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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0002203 | VCMI | Sound, music, videos | public | 2015-06-01 12:39 | 2023-11-28 14:05 | ||||||||
Reporter | smutkovski | ||||||||||||
Assigned To | AVS | ||||||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||||||
Status | resolved | Resolution | fixed | ||||||||||
Platform | GNU-LINUX 32bit | OS | Ubuntu | OS Version | 12.04 | ||||||||
Product Version | |||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0002203: VCMI 0.98c - Intro has no sound | ||||||||||||
Description | while playing intro movies no sound is played. (other in game and main menu sounds and music are playing correctly) | ||||||||||||
Additional Information | CONSOLE 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 | ||||||||||||
Tags | No tags attached. | ||||||||||||
Attached Files | |||||||||||||
Relationships | |||||||||||
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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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