VoidEater Posted February 1, 2017 So I added a MAPINFO file into my WAD in order to adjust a few things regarding the map settings. And although within the MAPINFO file I haven't tampered with any sounds, all of my door sounds have vanished from the wad. I've tried copying the original Doom II SNDSEQ file, but this doesn't seem to do anything, I have also done the same with the original SNDINFO file, but to no avail. I am unsure as to why this is happening, but have encountered a few other people who are having the same problems as me. Any help would be much appreciated. Thanks! Here's my MAPINFO file: Spoiler map 01 "INFESTATION" { LevelNum = 01 skybox = SKY1 next = "MAP02" sky1 = "SKY1", 0 cluster = 1 par = 30 sucktime = 1 music = "D_RUNNIN" } map 02 "EARTH'S AFFLICTION" { LevelNum = 02 skybox = SKY2 next = "MAP03" sky2 = "SKY2", 0 cluster = 1 par = 30 sucktime = 1 music = "D_STALKS" } map 03 lookup "MALIGNANT'S SANCTUM" { LevelNum = 03 skybox = SKY3 next = "MAP04" sky3 = "SKY3", 0 cluster = 1 par = 30 sucktime = 1 music = "D_THE_DA" } map 04 "BLOODY SKIES" { LevelNum = 04 skybox = SKY3 next = "MAP05" sky3 = "HELLSKY2", 0 cluster = 1 par = 30 sucktime = 1 music = "D_DOOM" } map 30 "LUCIFER'S CRYPT" { LevelNum = 30 NoInfighting skybox = SKY3 sky3 = "SKY3", 0 cluster = 1 par = 30 sucktime = 1 music = "DIE" AirSupply = 20 next = "EndGame1" } map 31 lookup "HUSTR_MAP31" { } map 32 lookup "HUSTR_MAP32" { } map TITLEMAP lookup "HUSTR_TITLEMAP" { skybox = SKY3 music = "PAIN" sky3 = "SKY3",0 par = 30 cluster = 1 } 0 Quote Share this post Link to post
MFG38 Posted February 2, 2017 I doubt I'm entirely correct, but I'm guessing the problem is due to this: map 01 "INFESTATION"Try doing this and see if it fixes it: map MAP01 "INFESTATION" (Type the map's full name instead of just the number.) 0 Quote Share this post Link to post
VoidEater Posted February 2, 2017 Thanks a whole bunch dude! I did what you said and it fixed my problem, anything that had missing sounds now have their sounds back. 0 Quote Share this post Link to post
Nevander Posted February 2, 2017 How the hell did that cause sounds not to play? It seems like it would have instead dumped you to a console error as soon as you enter MAP01 claiming it can't find a map named "01." The Doom engine is weird. 0 Quote Share this post Link to post
scifista42 Posted February 2, 2017 Nevander said:The ZDoom engine is weird. Fixed (MAPINFO is typical to ZDoom and ZDoom-based ports - a couple other ports also support it, but the OP is most probably using one of the ZDoom-based ones). I, too, have no idea why sounds would be affected by that. 0 Quote Share this post Link to post
VoidEater Posted February 2, 2017 It confuses me too, I mean all that really matters is that my sounds are back, but I'm working with Slade and the latest version of GZDoom Builder, so maybe it's something to do with one of those? 0 Quote Share this post Link to post
Voros Posted February 2, 2017 Chances are it was a random bug. Rebuild the old MAPINFO in a new wad and see what happens, as an experiment. Not sure how changing the MAPINFO can give you sound related issues. 0 Quote Share this post Link to post
scifista42 Posted February 2, 2017 OfficialDOOMGuy said:It confuses me too, I mean all that really matters is that my sounds are back, but I'm working with Slade and the latest version of GZDoom Builder, so maybe it's something to do with one of those? Definitely not. Editors treat MAPINFO as pure text. The MAPINFO-text-to-game-data parser is built into the engine itself and ran each time upon launching the game. 0 Quote Share this post Link to post
VoidEater Posted February 2, 2017 Voros said:Rebuild the old MAPINFO in a new wad and see what happens, as an experiment. I did once start on a new project with a completely different MAPINFO and all and I'm pretty sure I had the same problem, as I just used map 01 "MAPNAME" to define the maps. Maybe it's something to do with being unable to properly read the map's definition as the map number doesn't include the entire map name? 0 Quote Share this post Link to post
scifista42 Posted February 2, 2017 OfficialDOOMGuy said:Maybe it's something to do with being unable to properly read the map's definition as the map number doesn't include the entire map name? Well, you can check the engine's startup log (also available in the in-game console, you just need to scroll up) if it gives warnings about some part of MAPINFO being detected as invalid and skipped from being processed. 0 Quote Share this post Link to post
VoidEater Posted February 2, 2017 scifista42 said:Well, you can check the engine's startup log (also available in the in-game console, you just need to scroll up) if it gives warnings about some part of MAPINFO being detected as invalid and skipped from being processed. That's a good point, I'll give that a go and post any related results here. 0 Quote Share this post Link to post
VoidEater Posted February 2, 2017 So I had a look through the log after starting a faulty versio of the game up and loading into a map, and there seemed to be no errors regarding the map definition or anything regarding the engine being unable to load sounds at all. 0 Quote Share this post Link to post
Graf Zahl Posted February 2, 2017 OfficialDOOMGuy said:It confuses me too, I mean all that really matters is that my sounds are back, but I'm working with Slade and the latest version of GZDoom Builder, so maybe it's something to do with one of those? No. The problem you ran into is that "map {number} ..." is the original Hexen MAPINFO format, and Hexen did a few things very differently than Doom, and for ensuring that they only happen in original Hexen maps, some of this behavior is tied to the MAPINFO format. The curse of having to support some strange old quirks. One of the things in Hexen that are important to know is that you MUST define a set of sound sequences with specific properties so that doors and platforms make sounds and this is precisely what you ran into. 0 Quote Share this post Link to post
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