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Zombies Chronicles Sound Pack

Game Asset Reversing | Releases


Wafflez:

Zombies Chronicles Sound Pack:
Includes most, if not all sounds from Zombies Chronicles maps. Eg:
- Melee sounds
- Last stand sounds
- Revive sounds
- Zombie sounds
- Hellhound sounds
- Headshot sounds
- Zombie flesh bullet impact sounds
- etc

As usual, I'd appreciate it if you'd credit me for using the pack.
Extra Credits:

- Scobalula (for Greyhound: to rip sound assets & for HydraX: to rip aliases).
- Treyarch/Activision: For the original sounds.

Download link(v1.4): https://mega.nz/#!9pI0Ha5D!fa-M-IK4ckspp0qkpKgrjFLW2nkHN9pFmg3Zm8WC9XE

For instructions, open the README.txt in the zip file.

Note:
If, when compiling, you discover that I've missed out some .wav files, let me know in the comments and I'll update the pack ASAP.

Change Notes:
V1.2 - Added some missing sounds.
V1.3 - Added missing lightning flash sounds.
V1.4 - Adjusted instructions to make more accurate and added ALL remaining missing sounds.


Ping998:

Great work! :D

However I found this after testing:


rainisyourpain:

Great work! :D

However I found this after testing:



have you tried reinstalling the sounds and or re checking the instructions?


Ping998:

I've checked the file and the corresponding sounds do not exist. :/


rainisyourpain:

I've checked the file and the corresponding sounds do not exist. :/


i fixed them if you want i can send the modified version


rainisyourpain:

Zombies Chronicles Sound Pack:
Includes most, if not all sounds from Zombies Chronicles maps. Eg:
- Melee sounds
- Last stand sounds
- Revive sounds
- Zombie sounds
- Hellhound sounds
- Headshot sounds
- Zombie flesh bullet impact sounds
- etc

As usual, I'd appreciate it if you'd credit me for using the pack.
Extra Credits:

- Scobalula (for Greyhound: to rip sound assets & for HydraX: to rip aliases).
- Treyarch/Activision: For the original sounds.

Download link: https://mega.nz/#!gtJTlCAC!aT-b_sXjmMzKpvg0roRuksUIqWRwCoQthZEyMo5H3fE

For instructions, open the README.txt in the zip file.

Note:
If, when compiling, you discover that I've missed out some .wav files, let me know in the comments and I'll update the pack ASAP.



there was a error with some crawl sounds missing so i fixed the pack so it works
please update your link asap
https://mega.nz/#!qZ8igKwS!guC0a0VJVDa-HQDjFc86Vzlnrz3bnKR5Tge3F080xFA


Wafflez:

Great work! :D

However I found this after testing:
[ATTACH=full]55[/ATTACH]

Thanks for letting me know. I have the sounds, just forgot to include some of them in the zip :p.I've just updated the pack if you still need them.


SpooksFX:

When I linked and compiled I got this


Wafflez:

When I linked and compiled I got this

Sorry about that. I've just updated the pack again to include these sounds. You should see the updated link in this post or here: https://mega.nz/#!Mlow3A7Z!LFVPp0h9b1beHbwDoxNwh_eml_fUkYZC_ycsoU3a_04
Let me know if you have any other issues.


finnzax:

hey can u make me the old bo3 zombies and the death sounds but leave the shoting sounds and the knifeing sound and red screen sound for me or no


Wafflez:

hey can u make me the old bo3 zombies and the death sounds but leave the shoting sounds and the knifeing sound and red screen sound for me or no

You can just open your map’s sound zone file and remove the zmhd_zombie_sounds bit. That should remove all the zombie moans and death sounds.


finnzax:

I did but the red screen didn't work it didn't have sounds for some reason


hogarth935:

I did but the red screen didn't work it didn't have sounds for some reason

Did you remove the alias for the sound you removed?


Wafflez:

I did but the red screen didn't work it didn't have sounds for some reason

Add back the zmhd_zombie_sounds bit from your map's sound zone file and instead open both zmhd_misc_sounds.csv and zmhd_zombie_sounds.csv and put a # before the name of each sound alias that you'd like to remove.


charlie12327:

Hi, I am having this problem when I try to do step 4
4) Find the following:
{
"Type" : "ALIAS",
"Name" : "zm_YOURMAPNAME",
"Filename" : "zm_YOURMAPNAME.csv",
"Specs" : [ ]
},
It doesn't show up for me, what can i do?

EDIT: i know the map name is temp but it is my map name :)


Wafflez:

Hi, the problem I am having is that when I try to do step 4
4) Find the following:
{
"Type" : "ALIAS",
"Name" : "zm_YOURMAPNAME",
"Filename" : "zm_YOURMAPNAME.csv",
"Specs" : [ ]
},
It doesn't show up for me, what can i do?

EDIT: i know the map name is temp but it is my map name :)

Are you sure you're in this file:
BO3 Root\usermaps\zm_YOURMAPNAME\sound\zoneconfig\zm_YOURMAPNAME.szc ?


charlie12327:

Are you sure you're in this file:
BO3 Root\usermaps\zm_YOURMAPNAME\sound\zoneconfig\zm_YOURMAPNAME.szc ?

Yes, i am.


Wafflez:

Yes, i am.

Well it doesn't really matter where it is, as long as it's before the closing "]
}" at the bottom of the file.


charlie12327:

Well it doesn't really matter where it is, as long as it's before the closing "]
}" at the bottom of the file.

I did that, but it still doesn't work for me.


Wafflez:

I did that, but it still doesn't work for me.

Just go through the instructions again and make sure you've done everything correctly.


charlie12327:

Just go through the instructions again and make sure you've done everything correctly.

I did and have, it still isn't working. :(


D-2-K:

I did and have, it still isn't working. :(



post a copy of you .szc file or attach it so we can have a look


problem with the instructions is says to look for

{
"Type" : "ALIAS",
"Name" : "zm_YOURMAPNAME",
"Filename" : "zm_YOURMAPNAME.csv",
"Specs" : [ ]
},

what he should have put was look for

{
"Type" : "ALIAS",
"Name" : "user_aliases",
"Filename" : "user_aliases.csv",
"Specs" : [ ]
},

and add

{
"Type" : "ALIAS",
"Name" : "zmhd_zombie_sounds",
"Filename" : "zmhd_zombie_sounds.csv",
"Specs" : [ ]
},
{
"Type" : "ALIAS",
"Name" : "zmhd_misc_sounds",
"Filename" : "zmhd_misc_sounds.csv",
"Specs" : [ ]
},

so it looks like this

{
"Type" : "ALIAS",
"Name" : "user_aliases",
"Filename" : "user_aliases.csv",
"Specs" : [ ]
},
{
"Type" : "ALIAS",
"Name" : "zmhd_zombie_sounds",
"Filename" : "zmhd_zombie_sounds.csv",
"Specs" : [ ]
},
{
"Type" : "ALIAS",
"Name" : "zmhd_misc_sounds",
"Filename" : "zmhd_misc_sounds.csv",
"Specs" : [ ]
},

another example just to be extra clear here is a test .zsc i have it has nothing added to it at all, the mapname is zm_test


{
"Name" : "zm_test", <<<<<<<< here is the only line that contains the actual mapname
"GameMode" : "mpl",
"IsCommon" : false,
"Parent" : "",
"Overlay" : "",
"IsStandalone" : true,
"IsProduction" : false,
"IsShipped" : false,
"DontDeploy" : false,
"NoStreamBank" : false,
"MapFile" : "",
"Standalone" : true,
"Builds" : [ "T7" ],
"Sources" : [
{
"Type" : "ALIAS",
"Name" : "user_aliases",
"Filename" : "user_aliases.csv",
"Specs" : [ ]
}, <<<<<<<<<<<<< I tend as a rule of thumb to place any new sound Alias after this
{
"Type" : "AMBIENT",
"Name" : "ambient_mod",
"Filename" : "ambient_mod.csv",
"Specs" : ["mpl_mod"]
},
] <<<<<<<<<<< dont place anything after this
}


Wafflez:

post a copy of you .szc file or attach it so we can have a look


problem with the instructions is says to look for

{
"Type" : "ALIAS",
"Name" : "zm_YOURMAPNAME",
"Filename" : "zm_YOURMAPNAME.csv",
"Specs" : [ ]
},

what he should have put was look for

{
"Type" : "ALIAS",
"Name" : "user_aliases",
"Filename" : "user_aliases.csv",
"Specs" : [ ]
},

and add

{
"Type" : "ALIAS",
"Name" : "zmhd_zombie_sounds",
"Filename" : "zmhd_zombie_sounds.csv",
"Specs" : [ ]
},
{
"Type" : "ALIAS",
"Name" : "zmhd_misc_sounds",
"Filename" : "zmhd_misc_sounds.csv",
"Specs" : [ ]
},

so it looks like this

{
"Type" : "ALIAS",
"Name" : "user_aliases",
"Filename" : "user_aliases.csv",
"Specs" : [ ]
},
{
"Type" : "ALIAS",
"Name" : "zmhd_zombie_sounds",
"Filename" : "zmhd_zombie_sounds.csv",
"Specs" : [ ]
},
{
"Type" : "ALIAS",
"Name" : "zmhd_misc_sounds",
"Filename" : "zmhd_misc_sounds.csv",
"Specs" : [ ]
},

another example just to be extra clear here is a test .zsc i have it has nothing added to it at all, the mapname is zm_test


{
"Name" : "zm_test", <<<<<<<< here is the only line that contains the actual mapname
"GameMode" : "mpl",
"IsCommon" : false,
"Parent" : "",
"Overlay" : "",
"IsStandalone" : true,
"IsProduction" : false,
"IsShipped" : false,
"DontDeploy" : false,
"NoStreamBank" : false,
"MapFile" : "",
"Standalone" : true,
"Builds" : [ "T7" ],
"Sources" : [
{
"Type" : "ALIAS",
"Name" : "user_aliases",
"Filename" : "user_aliases.csv",
"Specs" : [ ]
}, <<<<<<<<<<<<< I tend as a rule of thumb to place any new sound Alias after this
{
"Type" : "AMBIENT",
"Name" : "ambient_mod",
"Filename" : "ambient_mod.csv",
"Specs" : ["mpl_mod"]
},
] <<<<<<<<<<< dont place anything after this
}

Oops. I’ll update that. Completely forgot that I added a custom alias called that for the map I was referring to when creating the instructions.


D-2-K:

Oops. I’ll update that. Completely forgot that I added a custom alias called that for the map I was referring to when creating the instructions.



I wasn't dissing you in any way bud just trying to help charlie out

oh and btw these worked great for me 1st time also glad you updated it with the missing files i downloaded the updated version last night ;)


Wafflez:

I wasn't dissing you in any way bud just trying to help charlie out

oh and btw these worked great for me 1st time also glad you updated it with the missing files i downloaded the updated version last night ;)

No worries, I didn’t take the message wrongly anyway :) .
And glad you found the pack useful😄


charlie12327:

post a copy of you .szc file or attach it so we can have a look


problem with the instructions is says to look for

{
"Type" : "ALIAS",
"Name" : "zm_YOURMAPNAME",
"Filename" : "zm_YOURMAPNAME.csv",
"Specs" : [ ]
},

what he should have put was look for

{
"Type" : "ALIAS",
"Name" : "user_aliases",
"Filename" : "user_aliases.csv",
"Specs" : [ ]
},

and add

{
"Type" : "ALIAS",
"Name" : "zmhd_zombie_sounds",
"Filename" : "zmhd_zombie_sounds.csv",
"Specs" : [ ]
},
{
"Type" : "ALIAS",
"Name" : "zmhd_misc_sounds",
"Filename" : "zmhd_misc_sounds.csv",
"Specs" : [ ]
},

so it looks like this

{
"Type" : "ALIAS",
"Name" : "user_aliases",
"Filename" : "user_aliases.csv",
"Specs" : [ ]
},
{
"Type" : "ALIAS",
"Name" : "zmhd_zombie_sounds",
"Filename" : "zmhd_zombie_sounds.csv",
"Specs" : [ ]
},
{
"Type" : "ALIAS",
"Name" : "zmhd_misc_sounds",
"Filename" : "zmhd_misc_sounds.csv",
"Specs" : [ ]
},

another example just to be extra clear here is a test .zsc i have it has nothing added to it at all, the mapname is zm_test


{
"Name" : "zm_test", <<<<<<<< here is the only line that contains the actual mapname
"GameMode" : "mpl",
"IsCommon" : false,
"Parent" : "",
"Overlay" : "",
"IsStandalone" : true,
"IsProduction" : false,
"IsShipped" : false,
"DontDeploy" : false,
"NoStreamBank" : false,
"MapFile" : "",
"Standalone" : true,
"Builds" : [ "T7" ],
"Sources" : [
{
"Type" : "ALIAS",
"Name" : "user_aliases",
"Filename" : "user_aliases.csv",
"Specs" : [ ]
}, <<<<<<<<<<<<< I tend as a rule of thumb to place any new sound Alias after this
{
"Type" : "AMBIENT",
"Name" : "ambient_mod",
"Filename" : "ambient_mod.csv",
"Specs" : ["mpl_mod"]
},
] <<<<<<<<<<< dont place anything after this
}

Here it is:
{
"Name" : "zm_testwaw",
"GameMode" : "mpl",
"IsCommon" : false,
"Parent" : "",
"Overlay" : "",
"IsStandalone" : true,
"IsProduction" : false,
"IsShipped" : false,
"DontDeploy" : false,
"NoStreamBank" : false,
"MapFile" : "",
"Standalone" : true,
"Builds" : [ "T7" ],
"Sources" : [
{
"Type" : "ALIAS",
"Name" : "user_aliases",
"Filename" : "user_aliases.csv",
"Specs" : [ ]
},
{
"Type" : "ALIAS",
"Name" : "zmhd_zombie_sounds",
"Filename" : "zmhd_zombie_sounds.csv",
"Specs" : [ ]
},
{
"Type" : "ALIAS",
"Name" : "zmhd_misc_sounds",
"Filename" : "zmhd_misc_sounds.csv",
"Specs" : [ ]
},
{
"Type" : "ALIAS",
"Name" : "zm_vox",
"Filename" : "zm_vox.csv",
"Specs" : [ ]
},
{
"Type" : "ALIAS",
"Name" : "custom_sounds",
"Filename" : "custom_sounds.csv",
"Specs" : [ ]
},
{
"Type" : "AMBIENT",
"Name" : "ambient_mod",
"Filename" : "ambient_mod.csv",
"Specs" : [
"mpl_mod"
]
},
]
} (EDITED AGAIN)


I slightly edited it just now.


charlie12327:

Do I need to do anything in the main .zone file or any other files at all?


Wafflez:

Do I need to do anything in the main .zone file or any other files at all?

Nope. All you need is the two .csz files in ROOT/share/raw/sound/aliases and to tell the sound zone file to include them in your map. Do you get any errors when compiling?


charlie12327:

Heres the full Log:

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\/gdtdb/gdtdb.exe /update



gdtDB: updating



processed (0 GDTs) (0 assets) in 2.760 sec



gdtDB: successfully updated database.



H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\cod2map64.exe -platform pc -navmesh -navvolume -loadFrom H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_testwaw.map H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_testwaw.d3dbsp



main: Enter



FPU Precision set to 64 bits

CoD2Map: T7

Build Changelist: 3017537

Build Machine: CODBUILD8-764

---- cod2map ----

navmesh = true

navvolume = full generation

----- FS_Startup -----

Current search path:

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\devraw

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\devdiscdata

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\devraw

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\raw

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\discdata

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\devdiscdata

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\devraw

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\raw

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\discdata

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\main

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\main

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\players

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\zone

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\local_storage

----------------------

Connected to data signature database



Loading map file H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_testwaw.map

Layer '000_Global/No Comp' ignored



reveal volume decal texture 1x1, 9 bytes. 0 packed 0 unpacked. 0 voldecals.



restricting BSP to sky brushes

writing H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_testwaw.d3dprt



finding triangle windings...

assigning primary lights...

splitting windings into lightable areas...

coalescing coincident windings...

removing occluded winding fragments...

finding sun shadow casters...

splitting large windings...

merging into concave windings...



fixing t-junctions...



tethering holes to their concave windings...

finding index mapping and snapping vertices...

triangulating all windings...

0 self-tjunctions fixed

0 degenerate tris removed

smoothing normals...

emitting triangles...

0 vertices couldn't be merged because the textures point different ways

emitting cells and portals...



building curve/terrain collision...

Adding brush neighbor bevels...

Removing redundant brush collision planes...

removed 3 brush sides

elapsed time 0 seconds

Finished processing world entity





Ignoring empty brush model entity

Map H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_testwaw.map entity 15



Ignoring empty brush model entity

Map H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_testwaw.map entity 17

Ignoring empty brush model entity

Map H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_testwaw.map entity 20

splitting up large himip volumes...

surfCount went from 39 to 42





Umbra Visibility Groups: 1 groups



<worldvisgroup> 0



begin navmesh generation...



Umbra Tome Triggers: 0 total







UMBRA smallest_occluder=72.000 small_hole=4.000

removed 24 duplicate triangles from set of 1522 - 0.0 seconds

generating Nav Mesh ...

Removing tiny boundary edges...



done - 0.1 seconds

WARNING: NavVolume generation is skipped. Flying units might not behave correctly. This might be due to there is no nav_volume brush in the level, or the generation is skipped purposely by skipping -navvolume option.

Writing H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_testwaw_navmesh.hkt

Writing H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_testwaw_navvolume.hkt

Writing H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_testwaw.d3dbsp



2 seconds elapsed

main: 2.28373 secs



H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\/bin/linker_modtools.exe -language english -modsource zm_testwaw







[L3akMod (D3V)] (v1.0.4) Initializing modifications...

[L3akMod (D3V)] Modifications have loaded successfully!



Linking "zm_testwaw" (usermaps\zm_testwaw stable 3015543 v593):

processing...



^1ERROR: 'p7_medical_surgical_tray_tools_bloody' is not a valid physpreset asset



physpreset:p7_medical_surgical_tray_tools_bloody

xmodel:p7_medical_surgical_tray_tools_bloody

col_map:maps/zm/zm_testwaw.d3dbsp



^3WARNING: "zmcore_bgb_machine" is not a valid zbarrier



zbarrier:zmcore_bgb_machine

col_map:maps/zm/zm_testwaw.d3dbsp







"H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\sound\snd_convert.exe" pc usermaps\zm_testwaw usermaps\zm_testwaw zone_source usermaps\zm_testwaw all zm_testwaw

ERROR: h:\steamlibrary\steamapps\common\call of duty black ops iii\share\raw\sound\aliases\zmhd_misc_sounds.csv

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\hit\random_perk_imp_00.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\hit\random_perk_imp_01.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\hit\random_perk_imp_02.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\rand_perk_mach_leave.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\ball_drop.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\rand_perk_mach_loop.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\random_perk_strike.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\sparks\random_perk_sparks_00.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\sparks\random_perk_sparks_001.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\sparks\random_perk_sparks_002.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\rand_perk_mach_start.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\rand_perk_mach_stop.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\vortex_loop.wav



^1ERROR: Material mtl_t8_attach_tritium_red_glo was not found in gdtDB



material:mc/mtl_t8_attach_tritium_red_glo

xmodel:vm_t8_strife

weapon:t8_strife

csv:zone_source/zm_testwaw.zone

^1The model (vm_t8_strife) uses material (mtl_t8_attach_tritium_red_glo) but there is no techset for surface 8

xmodel:vm_t8_strife

weapon:t8_strife

csv:zone_source/zm_testwaw.zone



^1Effect 'fx/_scobalula/shellejects/mwr/h1_shell_eject_9mm.efx' not found



fx:_scobalula/shellejects/mwr/h1_shell_eject_9mm

weapon:t8_strife

csv:zone_source/zm_testwaw.zone



^1The model (wm_t8_strife) uses material (mtl_t8_attach_tritium_red_glo) but there is no techset for surface 5

xmodel:wm_t8_strife

weapon:t8_strife

csv:zone_source/zm_testwaw.zone



^1ERROR: Material mtl_origins_camo_alt was not found in gdtDB



material:mc/mtl_origins_camo_alt

weaponcamo:t8_camo_strife_table

weapon:t8_strife_up

csv:zone_source/zm_testwaw.zone



done: 2m3.43s







[L3akMod (D3V)] (v1.0.4) Initializing modifications...

[L3akMod (D3V)] Modifications have loaded successfully!



Linking "en_zm_testwaw" (usermaps\zm_testwaw stable 3015543 v593):

processing...





"H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\sound\snd_convert.exe" pc usermaps\zm_testwaw usermaps\zm_testwaw zone_source usermaps\zm_testwaw english zm_testwaw

ERROR: h:\steamlibrary\steamapps\common\call of duty black ops iii\share\raw\sound\aliases\zmhd_misc_sounds.csv

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\hit\random_perk_imp_00.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\hit\random_perk_imp_01.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\hit\random_perk_imp_02.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\rand_perk_mach_leave.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\ball_drop.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\rand_perk_mach_loop.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\random_perk_strike.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\sparks\random_perk_sparks_00.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\sparks\random_perk_sparks_001.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\sparks\random_perk_sparks_002.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\rand_perk_mach_start.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\rand_perk_mach_stop.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\vortex_loop.wav



done: 0m14.98s

i believe the smiley faces are meant to represent ''p7''


Wafflez:

Heres the full Log:

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\/gdtdb/gdtdb.exe /update



gdtDB: updating



processed (0 GDTs) (0 assets) in 2.760 sec



gdtDB: successfully updated database.



H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\cod2map64.exe -platform pc -navmesh -navvolume -loadFrom H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_testwaw.map H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_testwaw.d3dbsp



main: Enter



FPU Precision set to 64 bits

CoD2Map: T7

Build Changelist: 3017537

Build Machine: CODBUILD8-764

---- cod2map ----

navmesh = true

navvolume = full generation

----- FS_Startup -----

Current search path:

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\devraw

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\devdiscdata

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\devraw

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\raw

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\discdata

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\devdiscdata

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\devraw

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\raw

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\discdata

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\main

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\main

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\players

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\zone

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\local_storage

----------------------

Connected to data signature database



Loading map file H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_testwaw.map

Layer '000_Global/No Comp' ignored



reveal volume decal texture 1x1, 9 bytes. 0 packed 0 unpacked. 0 voldecals.



restricting BSP to sky brushes

writing H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_testwaw.d3dprt



finding triangle windings...

assigning primary lights...

splitting windings into lightable areas...

coalescing coincident windings...

removing occluded winding fragments...

finding sun shadow casters...

splitting large windings...

merging into concave windings...



fixing t-junctions...



tethering holes to their concave windings...

finding index mapping and snapping vertices...

triangulating all windings...

0 self-tjunctions fixed

0 degenerate tris removed

smoothing normals...

emitting triangles...

0 vertices couldn't be merged because the textures point different ways

emitting cells and portals...



building curve/terrain collision...

Adding brush neighbor bevels...

Removing redundant brush collision planes...

removed 3 brush sides

elapsed time 0 seconds

Finished processing world entity





Ignoring empty brush model entity

Map H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_testwaw.map entity 15



Ignoring empty brush model entity

Map H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_testwaw.map entity 17

Ignoring empty brush model entity

Map H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_testwaw.map entity 20

splitting up large himip volumes...

surfCount went from 39 to 42





Umbra Visibility Groups: 1 groups



<worldvisgroup> 0



begin navmesh generation...



Umbra Tome Triggers: 0 total







UMBRA smallest_occluder=72.000 small_hole=4.000

removed 24 duplicate triangles from set of 1522 - 0.0 seconds

generating Nav Mesh ...

Removing tiny boundary edges...



done - 0.1 seconds

WARNING: NavVolume generation is skipped. Flying units might not behave correctly. This might be due to there is no nav_volume brush in the level, or the generation is skipped purposely by skipping -navvolume option.

Writing H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_testwaw_navmesh.hkt

Writing H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_testwaw_navvolume.hkt

Writing H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_testwaw.d3dbsp



2 seconds elapsed

main: 2.28373 secs



H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\/bin/linker_modtools.exe -language english -modsource zm_testwaw







[L3akMod (D3V)] (v1.0.4) Initializing modifications...

[L3akMod (D3V)] Modifications have loaded successfully!



Linking "zm_testwaw" (usermaps\zm_testwaw stable 3015543 v593):

processing...



^1ERROR: 'p7_medical_surgical_tray_tools_bloody' is not a valid physpreset asset



physpreset:p7_medical_surgical_tray_tools_bloody

xmodel:p7_medical_surgical_tray_tools_bloody

col_map:maps/zm/zm_testwaw.d3dbsp



^3WARNING: "zmcore_bgb_machine" is not a valid zbarrier



zbarrier:zmcore_bgb_machine

col_map:maps/zm/zm_testwaw.d3dbsp







"H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\sound\snd_convert.exe" pc usermaps\zm_testwaw usermaps\zm_testwaw zone_source usermaps\zm_testwaw all zm_testwaw

ERROR: h:\steamlibrary\steamapps\common\call of duty black ops iii\share\raw\sound\aliases\zmhd_misc_sounds.csv

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\hit\random_perk_imp_00.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\hit\random_perk_imp_01.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\hit\random_perk_imp_02.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\rand_perk_mach_leave.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\ball_drop.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\rand_perk_mach_loop.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\random_perk_strike.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\sparks\random_perk_sparks_00.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\sparks\random_perk_sparks_001.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\sparks\random_perk_sparks_002.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\rand_perk_mach_start.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\rand_perk_mach_stop.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\vortex_loop.wav



^1ERROR: Material mtl_t8_attach_tritium_red_glo was not found in gdtDB



material:mc/mtl_t8_attach_tritium_red_glo

xmodel:vm_t8_strife

weapon:t8_strife

csv:zone_source/zm_testwaw.zone

^1The model (vm_t8_strife) uses material (mtl_t8_attach_tritium_red_glo) but there is no techset for surface 8

xmodel:vm_t8_strife

weapon:t8_strife

csv:zone_source/zm_testwaw.zone



^1Effect 'fx/_scobalula/shellejects/mwr/h1_shell_eject_9mm.efx' not found



fx:_scobalula/shellejects/mwr/h1_shell_eject_9mm

weapon:t8_strife

csv:zone_source/zm_testwaw.zone



^1The model (wm_t8_strife) uses material (mtl_t8_attach_tritium_red_glo) but there is no techset for surface 5

xmodel:wm_t8_strife

weapon:t8_strife

csv:zone_source/zm_testwaw.zone



^1ERROR: Material mtl_origins_camo_alt was not found in gdtDB



material:mc/mtl_origins_camo_alt

weaponcamo:t8_camo_strife_table

weapon:t8_strife_up

csv:zone_source/zm_testwaw.zone



done: 2m3.43s







[L3akMod (D3V)] (v1.0.4) Initializing modifications...

[L3akMod (D3V)] Modifications have loaded successfully!



Linking "en_zm_testwaw" (usermaps\zm_testwaw stable 3015543 v593):

processing...





"H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\sound\snd_convert.exe" pc usermaps\zm_testwaw usermaps\zm_testwaw zone_source usermaps\zm_testwaw english zm_testwaw

ERROR: h:\steamlibrary\steamapps\common\call of duty black ops iii\share\raw\sound\aliases\zmhd_misc_sounds.csv

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\hit\random_perk_imp_00.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\hit\random_perk_imp_01.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\hit\random_perk_imp_02.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\rand_perk_mach_leave.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\ball_drop.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\rand_perk_mach_loop.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\random_perk_strike.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\sparks\random_perk_sparks_00.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\sparks\random_perk_sparks_001.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\electricity\sparks\random_perk_sparks_002.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\rand_perk_mach_start.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\rand_perk_mach_stop.wav

ERROR: no files for filespec: zmb\level\zm_castle\random_perk\vortex_loop.wav



done: 0m14.98s

i believe the smiley faces are meant to represent ''p7''

Ah... there's some sounds that you don't have and treyarch's dumb, so the linker stops doing any other sound stuff as soon as it finds one sound error. Here's the link to the updated pack with the missing sounds: https://mega.nz/#!9pI0Ha5D!fa-M-IK4ckspp0qkpKgrjFLW2nkHN9pFmg3Zm8WC9XE

Just drag and drop the sound_assets folder to your root.

When I have time, I'll go through the pack to make sure all the sounds needed are there so I can do another final update if needed. :)


charlie12327:

Ah... there's some sounds that you don't have and treyarch's dumb, so the linker stops doing any other sound stuff as soon as it finds one sound error. Here's the link to the updated pack with the missing sounds: https://mega.nz/#!9pI0Ha5D!fa-M-IK4ckspp0qkpKgrjFLW2nkHN9pFmg3Zm8WC9XE

Just drag and drop the sound_assets folder to your root.

When I have time, I'll go through the pack to make sure all the sounds needed are there so I can do another final update if needed. :)

Ok, thanks i'll test it now :)

EDIT: Nope, no sounds still..


Wafflez:

Ok, thanks i'll test it now :)

EDIT: Nope, no sounds still..

Just check for errors again.

Edit: I just tested the sounds pack on a fresh install and it's working for me :/


charlie12327:

Just check for errors again.

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\/gdtdb/gdtdb.exe /update



gdtDB: updating



processed (0 GDTs) (0 assets) in 3.377 sec



gdtDB: successfully updated database.



H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\cod2map64.exe -platform pc -navmesh -navvolume -loadFrom H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_testwaw.map H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_testwaw.d3dbsp



main: Enter



FPU Precision set to 64 bits

CoD2Map: T7

Build Changelist: 3017537

Build Machine: CODBUILD8-764

---- cod2map ----

navmesh = true

navvolume = full generation

----- FS_Startup -----



Current search path:

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\devraw

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\devdiscdata

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\devraw

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\raw

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\discdata

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\devdiscdata

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\devraw

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\raw

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\discdata

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\main

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\main

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\players

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\zone

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\local_storage

----------------------

Connected to data signature database

Loading map file H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_testwaw.map



Layer '000_Global/No Comp' ignored



reveal volume decal texture 1x1, 9 bytes. 0 packed 0 unpacked. 0 voldecals.



restricting BSP to sky brushes



writing H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_testwaw.d3dprt







finding triangle windings...

assigning primary lights...

splitting windings into lightable areas...

coalescing coincident windings...

removing occluded winding fragments...

finding sun shadow casters...

splitting large windings...

merging into concave windings...



fixing t-junctions...



tethering holes to their concave windings...

finding index mapping and snapping vertices...

triangulating all windings...

0 self-tjunctions fixed

0 degenerate tris removed

smoothing normals...

emitting triangles...

0 vertices couldn't be merged because the textures point different ways

emitting cells and portals...



building curve/terrain collision...

Adding brush neighbor bevels...

Removing redundant brush collision planes...

removed 3 brush sides

elapsed time 0 seconds

Finished processing world entity





Ignoring empty brush model entity

Map H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_testwaw.map entity 15



Ignoring empty brush model entity

Map H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_testwaw.map entity 17

Ignoring empty brush model entity

Map H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_testwaw.map entity 20

splitting up large himip volumes...

surfCount went from 39 to 42



b

egin navmesh generation...

removed 24 duplicate triangles from set of 1522 - 0.0 seconds

generating Nav Mesh ...

Removing tiny boundary edges...



done - 0.1 seconds

WARNING: NavVolume generation is skipped. Flying units might not behave correctly. This might be due to there is no nav_volume brush in the level, or the generation is skipped purposely by skipping -navvolume option.



Umbra Visibility Groups: 1 groups



<worldvisgroup> 0





Umbra Tome Triggers: 0 total









UMBRA smallest_occluder=72.000 small_hole=4.000



W

riting H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_testwaw_navmesh.hkt

Writing H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_testwaw_navvolume.hkt

Writing H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_testwaw.d3dbsp

4 seconds elapsed

main: 4.2382 secs



H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\/bin/linker_modtools.exe -language english -modsource zm_testwaw







[L3akMod (D3V)] (v1.0.4) Initializing modifications...

[L3akMod (D3V)] Modifications have loaded successfully!



Linking "zm_testwaw" (usermaps\zm_testwaw stable 3015543 v593):

processing...



^1ERROR: 'p7_medical_surgical_tray_tools_bloody' is not a valid physpreset asset



physpreset:p7_medical_surgical_tray_tools_bloody

xmodel:p7_medical_surgical_tray_tools_bloody

col_map:maps/zm/zm_testwaw.d3dbsp



^3WARNING: "zmcore_bgb_machine" is not a valid zbarrier



zbarrier:zmcore_bgb_machine

col_map:maps/zm/zm_testwaw.d3dbsp







"H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\sound\snd_convert.exe" pc usermaps\zm_testwaw usermaps\zm_testwaw zone_source usermaps\zm_testwaw all zm_testwaw

ERROR: H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\sound_assets\zombie\vox\scripted\castle\vox_cast_plr_0_trap_start_3.wav

ERROR: Object reference not set to an instance of an object.



ERROR: H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\sound_assets\zmb\ai\standard\steps\run\run_0.wav

ERROR: Object reference not set to an instance of an object.



ERROR: H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\sound_assets\zombie\vox\scripted\castle\vox_cast_plr_1_gum_eat_5.wav

ERROR: Object reference not set to an instance of an object.



^1ERROR: Material mtl_t8_attach_tritium_red_glo was not found in gdtDB



material:mc/mtl_t8_attach_tritium_red_glo

xmodel:vm_t8_strife

weapon:t8_strife

csv:zone_source/zm_testwaw.zone

^1The model (vm_t8_strife) uses material (mtl_t8_attach_tritium_red_glo) but there is no techset for surface 8

xmodel:vm_t8_strife

weapon:t8_strife

csv:zone_source/zm_testwaw.zone



^1Effect 'fx/_scobalula/shellejects/mwr/h1_shell_eject_9mm.efx' not found



fx:_scobalula/shellejects/mwr/h1_shell_eject_9mm

weapon:t8_strife

csv:zone_source/zm_testwaw.zone



^1The model (wm_t8_strife) uses material (mtl_t8_attach_tritium_red_glo) but there is no techset for surface 5

xmodel:wm_t8_strife

weapon:t8_strife

csv:zone_source/zm_testwaw.zone



^1ERROR: Material mtl_origins_camo_alt was not found in gdtDB



material:mc/mtl_origins_camo_alt

weaponcamo:t8_camo_strife_table

weapon:t8_strife_up

csv:zone_source/zm_testwaw.zone



done: 4m43.78s







[L3akMod (D3V)] (v1.0.4) Initializing modifications...

[L3akMod (D3V)] Modifications have loaded successfully!



Linking "en_zm_testwaw" (usermaps\zm_testwaw stable 3015543 v593):

processing...

done: 0m19.47s

Here it is again after the update, but the sounds don't play in-game, but all other sounds do (no powerup, knifing, boards, etc).


Wafflez:

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\/gdtdb/gdtdb.exe /update



gdtDB: updating



processed (0 GDTs) (0 assets) in 3.377 sec



gdtDB: successfully updated database.



H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\cod2map64.exe -platform pc -navmesh -navvolume -loadFrom H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_testwaw.map H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_testwaw.d3dbsp



main: Enter



FPU Precision set to 64 bits

CoD2Map: T7

Build Changelist: 3017537

Build Machine: CODBUILD8-764

---- cod2map ----

navmesh = true

navvolume = full generation

----- FS_Startup -----



Current search path:

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\devraw

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\devdiscdata

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\devraw

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\raw

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\discdata

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\devdiscdata

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\devraw

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\raw

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\discdata

H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\main

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\main

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\players

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\zone

H:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\local_storage

----------------------

Connected to data signature database

Loading map file H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_testwaw.map



Layer '000_Global/No Comp' ignored



reveal volume decal texture 1x1, 9 bytes. 0 packed 0 unpacked. 0 voldecals.



restricting BSP to sky brushes



writing H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_testwaw.d3dprt







finding triangle windings...

assigning primary lights...

splitting windings into lightable areas...

coalescing coincident windings...

removing occluded winding fragments...

finding sun shadow casters...

splitting large windings...

merging into concave windings...



fixing t-junctions...



tethering holes to their concave windings...

finding index mapping and snapping vertices...

triangulating all windings...

0 self-tjunctions fixed

0 degenerate tris removed

smoothing normals...

emitting triangles...

0 vertices couldn't be merged because the textures point different ways

emitting cells and portals...



building curve/terrain collision...

Adding brush neighbor bevels...

Removing redundant brush collision planes...

removed 3 brush sides

elapsed time 0 seconds

Finished processing world entity





Ignoring empty brush model entity

Map H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_testwaw.map entity 15



Ignoring empty brush model entity

Map H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_testwaw.map entity 17

Ignoring empty brush model entity

Map H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_testwaw.map entity 20

splitting up large himip volumes...

surfCount went from 39 to 42



b

egin navmesh generation...

removed 24 duplicate triangles from set of 1522 - 0.0 seconds

generating Nav Mesh ...

Removing tiny boundary edges...



done - 0.1 seconds

WARNING: NavVolume generation is skipped. Flying units might not behave correctly. This might be due to there is no nav_volume brush in the level, or the generation is skipped purposely by skipping -navvolume option.



Umbra Visibility Groups: 1 groups



<worldvisgroup> 0





Umbra Tome Triggers: 0 total









UMBRA smallest_occluder=72.000 small_hole=4.000



W

riting H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_testwaw_navmesh.hkt

Writing H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_testwaw_navvolume.hkt

Writing H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_testwaw.d3dbsp

4 seconds elapsed

main: 4.2382 secs



H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\/bin/linker_modtools.exe -language english -modsource zm_testwaw







[L3akMod (D3V)] (v1.0.4) Initializing modifications...

[L3akMod (D3V)] Modifications have loaded successfully!



Linking "zm_testwaw" (usermaps\zm_testwaw stable 3015543 v593):

processing...



^1ERROR: 'p7_medical_surgical_tray_tools_bloody' is not a valid physpreset asset



physpreset:p7_medical_surgical_tray_tools_bloody

xmodel:p7_medical_surgical_tray_tools_bloody

col_map:maps/zm/zm_testwaw.d3dbsp



^3WARNING: "zmcore_bgb_machine" is not a valid zbarrier



zbarrier:zmcore_bgb_machine

col_map:maps/zm/zm_testwaw.d3dbsp







"H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\sound\snd_convert.exe" pc usermaps\zm_testwaw usermaps\zm_testwaw zone_source usermaps\zm_testwaw all zm_testwaw

ERROR: H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\sound_assets\zombie\vox\scripted\castle\vox_cast_plr_0_trap_start_3.wav

ERROR: Object reference not set to an instance of an object.



ERROR: H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\sound_assets\zmb\ai\standard\steps\run\run_0.wav

ERROR: Object reference not set to an instance of an object.



ERROR: H:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\sound_assets\zombie\vox\scripted\castle\vox_cast_plr_1_gum_eat_5.wav

ERROR: Object reference not set to an instance of an object.



^1ERROR: Material mtl_t8_attach_tritium_red_glo was not found in gdtDB



material:mc/mtl_t8_attach_tritium_red_glo

xmodel:vm_t8_strife

weapon:t8_strife

csv:zone_source/zm_testwaw.zone

^1The model (vm_t8_strife) uses material (mtl_t8_attach_tritium_red_glo) but there is no techset for surface 8

xmodel:vm_t8_strife

weapon:t8_strife

csv:zone_source/zm_testwaw.zone



^1Effect 'fx/_scobalula/shellejects/mwr/h1_shell_eject_9mm.efx' not found



fx:_scobalula/shellejects/mwr/h1_shell_eject_9mm

weapon:t8_strife

csv:zone_source/zm_testwaw.zone



^1The model (wm_t8_strife) uses material (mtl_t8_attach_tritium_red_glo) but there is no techset for surface 5

xmodel:wm_t8_strife

weapon:t8_strife

csv:zone_source/zm_testwaw.zone



^1ERROR: Material mtl_origins_camo_alt was not found in gdtDB



material:mc/mtl_origins_camo_alt

weaponcamo:t8_camo_strife_table

weapon:t8_strife_up

csv:zone_source/zm_testwaw.zone



done: 4m43.78s







[L3akMod (D3V)] (v1.0.4) Initializing modifications...

[L3akMod (D3V)] Modifications have loaded successfully!



Linking "en_zm_testwaw" (usermaps\zm_testwaw stable 3015543 v593):

processing...

done: 0m19.47s

Here it is again after the update, but the sounds don't play in-game, but all other sounds do (no powerup, knifing, boards, etc).

It's probably something to do with the:
"ERROR: Object reference not set to an instance of an object." error. I've had it before but it seems to just pop-up sometimes and not others. In the past, relinking seemed to get rid of it.


charlie12327:

It's probably something to do with the:
"ERROR: Object reference not set to an instance of an object." error. I've had it before but it seems to just pop-up sometimes and not others. In the past, relinking seemed to get rid of it.

I have had this error before too before I found your mod and had no problems.


finnzax:

I got to work mr wallez and hogarth935 thanks means alot;):)😋


charlie12327:

I got to work mr wallez and hogarth935 thanks means alot;):)😋

How?


D-2-K:

How?



hey m8 sorry to see your still having issues with these have you tried creating a new map just the plain test map adding no extra scripts guns or other sound aliases and adding only the aliases from Mr Waffles see if the sounds work for you in this instance if they do i would try deleting the .sabs and .sabl files from your main map and then doing a full recompile

located Call of Duty Black Ops III\usermaps\zm_yourmapname\zone\snd\all


charlie12327:

hey m8 sorry to see your still having issues with these have you tried creating a new map just the plain test map adding no extra scripts guns or other sound aliases and adding only the aliases from Mr Waffles see if the sounds work for you in this instance if they do i would try deleting the .sabs and .sabl files from your main map and then doing a full recompile

located Call of Duty Black Ops III\usermaps\zm_yourmapname\zone\snd\all

Ok, I'll give it a go :)
EDIT: I have done what you said and after a bit of fiddling about, it works! for now, that is...


finnzax:

easy ill did is add the files in game and add sound lines for it to work and also I know how to add old bo3 zombie sounds


finnzax:

hey need help I can help u add me on steam im really good at do this kinda stuff


finnzax:

good to here if ever need help hmu


finnzax:

thanks for helping him


finnzax:

How would I us the old bo3 zombie sound and old bo3 zombie death sound and hit sound to zombie chronicles dlc 5


finnzax:

How would I us the old bo3 zombie sound and old bo3 zombie death sound and hit sound to zombie chronicles dlc 5


finnzax:

Add back the zmhd_zombie_sounds bit from your map's sound zone file and instead open both zmhd_misc_sounds.csv and zmhd_zombie_sounds.csv and put a # before the name of each sound alias that you'd like to remove.

Thanks


finnzax:

Did you remove the alias for the sound you removed?

yup i fix it


777tones:

hey I drag n dropped the sound assets & share folders to root folder, and added the script to .csv file under the alias.scv line and get an error saying "ERROR: tokens remain after parse" in my zm_.scv


Chroma:

Oh my god, I haven't played chronicals myself but does this mean they can actually sound scary again, like Nacht?


Chroma:

Everything is silent now, apart from knifing.


D-2-K:

Everything is silent now, apart from knifing.



keep linking till they work assuming you installed the properly


SanguineReptile:

the downloaded file has nothing in it


D-2-K:

the downloaded file has nothing in it



Use 7-zip


SanguineReptile:

dw, i got another one, it worked