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MP3 Player Issues [Everything seems to be fixed for good!]

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User avatar Buff Skeleton
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Subject: MP3 Player Issues [Everything seems to be fixed for good!]

Post Posted: 15 Dec 2007, 00:57

I discovered while working on--things--that you can't save or quicksave when a map is using Raven's MP3 player.

Basically, when you try to save, UT.log outputs this:

Warning: Can't save ..\Save\Save1000.usa: Graph is linked to external private object RMp3Player Entry.RMp3Player0

Basically, I was informed that this is due to a bug where an entry level actor is referenced, and then the references aren't cleared when the actor is spawned, causing the game to be incapable of saving. Or something. I'm not very deep-engine-code-smart.

I'm not sure if this is a known issue or not (or even if Raven reads these forums frequently anymore), but I thought I'd give a heads up to see if he or someone can fix it, because I'd really like to use the proper music for a project I'm almost ready to release.

There was another issue where music wouldn't stop playing if you reloaded a save, but I haven't been able to reproduce this recently, and I think there was a fix for custom GameInfos that you could use to make the mp3 playback stop when you loaded a save or progressed to the next level (or restarted the current level).

This is an excellent component for UT, but it really could use a couple of fixes to make it fully usable.
Last edited by Buff Skeleton on 03 Jan 2008, 19:49, edited 4 times in total.

User avatar Mister_Prophet
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Post Posted: 15 Dec 2007, 01:02

Holy shit balls Waffnuffly!
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User avatar Raven
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Post Posted: 15 Dec 2007, 12:04

damn, didn't know about this. And yes, you need to create new game info in order to make it works 100% good. In TCO I've linked it with custom console.As for this save bug - I'll investigate it.
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User avatar Buff Skeleton
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Post Posted: 15 Dec 2007, 19:05

Huzzah, UA sent me a version that allows saves! Raven, I tried to email it to your unreal.pl address, but got an STMP error. :P Here's the file:

http://www.filefactory.com/file/33e32d/

The only issue I have now is that no music plays if I reload a save or quicksave when I have music set to start when triggered or PlayOnStart, even if I saved after the music had started. The music doesn't play when I reload other saves, though, which is a good thing.

I just checked my GameInfo, and evidently I never incorporated the code needed to make the script work 100%. If someone has that and could post it here, I'd be very grateful.

User avatar Raven
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Post Posted: 15 Dec 2007, 20:22

I have to fix everything and re-upload it. The reason it gave an error while saving is that variable inside controller was referenced to mp3player stored in entry level. In never versions (eg. TCO's) I've created instead function which tries to find mp3player in entry or spawns new one. I have to crop TCO's game info from new stuff and leave only mp3player intact. It'll be 100% working.
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User avatar Buff Skeleton
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Post Posted: 15 Dec 2007, 20:26

Great, I'll stand by for the fixes. Thanks. :)

Is there anything I'll need to put in my GameInfo once the new version is uploaded?

User avatar Raven
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Post Posted: 15 Dec 2007, 21:29

will provide game info (extends SinglePlayer game from OldSkool)
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User avatar Buff Skeleton
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Post Posted: 18 Dec 2007, 19:31

Any ETA on the update? Or did you already upload it somewhere and I just haven't found it? :o

User avatar Raven
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Post Posted: 31 Dec 2007, 13:14

http://www.sendspace.com/file/g42qhn

Now it won't prevent from save. On level switch music will also stop. To have music after loading game (from save) you have to use gametypes included in RvMp3PlayerGame.u (requires OldSkool). It was never tested online. Before you use it, make backup of current RvMp3Player version.
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User avatar Buff Skeleton
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Post Posted: 31 Dec 2007, 17:26

Great. This is muchly appreciated!

I'm still having the save reloading issue, though, and I can't seem to find anything odd except for this:

ScriptWarning: RMp3Player Entry.RMp3Player0 (Function RvMp3Player.RMp3Player.Tick:0032) Accessed None

And this:

ScriptWarning: RMp3PlayerController Save1000.RMp3PlayerController0 (Function RvMp3Player.RMp3PlayerController.Mp3PlayerInit:0165) Attempt to assigned variable through None


I don't know if that has anything to do with the save load issue or not, but I can't figure out what's wrong. I tried copying the script used in your provided gametype into my own, which didn't work, and I also tried setting one of my maps' default gametype to your provided one, which also didn't work when I reloaded a save or quicksave.

I also tried making a new level and using your provided gametype, but still nothing played when I loaded a save.

Any ideas?

User avatar Raven
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Post Posted: 01 Jan 2008, 20:13

My fault. Now should work with gametypes. Link: http://www.sendspace.com/file/hbi441
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User avatar Buff Skeleton
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Post Posted: 01 Jan 2008, 21:54

Yay! It now works when you load a save before the music is triggered, and AC_PlayOnStart plays the music when you load a save for that level.

Only one more issue remains. If you use AC_Play, music will stop when you load a save if you saved AFTER it was triggered. If you save BEFORE the music was triggered, it will play again once you trigger it again, which is good. But this means you can't start a map with no music, trigger the music, save, and reload a save with the music still playing. I haven't found any errors in my logs to indicate that there is a problem with the code, so it may just be a design issue.

So all that remains is the AC_Play music-stoppage-on-load, but until then, I can just use AC_PlayOnStart. Thanks for all the hard work, Raven!

User avatar Raven
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Post Posted: 01 Jan 2008, 23:31

will fix it tomorrow :)
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Post Posted: 01 Jan 2008, 23:35

If I remember correctly, Unreal has that problem anyway, and only Oldskool fixes it (i.e. the current music track and song section being part of the saved game)!
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User avatar Buff Skeleton
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Post Posted: 01 Jan 2008, 23:57

Yeah, I definitely remember that issue. It happened most noticeably on The Sunspire, when you saved within the spire and then loaded. You got the music that plays when you are outside instead.

Looking forward to the fix. :)

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