music from one level to another Created 17 years ago2007-04-09 15:41:36 UTC by trooperdx3117 trooperdx3117

Created 17 years ago2007-04-09 15:41:36 UTC by trooperdx3117 trooperdx3117

Posted 17 years ago2007-04-09 15:41:36 UTC Post #218521
I want it so that music that starts in one level to keep playing when the next level starts how is this done.
Posted 17 years ago2007-04-09 15:48:17 UTC Post #218523
You don't have any control over it. I believe the Steam version of Half-Life allows music to continue across levels, while the old WON version does not. However, there isn't anything you can do about this without coding, and I'm not even sure that would work.
Posted 17 years ago2007-04-09 15:51:01 UTC Post #218524
Dammit why didnt valve allow us to have music go from one level to another
Posted 17 years ago2007-04-09 15:54:33 UTC Post #218525
I think it's the other way around, srry... In the WON version, music played off the CD and could be played without touching the game itself. In Steam, music plays as MP3s in a GCF-file.

trooper: Just figure a way out so the entire area you want to have music is in one map.
Posted 17 years ago2007-04-09 16:14:36 UTC Post #218531
be clever and creative
Posted 17 years ago2007-04-09 16:17:22 UTC Post #218532
Yeah, I wasn't entirely sure about that. I guess I just assumed that since it was newer, it would give you more capability.
Posted 17 years ago2007-04-09 16:20:26 UTC Post #218533
Unless you're running into compiling problems because of MAXPLANES and stuff, you shouldn't split the level. People think that dividing a map into smaller ones is better because it means you have made more maps or means that your mod is longer :roll:
Only split levels if compiles are too long or you're reaching real engine limits.
Posted 17 years ago2007-04-09 16:26:23 UTC Post #218534
Sadly, people tend to define how big a mod is by how many maps it has. :
Posted 17 years ago2007-04-09 17:26:01 UTC Post #218540
I dont think I can combine the two maps because it will have faces of 4000+ and as it is one map take half an hour to compile I have submited the two maps to the unfinished stuff so you guys can see if you can possibly combine the two together
http://twhl.co.za/mapvault_map.php?id=4529
note:in the description third means second
Posted 17 years ago2007-04-10 14:35:47 UTC Post #218618
A thought occured would an env_global work
Posted 17 years ago2007-04-10 15:11:36 UTC Post #218620
no.

When you post two posts in a row, use the edit button.
Posted 17 years ago2007-04-10 15:23:19 UTC Post #218621
I played half-life earlier (steam) and the music went across two levels fine.

One thing I noticed that was strange was that if I played Steam Half-life with a music CD it played the cd instead of the mp3's

I guess it just has more priority somehow, but also maybe its the same as mods, since you don't have to include all the half-life wads in your mod, since its in the valve folder. But if you did, it would read those over the valve ones.
Posted 17 years ago2007-04-11 11:07:26 UTC Post #218700
Ok I wont double post from now on but what if I converted the music to a .wav format and used an ambient generic to play it and use an env_global to activate the ambient_genric in the next level
Posted 17 years ago2007-04-11 11:28:10 UTC Post #218702
Why don't you try it with a small test map? Or are you waiting for us to do it? :P
The idea is good, but I'm not sure if sounds are replayed from the beginning once a level is loaded. I don't recall any situations of non-ambient sounds or npc sentences being interrumpted and continued after a level change...
Posted 17 years ago2007-04-11 13:04:17 UTC Post #218708
No, that would not work, trooperdx, There's no way of knowing when the music would stop, so there's no way of knowing where it should pick up again.
Posted 17 years ago2007-04-11 19:20:32 UTC Post #218734
Prehaps with some coding...
Posted 17 years ago2007-04-11 19:24:22 UTC Post #218735
Im not willing to code the game code because the last time I tried that with a game it had terrible results of which im not going to describe here
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