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kailomonkey

Adding sounds to guildmap help

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In some of the topics here I have almost found what I need, but then being referred to "the sound forum" which doesn't seem to be anywhere maybe it moved, removed or combined?

 

Anyway some help would be appreciated as I cannot find in search or browsing what I need. Apparently there was some guide to adding sounds (to guild maps) that I cannot find. So far I've got the map ID off of Burn and being a c2 map I have put the following into mapfx_c2.xml to no effect.

 

<map id="#" name="Guildmap GWaR">
    <boundary_def>
        <background>Waves01</background>
        <point1>0,0</point1>
        <point2>0,90</point2>
        <point3>90,90</point3>
        <point4>90,0</point4>
    </boundary_def>
</map>

 

Is there perhaps a different filename I should be saving under specific to guildmaps? I tried making a mapfx.xml _guild _gm _g  Or perhaps is the name also meant to be specific in the declaration?

Edited by kailomonkey

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<map file_name="./maps/startmap.elm" name="Isla Prima">
	<boundary_def>
		<background>Forest02</background>
		<time_of_day_flags>0x007e</time_of_day_flags>
		<is_default>1</is_default>
	</boundary_def>
	<boundary_def>
		<background>Forest Night01</background>
		<time_of_day_flags>0x0f81</time_of_day_flags>
		<is_default>1</is_default>
	</boundary_def>
	<walk_boundary_def location="IP Docks">
		<sound>Wood 2Foot</sound>
		<point1>12,11</point1>
		<point2>12,35</point2>
		<point3>35,35</point3>
		<point4>35,11</point4>
	</walk_boundary_def>
</map>

 

 

This is how it is set up in mapsfx_c1.xml and mapsfx_c2.xml

 

Try setting it up like that instead, inside the appropriate c1 or c2 xml file.

 

file_name="./maps/guildmap_gwar.elm"

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Thanks for the suggestion. It hasn't worked for me so far. I used the ID at first since the file used that convention such as

 

<map id="8" name="Idaloran">
    <boundary_def location="Forest lower left quadrant">
...

 

I tried the file_name way with my beach declare then tried pasting in the forest sounds above to be sure it wasn't a location issue as follows. Still hearing nothing new anywhere in the map (just the default walking sounds, campfire sounds, waterfall sounds etc.)

 

<map file_name="./maps/guildmap_gwar.elm" name="Guildmap GWaR">
    <boundary_def>
        <background>Forest02</background>
        <time_of_day_flags>0x007e</time_of_day_flags>
        <is_default>1</is_default>
    </boundary_def>
    <boundary_def>
        <background>Forest Night01</background>
        <time_of_day_flags>0x0f81</time_of_day_flags>
        <is_default>1</is_default>
    </boundary_def>
    <boundary_def>
        <background>Waves01</background>
        <point1>0,0</point1>
        <point2>0,90</point2>
        <point3>90,90</point3>
        <point4>90,0</point4>
    </boundary_def>
</map>

 

I also tried it at the start of the file rather than the end but something went wrong. Maybe because I pasted from outside of WordPad and caused an issue I do not know. Resorted to backup and put it all in by hand and still nothing and using WordPad my Palon Vertas code worked fine in PV.

 

    <boundary_def location="Beehive">
        <background>Beehive</background>
        <point1>183,143</point1>
        <point2>187,147</point2>
    </boundary_def>

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4 hours ago, kailomonkey said:

I used the ID at first since the file used that convention such as

 

<map id="8" name="Idaloran">
    <boundary_def location="Forest lower left quadrant">
...

 

This shows me that you're still using the old sound pack and possibly the old client.

I recommend making sure both the client and maps sound pack are the 1.9.5p9 release.

 

4 hours ago, kailomonkey said:

<map file_name="./maps/guildmap_gwar.elm" name="Guildmap GWaR">
    <boundary_def>
        <background>Forest02</background>
        <time_of_day_flags>0x007e</time_of_day_flags>
        <is_default>1</is_default>
    </boundary_def>
    <boundary_def>
        <background>Forest Night01</background>
        <time_of_day_flags>0x0f81</time_of_day_flags>
        <is_default>1</is_default>
    </boundary_def>
    <boundary_def>
        <background>Waves01</background>
        <point1>0,0</point1>
        <point2>0,90</point2>
        <point3>90,90</point3>
        <point4>90,0</point4>
    </boundary_def>
</map>

 

I copy and pasted this as-is into mapsfx_c2.xml and I do hear the waves splashing as soon as I enter the map. I also hear the forest sounds in other areas so at least we know that the guid map's sound config is working and the problem must be elsewhere.

 

 

 

 

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20 hours ago, Nogrod said:

 

This shows me that you're still using the old sound pack and possibly the old client.

I recommend making sure both the client and maps sound pack are the 1.9.5p9 release.

 

Right thanks. I got both the client and sounds (and music) off the main website. And updated to the client found on the forum. Did not know there was a new version of sounds :)

 

Edit: Uninstalled and reinstalled things for probably the 5th time since my return several weeks ago (trying to deal with another issue) and getting it all cleaned up at last. And my beach sound works thank you :D (I took out the forest for the test and can now fill out the rest of the map!)

Edited by kailomonkey

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2 hours ago, kailomonkey said:

Right thanks. I got both the client and sounds (and music) off the main website. And updated to the client found on the forum. Did not know there was a new version of sounds

 

I'm happy you got it working.  The p9 client code works with both the new (p9) sound pack and the old sound pack (p8 and before). You might have encountered a problem creating a new map sound config entry because prior to the January 2021 fix in the old sound pack, the map IDs were not correct so if you were trying to use the map id for the GWaR map and your sound files were not fixed, that could have conflicted with another map sound entry in mapsfx_c2.xml.  I'm not sure if this is what you encountered but I'm putting it here in case anyone else runs into trouble when creating new map sounds.

Edited by Nogrod

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On 28/04/2021 at 12:33 AM, Nogrod said:

 I'm not sure if this is what you encountered but I'm putting it here in case anyone else runs into trouble when creating new map sounds.

 

Thanks I hope this thread does help others though I may be a one of a kind :P Thanks again both. I successfully fixed my bridges and water edges to have the right footsteps and a lot more fun in between :D Beach has waves (as stated), garden has birds tweeting, castle passages are ominous and treasury has dragon groans when you move (may have got carried away there), sand has softer footsteps... <3

Edited by kailomonkey

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