Garry's Mod

Garry's Mod

TFA-VOX for NPC
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lily  [developer] 20 Feb, 2024 @ 2:04am
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Showing 1-15 of 36 comments
Dipshit Billy 21 Feb, 2024 @ 9:29am 
The sounds are very quiet. I only hear them when really close to the NPC saying the lines. If I go let's say 15 meters away from the NPC I already won't hear them. I tried tweaking the emitsound line to have more arguements, I added 100,100,1 after sound and it did not help.

For reference, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3015005577 this addon replaces NPC sounds too and when shooting an NPC, the pain sound can be heard across the map.

Edit: after playing around with code from the addon linked above, I found out that this is in fact something to do with TFA-VOX itself. I put in my own sounds and they played across the map like expected but if I use the exact same sounds through this mod, the behaviour is as I described at the beggining, the sounds are only really heard from really close to the NPC making these sounds. Fixing this would probably require me to go to the TFA-VOX framework and tweak the core functions used.

That aside, this mod is very clever, good job, have an award :D
Last edited by Dipshit Billy; 21 Feb, 2024 @ 10:30am
lily  [developer] 22 Feb, 2024 @ 6:24am 
Originally posted by Ceet-Roos:
The sounds are very quiet. I only hear them when really close to the NPC saying the lines. If I go let's say 15 meters away from the NPC I already won't hear them. I tried tweaking the emitsound line to have more arguements, I added 100,100,1 after sound and it did not help.

For reference, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3015005577 this addon replaces NPC sounds too and when shooting an NPC, the pain sound can be heard across the map.

Edit: after playing around with code from the addon linked above, I found out that this is in fact something to do with TFA-VOX itself. I put in my own sounds and they played across the map like expected but if I use the exact same sounds through this mod, the behaviour is as I described at the beggining, the sounds are only really heard from really close to the NPC making these sounds. Fixing this would probably require me to go to the TFA-VOX framework and tweak the core functions used.

That aside, this mod is very clever, good job, have an award :D

@Ceet-Roos
Now Voice become more loudly then before.....By the way, I think the sound of the original NPC is too loud, even if it's far away, you can still hear them talking
Dipshit Billy 22 Feb, 2024 @ 7:43am 
Originally posted by lily:
Originally posted by Ceet-Roos:
The sounds are very quiet. I only hear them when really close to the NPC saying the lines. If I go let's say 15 meters away from the NPC I already won't hear them. I tried tweaking the emitsound line to have more arguements, I added 100,100,1 after sound and it did not help.

For reference, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3015005577 this addon replaces NPC sounds too and when shooting an NPC, the pain sound can be heard across the map.

Edit: after playing around with code from the addon linked above, I found out that this is in fact something to do with TFA-VOX itself. I put in my own sounds and they played across the map like expected but if I use the exact same sounds through this mod, the behaviour is as I described at the beggining, the sounds are only really heard from really close to the NPC making these sounds. Fixing this would probably require me to go to the TFA-VOX framework and tweak the core functions used.

That aside, this mod is very clever, good job, have an award :D

@Ceet-Roos
Now Voice become more loudly then before.....By the way, I think the sound of the original NPC is too loud, even if it's far away, you can still hear them talking

Maybe it's a problem on my end but this still didn't work by default. BUT
changing the 75 from this line:
ent:EmitSound(sound.GetProperties(VOXsound).sound, 75, 100, 1, CHAN_VOICE)
to 100, it works the way I wanted it to work.

Thank you!
lily  [developer] 22 Feb, 2024 @ 8:35am 
Originally posted by Ceet-Roos:
Originally posted by lily:

@Ceet-Roos
Now Voice become more loudly then before.....By the way, I think the sound of the original NPC is too loud, even if it's far away, you can still hear them talking

Maybe it's a problem on my end but this still didn't work by default. BUT
changing the 75 from this line:
ent:EmitSound(sound.GetProperties(VOXsound).sound, 75, 100, 1, CHAN_VOICE)
to 100, it works the way I wanted it to work.

Thank you!

Well, maybe I will add a menu in future updates to allow people to freely configure the propagation distance of sound
YuRaNnNzZZ 22 Feb, 2024 @ 8:41am 
please add admin checks for serverside net receiver
Last edited by YuRaNnNzZZ; 22 Feb, 2024 @ 8:42am
绿袍尊者. 23 Feb, 2024 @ 1:40am 
[TFA-VOX for NPC] lua/autorun/vox_generalization.lua:12: attempt to index a nil value
1. safeToEmitVoxSound - lua/autorun/vox_generalization.lua:12
2. v - lua/autorun/vox_generalization.lua:300
3. unknown - lua/includes/modules/hook.lua:96
lily  [developer] 23 Feb, 2024 @ 6:15am 
Originally posted by bilibili Forgetting_Fun:
[TFA-VOX for NPC] lua/autorun/vox_generalization.lua:12: attempt to index a nil value
1. safeToEmitVoxSound - lua/autorun/vox_generalization.lua:12
2. v - lua/autorun/vox_generalization.lua:300
3. unknown - lua/includes/modules/hook.lua:96
不应该呀,你能把报错的vox包的名字发给我看看吗?我发现有不少人的vox模板都写得好奇怪呀,真难顶
绿袍尊者. 24 Feb, 2024 @ 1:51am 
Originally posted by lily:
Originally posted by bilibili Forgetting_Fun:
[TFA-VOX for NPC] lua/autorun/vox_generalization.lua:12: attempt to index a nil value
1. safeToEmitVoxSound - lua/autorun/vox_generalization.lua:12
2. v - lua/autorun/vox_generalization.lua:300
3. unknown - lua/includes/modules/hook.lua:96
不应该呀,你能把报错的vox包的名字发给我看看吗?我发现有不少人的vox模板都写得好奇怪呀,真难顶
额,没必要了,更新之后现在已经正常了
lily  [developer] 24 Feb, 2024 @ 10:33pm 
Originally posted by YuRaNnNzZZ:
please add admin checks for serverside net receiver
updated
citizen voice replacements work almost perfectly, but with combine sometimes you can still hear the normal combine voice
lily  [developer] 29 Feb, 2024 @ 4:41am 
Originally posted by CheckingAvailability:
citizen voice replacements work almost perfectly, but with combine sometimes you can still hear the normal combine voice

It works fine in chromium 64-bit branch. But in not test branch, GM:EntityEmitSound hook can not read the Combine's scripted sentences,so you can still hear the normal combine voice.
you're right, it works now. also another thing i wanted to point out is it seems to be having trouble finding all of the "metrocop" models i have available. the citizen and combine ones show up fine, but not metrocops.
Uni 1 Mar, 2024 @ 2:14pm 
[TFA-VOX for NPC] lua/autorun/vox_generalization.lua:807: attempt to call global 'TFAVOX_GetPack' (a nil value)
1. OnRowSelected - lua/autorun/vox_generalization.lua:807
2. OnClickLine - lua/vgui/dlistview.lua:447
3. unknown - lua/vgui/dlistview_line.lua:81
Uni 1 Mar, 2024 @ 2:33pm 
[TFA-VOX for NPC] lua/autorun/vox_generalization.lua:98: attempt to call global 'TFAVOX_GetPack' (a nil value)
1. v - lua/autorun/vox_generalization.lua:98
2. unknown - lua/includes/modules/hook.lua:96
Uni 1 Mar, 2024 @ 3:13pm 
Nevermind that. It finally worked for me.
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