :/ how can we figure out the error if you protect the map?:/
Report, edit, etc...Posted by Kingra on 2004-07-21 at 19:51:53
Oh yeah, sorry wrong ver I guess. Here the Unprotected one.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-07-22 at 01:05:36
I had that happen when i was making triggers via Starforge and referancing files that it shouldn't be.

(i was trying to insert a another map into the mpq and call it up using the set next scenario trigger, used for single player campains).
Report, edit, etc...Posted by BeeR_KeG on 2004-07-22 at 08:24:15
I prefer NOT to use .wav's in Starforge. It messed up the musci for me. it didn't get corrupted, but the trigger kept deleting half itself, so I went SCXE and it worked fine.
BTW: Make sure the music is not corrupted and is 16-bit sound.
8-bit works well, but SC handles 16-bit better, compresses it better and 8-bit music quality ain't as good.
Report, edit, etc...Posted by Nozomu on 2004-07-22 at 21:36:15
StarForge messes up music in your map. Period. I think you can fix this problem by opening up the map in an MPQ viewer and deleting the corrupted sounds, and then reimporting them into the map in SCXE. I could be wrong, though.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-07-30 at 15:33:08
StarForge seems to have a problem with figuring which .wav goes where, which confuses the frickin crap out of sc hence crashing

i would suggest using scxe to add .wavs and the .wav triggers...

it also crashes when you try to play a .wav with no .wav (my map had a similar problem...)

Actions:
Always();

Conditions:
PlayWAV("staredit//wav//muzak");

That what it should look like, somewhat

When my map crashed, it looked likie this:

Actions:
Always();

Conditions:
PlayWAV(" ");

you should check your .wav play triggers over again =/
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