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IDProjectCategoryView StatusDate SubmittedLast Update
0002203VCMISound, music, videospublic2015-06-01 12:392023-11-28 14:05
Reportersmutkovski 
Assigned ToAVS 
PrioritynormalSeverityminorReproducibilityalways
StatusresolvedResolutionfixed 
PlatformGNU-LINUX 32bitOSUbuntuOS Version12.04
Product Version 
Target VersionFixed in Version 
Summary0002203: VCMI 0.98c - Intro has no sound
Descriptionwhile playing intro movies no sound is played.

(other in game and main menu sounds and music are playing correctly)
Additional InformationCONSOLE OUTPUT-----------------

jarda@ub45wr:~/.local/share/vcmi$ vcmilauncher
File <unknown> is not a valid JSON file!
At line 40, position 1 warning: Comma expected!

File <unknown> is not a valid JSON file!
At line 40, position 1 warning: Comma expected!

jarda@ub45wr:~/.local/share/vcmi$ Starting...
Creating console and configuring logger: 24
The log file will be saved to "/home/jarda/.cache/vcmi/VCMI_Client_log.txt"
     Initialization: 4
     Data loading: 93
    Mod handler: 0
     Mod filesystems: 20
Basic initialization: 117
Initialized logging system based on settings successfully.
Error: campaign music was not found!
Loading settings: 119
VCMI 0.98c (client)
Found 2 render drivers
    opengl (active)
    software
Created renderer opengl
    Initializing screen: 80
    Initializing video: 1
Initializing screen and sound handling: 2
        Bonus type handler: 6
[smk @ 0xa244a00] max_analyze_duration reached
        General text handler: 10
        Hero handler: 7
        Artifact handler: 0
        Creature handler: 1
        Town handler: 0
        Object handler: 0
        Object types information handler: 0
        Spell handler: 0
        Terrain view pattern handler: 3
    Initializing handlers: 31
    Initializing content handler: 106 ms
        [d0444951] Original game files
        [ed56c359] VCMI essential files
    Parsing mod data: 46 ms
        [DONE] Original game files
        [DONE] VCMI essential files
    Loading mod data: 212ms
    Resolving identifiers: 9 ms
No templates found for 49:1
No templates found for 70:0
No templates found for 79:7
No templates found for 100:1
No templates found for 103:1
No templates found for 172:0
No templates found for 186:0
No templates found for 189:0
    Handlers post-load finalization: 17 ms
    All game content loaded in 392 ms
        Template handler: 397
Initializing VCMI_Lib: 429
Loading and transforming heroes' flags: 67
Screen handler: 75
    Main graphics: 52
Initializing game graphics: 127
Message handler: 4
Initialization of VCMI (together): 1574
Error: accessing unavailable frame 0:1 in CAnimation!
[smk @ 0xa26a6c0] max_analyze_duration reached
Cannot get sound N1A chunk: Resource with name SOUNDS/N1A and type SOUND wasn't found.
[smk @ 0xa4a45e0] max_analyze_duration reached
[smk @ 0xa26a660] max_analyze_duration reached
Starting scenario 0
Setting up thread calling server: 0
No templates found for 49:1
No templates found for 70:0
No templates found for 79:7
No templates found for 100:1
No templates found for 103:1
No templates found for 172:0
No templates found for 186:0
No templates found for 189:0
Waiting for server: 133
Establishing connection...
Found endpoints:
    0: 127.0.0.1:3030
Trying connection to 127.0.0.1:3030 (0)
Established connection with VCMI 0.98c (server)
    Connecting to the server: 6
    Will send info to server...
    Sending/Getting info to/from the server: 12
    Creating gamestate: 0
    Using random seed: 1433161660
Open campaign map file: 0
Map loaded!
    Our checksum for the map: 1721433556
Seed after init is 1506714199 (before was 1433161660)
Initializing GameState (together): 57
Creating mapHandler: 0
    Preparing FoW, roads, rivers,borders: 20
    Making object rects: 60
Initializing mapHandler (together): 81
Player 0 will be lead by VCAI
Opening VCAI
Loaded VCAI
Engine:
InputVariable: OurShooters
  enabled: true
  range: 0.000 1.000
  term: FEW Ramp 0.600 0.000
  term: MANY Ramp 0.400 1.000
InputVariable: OurWalkers
  enabled: true
  range: 0.000 1.000
  term: FEW Ramp 0.600 0.000
  term: MANY Ramp 0.400 1.000
InputVariable: OurFlyers
  enabled: true
  range: 0.000 1.000
  term: FEW Ramp 0.600 0.000
  term: MANY Ramp 0.400 1.000
InputVariable: EnemyShooters
  enabled: true
  range: 0.000 1.000
  term: FEW Ramp 0.600 0.000
  term: MANY Ramp 0.400 1.000
InputVariable: EnemyWalkers
  enabled: true
  range: 0.000 1.000
  term: FEW Ramp 0.600 0.000
  term: MANY Ramp 0.400 1.000
InputVariable: EnemyFlyers
  enabled: true
  range: 0.000 1.000
  term: FEW Ramp 0.600 0.000
  term: MANY Ramp 0.400 1.000
InputVariable: OurSpeed
  enabled: true
  range: 0.000 25.000
  term: LOW Ramp 6.500 3.000
  term: MEDIUM Triangle 5.500 8.000 10.500
  term: HIGH Ramp 8.500 16.000
InputVariable: EnemySpeed
  enabled: true
  range: 0.000 25.000
  term: LOW Ramp 6.500 3.000
  term: MEDIUM Triangle 5.500 8.000 10.500
  term: HIGH Ramp 8.500 16.000
InputVariable: CastleWalls
  enabled: true
  range: 0.000 3.000
  term: NONE Rectangle 0.000 0.500
  term: MEDIUM Trapezoid 0.500 1.000 2.000 2.500
  term: HIGH Ramp 1.900 3.000
InputVariable: Bank
  enabled: true
  range: 0.000 1.000
  term: FALSE Rectangle 0.000 0.500
  term: TRUE Rectangle 0.500 1.000
OutputVariable: Threat
  enabled: true
  range: 0.500 1.500
  accumulation: AlgebraicSum
  defuzzifier: Centroid 200
  default: nan
  lock-previous: false
  lock-range: false
  term: LOW Ramp 1.000 0.500
  term: MEDIUM Triangle 0.800 1.000 1.200
  term: HIGH Ramp 1.000 1.500
RuleBlock:
  enabled: true
  conjunction: Minimum
  disjunction: Maximum
  activation: Minimum
  rule: if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW
  rule: if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW
  rule: if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH
  rule: if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW
  rule: if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW
  rule: if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH
  rule: if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM
  rule: if EnemySpeed is MEDIUM then Threat is MEDIUM
  rule: if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM
  rule: if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH
  rule: if Bank is TRUE and EnemyShooters is MANY then Threat is LOW
  rule: if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH
  rule: if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM
  rule: if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW
Engine:
InputVariable: strengthRatio
  enabled: true
  range: 0.000 4.500
  term: LOW Ramp 1.500 0.000
  term: HIGH Ramp 1.500 4.500
InputVariable: heroStrength
  enabled: true
  range: 0.000 1.000
  term: LOW Ramp 0.200 0.000
  term: MEDIUM Triangle 0.200 0.500 0.800
  term: HIGH Ramp 0.500 1.000
InputVariable: turnDistance
  enabled: true
  range: 0.000 3.000
  term: SMALL Ramp 0.500 0.000
  term: MEDIUM Triangle 0.100 0.450 0.800
  term: LONG Ramp 0.500 3.000
InputVariable: lockedMissionImportance
  enabled: true
  range: 0.000 5.000
  term: LOW Ramp 2.500 0.000
  term: MEDIUM Triangle 2.000 2.500 3.000
  term: HIGH Ramp 2.500 5.000
OutputVariable: Value
  enabled: true
  range: 0.000 5.000
  accumulation: AlgebraicSum
  defuzzifier: Centroid 200
  default: nan
  lock-previous: false
  lock-range: false
  term: LOW Ramp 2.500 0.000
  term: MEDIUM Triangle 2.000 2.500 3.000
  term: HIGH Ramp 2.500 5.000
RuleBlock:
  enabled: true
  conjunction: Minimum
  disjunction: Maximum
  activation: Minimum
  rule: if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH
  rule: if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH
  rule: if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW
  rule: if strengthRatio is LOW and heroStrength is LOW then Value is very LOW
  rule: if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH
  rule: if strengthRatio is LOW and heroStrength is HIGH then Value is LOW
  rule: if lockedMissionImportance is HIGH then Value is very LOW
  rule: if lockedMissionImportance is MEDIUM then Value is somewhat LOW
  rule: if lockedMissionImportance is LOW then Value is HIGH
  rule: if turnDistance is SMALL then Value is HIGH
  rule: if turnDistance is MEDIUM then Value is MEDIUM
  rule: if turnDistance is LONG then Value is LOW
Opening StupidAI
Loaded Stupid AI 0.1
Warning: IntObject re-activated with mismatching used and active
Saving lib part of game...
    Saving header
    Saving options
    Saving handlers
    Saving gamestate
TagsNo tags attached.
Attached Files

- Relationships
duplicate of 0001904resolvedIvan 0.96b- Intro doesn't have any sound and the resolution is a bit buggy. 
related to 0002200resolvedIvan Opening video problem, High-res Menu mod issue and VCMI_Client_log pinpointing possible problems 

-  Notes
(0005750)
AVS (administrator)
2015-06-18 09:59

Known missing feature.
(0008870)
Ivan (developer)
2023-11-28 14:05

Implemented in 1.4

- Issue History
Date Modified Username Field Change
2015-06-01 12:39 smutkovski New Issue
2015-06-18 09:59 AVS Note Added: 0005750
2015-06-18 09:59 AVS Assigned To => AVS
2015-06-18 09:59 AVS Status new => confirmed
2015-06-21 17:47 AVS Relationship added related to 0002200
2016-01-21 08:43 SXX Relationship added duplicate of 0001904
2023-04-12 16:59 Ivan Status confirmed => acknowledged
2023-11-28 14:05 Ivan Note Added: 0008870
2023-11-28 14:05 Ivan Status acknowledged => resolved
2023-11-28 14:05 Ivan Resolution open => fixed

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