How to turn off "forced" music in maps

Discussions about Chaos mapping for the UT series.
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R.Flagg
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How to turn off "forced" music in maps

Post by R.Flagg »

Just a tip for anyone like myself, who enjoys playing the bots sometimes, but with music off.

It can be a bummer to find a map that you otherwise like, only to find out that mapper has decided to take away your music option, and instead has forced the music to play no matter what.

Well, this is extremely easy to fix.

Just open UnrealEd, click on File, then Open the map.

Then simply select View, and in Level Properties - Audio, simply turn the MusicOverrideVolume back to 0.0.

Then just hit File and Save and that's it, you're done.

I'm assuming the map will now not work online, but with less than a minute's work you can regain control of your own preferences for your offline play. I guess if you still wanted it for online play, you could just save your musicless version under a different name.

Anyway, just thought I'd share that, as I have found it to be quite beneficial. And if you want it to, this can be a part of much larger conversation.

IMO, it's never a good idea to give a player a GUI option for something in your mod or game, and then allow individual mappers some method to overrule that option. (Much as we have done in our Map Info Actor, btw. :wink: I think parts of that should be corrected as well.)

And likewise how one of my RFNF's (request for new feature) was to make the "Allow Translocator?" option in the UT2004 more powerful. So that, if I set that to "Hell no", cause I hate xlocs.., and then some mapper decides to drop one in a map as a pickup item..., I want my GUI option to overrule that, and make that pickup dissappear.

So that as a player (or admin), if I choose no xlocs, than I will get No Xlocs, period. Or if I choose no music, then I will get No Music, and so on.
TKATK
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Post by TKATK »

gotta agree,the overrides dont make sense,as neither TL,nor music,nor something else that can be set off should(and could) be gamespecific(maybe TL,but thats never happened)
Gamma
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Post by Gamma »

You could just use the custom music player thing.
R.Flagg
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Post by R.Flagg »

Gamma - Never tried that, since I don't want any music in the game at all. But if that also allows you to turn off forced music, then great, glad to hear it.

TKATK - Thanks, glad to hear you agree. Not only do I feel it's frustrating as a player to, for example, select no translocators only to have one show up in the map anyway, but some can also appears as bugs.

Such as in our case(s) - just one example is allowing someone to select random gravbelts in a GUI option, and then not have one show up in a Chaos map.

Add to that the fact that this happens with no explanation and/or clue given to the player, and it not only has refused me the choice I was given to make, but it seems as a bug (ie: "I selected the Chaos mut, and set it to random gravbelts, and none showed up!").

Same deal as the musicoverride option that Epic strangely provided. Give the player a choice, take the time to build and code the GUI option..., only to remove/ignore/deny that choice without any explanation or clue to player.
lord_kungai
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Post by lord_kungai »

Gamma wrote:You could just use the custom music player thing.
Press F11, then press 'play' and then press 'stop'. No Music!
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R.Flagg
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Post by R.Flagg »

Did you actually try that before posting?

It didn't work.
Tim
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Post by Tim »

That forced music may screw the map up. Totally.
One way to fix it is to STOP MAPPERS FROM DOING IT. Some mappers. I'm a mapper, but I never did and never will do that thing. It's annoying and where's the point?
Like, a mapper with (REALLY) sick sense for music could add teletubbies music to a CUT map :wink:

About that transcolator thing... The maps with transcolator put in them are usually built for transcolator or atleast have rooms for that thing in them (like a small floating 64×64 redeemer spawn only acceasable by precise transcolator aiming...).
lord_kungai
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Post by lord_kungai »

R.Flagg wrote:Did you actually try that before posting?

It didn't work.
Yeah... I did try it. Thats how I always turn my music off... Dunno why it doesn't seem to work for you...
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R.Flagg
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Post by R.Flagg »

Yeah... I did try it. Thats how I always turn my music off... Dunno why it doesn't seem to work for you...
Sounds like you are talking about normal music cases. This thread is about 'forced' music, and F11 won't work in those cases.
Tim wrote:That forced music may screw the map up. Totally.
No, it doesn't screw the map up at all. Though as I mentioned, you will probably get a version mismatch if you try to play same map online.
Tim wrote:About that transcolator thing... The maps with transcolator put in them are usually built for transcolator or atleast have rooms for that thing in them (like a small floating 64×64 redeemer spawn only acceasable by precise transcolator aiming...).
Welcome to Chaos. :wink: There is more than one way to reach those types of areas while playing Chaos.

The only exception are small windows designed so that only xloc discs fit thru (ie: sniper windows in Gralada). Luckily, those are relatively few and far between. And I have another proposal in dev now - bringing back the Q2Chaos teleporter - which would fix those cases.
Tim
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Post by Tim »

Tim wrote:That forced music may screw the map up. Totally.
No, it doesn't screw the map up at all. Though as I mentioned, you will probably get a version mismatch if you try to play same map online.
It can be a bummer to find a map that you otherwise like, only to find out that mapper has decided to take away your music option, and instead has forced the music to play no matter what.
Hello? Did you even listen to YOURSELF?


Tim wrote:About that transcolator thing... The maps with transcolator put in them are usually built for transcolator or atleast have rooms for that thing in them (like a small floating 64×64 redeemer spawn only acceasable by precise transcolator aiming...).
I'm talking about cases, where it's too far for grappling. There could be a tunnel, for example, where you gotta put the trans through. The tunnel will then carry the trans somwhere, but not the player. Similar as in Jailbreak map with those tunnels. Exept that wouldn't carry the player. Got it?
R.Flagg
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Post by R.Flagg »

Not sure what point you were trying to make in the 1st part of your post - feel free to take another shot if you'd like.

But about "xloc tunnels in maps", well sure..., we can sit here and site specific examples of maps where a lack of a transloc could be noticed (like the xloc sucking 'mail delivery' type tubes in Chrome) but again .. those are relatively few and far between.

And most of the time the maps can still be played just fine - w/o using whatever xloc gimmick the author included.

Anyway, the thread was intended to help folks like myself remove forced music in otherwise fun maps, so that they can be played and enjoyed. If you don't wanna remove forced music from maps, then so be it. But I have removed forced music from at least several maps, and now I can play and enjoy them. Maps that I otherwise would have deleted. Works like a charm for me.
R.Flagg
Chaotic Dreams Team
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Re: How to turn off "forced" music in maps

Post by R.Flagg »

R.Flagg wrote:IMO, it's never a good idea to give a player a GUI option for something in your mod or game, and then allow individual mappers some method to overrule that option. (Much as we have done in our Map Info Actor, btw. :wink: I think parts of that should be corrected as well.)

And likewise how one of my RFNF's (request for new feature) was to make the "Allow Translocator?" option in the UT2004 more powerful. So that, if I set that to "Hell no", cause I hate xlocs.., and then some mapper decides to drop one in a map as a pickup item..., I want my GUI option to overrule that, and make that pickup dissappear.

So that as a player (or admin), if I choose no xlocs, than I will get No Xlocs, period. Or if I choose no music, then I will get No Music, and so on.
That was then..., and this is from IRC today:

<Jb> ScriptLog: Translocators not allowed in the game, CUT Mut is removing the Translocator pickups from the map

:P

Meaning, if you choose no translocators, and you play a map that has a translocator pickup placed, it will be removed. So once again, it's up to you, the player, if you want them or not.

For example, here is a pic from Toonces' <a href="http://www.unrealplayground.com/maps.ph ... =stripmine" target="_blank">StripMine2</a> just after I started the game - there is the pickup base for the xloc, but it's not there. :wink:

http://chaotic.beyondunreal.com/c2_scre ... oxlocs.jpg

And keep in mind, just like the MantaMeat option shown in that pic in my dev journal, "Allow Translocators" is an option. It's all up to the player and/or server admin to decide.

We have simply put the control back into the player's hands. If you want translocators, just turn 'em on. If you want Manta rides, just turn 'em on.

Thanks Jb.
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