I noticed that some maps have wavs that show up as some weird code in WINMPQ from SC maps and can't be opened or anything. I was wondering if this was a glitch or there was a way to protect the wavs. It's weird though, it sometimes does it to unprotected maps and the maps I that do that will always do that, even though I can play around with the sounds normally in the Original Campaign Editor. It happened to one of my maps once when I was fixing the glitch StarForge does to imported wavs, but it seems to be random. Does anyone know about this....?
I used to be able to do this, and i think its about deleting some part of the connection, what i used to do was i'd place the wav, and save the map and exit, then rejoin and delete teh wav in the Sound file, save and exit. Then i'd go back onto the map, and put the sound wav back in.
For do that just remove the listfile. But with that all that you do is remove the file names, you still can extract the sound, rename it and open it.
No, there is a way to hide the actual file so it appears to just be a string.
Sometimes when I try deleting a large file, but rush it, the file disappears and the size of the mpq is still the same...
I think I read somewhere that if you go over the string limit, and add qnother wav the wav won't show, and will be IN the map, rather than the outside of it.
No, it will be in the mpq, but the string will not be in the chk. You can't put files in chks
I found one of the maps. Here it is. It always shows up with tons of numbers instead of a file name for the wavs. I just didn't know if there was a way to make it do this.
The unprotected one is really big and won't takes up too much space to post. Anyways, the soudns polay fine in the editor and in SC, but won't show on WINMPQ.
The one that attached right is protected. The sounds play in SC fine, but they don't show up right in WINMPQ.
Lol. Map was protected with guedit... sad.
The sounds were EXTREMELY easy to take, they were "unknowns", but you could open it with a sound player.
lol, GU Edit,
So... I guess the sounds aren't really that protected. There goes my new concept, lol.
What sound player plays unknown sounds? Did you have to unprotect (*shudders at the evil word*) the map to get to them?, or was it really easy using something that acts like WINMPQ.
No, you rename the unknown file with .wav at the end, play it.
Don't you just need to protect the entired map and the guys won't be able to open it at all... And Anyways, whats the point of stealing wavs, he won't do anything bad with thoses....
I was just wondering if there was a way to prtoect wavs. Even a map protected fwith proedit can have wavs extracted from it with WINMPQ which can be useful if you are too lazy to find one on the Internet
, but some sounds take a lot fo work to make or find, so people may want to protect it.
Then the best protection for your WAV is not to use it.
Even if you could protect it, there's nothing stopping me from getting some other program to reroute sound data through there and take it, or just put my microphone next to the speakers.
lmao, but not everyone has a microphone. I guess yoiur right though, the sound doesn't really matter unless you made it yourself or something,l when you would be careful with using it if you cared.
You people need to know something...
Let me make a picture so you can actually understand it.
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QUOTE(Ðeathknight @ Dec 22 2004, 10:40 AM)
Sometimes when I try deleting a large file, but rush it, the file disappears and the size of the mpq is still the same...
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Staredit causes this if you do this.
-Load a wav into a map
-Use SAVE AS to save the map with a differant name.
-Delete the wav from the map and use SAVE to save again.
-The original copy of the map will have the wav but it will not show up on the list.
I meant using WinMPQ, not Staredit.
Oh i though you were refering to the bug where the string for a wav is deleted but the wav remains in the map.