B Other More Metal Sound Mod V2.2 for 1.010/1.011 & Warband 1.105+ *Updated 6/19/10

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You'd have to hand-edit your Module system module_sounds.  Just check it out, it's pretty obvious how it works.

Oh, and Checkmaty, I used an edited version of this in Blood and Steel, thanks for making it :smile:
 
I installed this mod in both optional way but I can't hear any difference in the sounds. Any help would be appreciated.
 
I tried to edit it before, but the game started crashing on me.

Any pointers?
Well, it's really pretty simple.

module_sounds is just a list of sound references (many, but not all, are hard-coded), some tuples that refer to how the sound is played (volume,priority,looping) and a list of sound files that are randomly played.

So, this plays exactly one sound file when the (hard-coded) event for metal hitting a wooden shield occurs:
插入代码块:
("shield_hit_metal_wood",sf_priority_7|sf_vol_10, ["sound01.ogg"]),

If you want more than one sound, you just add the file names in the proper block, like so:
插入代码块:
("shield_hit_metal_wood",sf_priority_7|sf_vol_10, ["sound01.ogg","sound02.ogg"]),
And so forth. 

So basically, you just need to use the module_sounds.py that's included with this and copy-pasta the stuff you want into your own.  You can't make the game crash doing this unless:

1.  You do something that can break any Module System code, like use bad syntax (forget apostrophes, brackets, commas, etc.) or a nonexistent tuple reference.
2.  You try using more than 32 sounds for an event.

That's pretty much all there is to it, codewise.  I pretty much just copied most of Checkmaty's code and did some editing to get a few things below 32, and was done in 20 minutes.
 
32 sounds per let's say "shield_hit_metal_wood".

To put another way, if you exceed it, you'll know, because the game will crash (but at least it says why).

IDK about total limits- I presume that sounds (unlike Music) are all pre-loaded into RAM.  So theoretically, that could cause issues as well.
 
Flash Vium 说:
Nordmann 说:
Any compatibility issues between this and 1.127?

No.

And to the people asking why it doesn't work: Read the readme/first post damnit xD

I suspected as much, but it's always worth asking.

Hopefully it'll get an update soon; battles just aren't the same without it.
 
I think we misunderstood each other. The mod still works with 1.127 there are no problems, just remember to enable mod sound in your module.ini
 
Zimke Zlovoljni 说:
Thanks  :wink:  By the way (sorry of topic) when you mentioned performance issue, do you know how to remove 2GB ram usage limitation?

Try this.

http://www.fallout3nexus.com/downloads/file.php?id=12031

Don't let the name fool you, it should work for any game.
 
I_am_a_Spoon 说:
Zimke Zlovoljni 说:
Thanks  :wink:  By the way (sorry of topic) when you mentioned performance issue, do you know how to remove 2GB ram usage limitation?

Try this.

http://www.fallout3nexus.com/downloads/file.php?id=12031

Don't let the name fool you, it should work for any game.

Hey thanks for that! This will come handy with my Corsair Dominator sticks. I never gave consideration to 32bit apps and RAMM lol
 
I_am_a_Spoon 说:
Zimke Zlovoljni 说:
Thanks  :wink:  By the way (sorry of topic) when you mentioned performance issue, do you know how to remove 2GB ram usage limitation?

Try this.

http://www.fallout3nexus.com/downloads/file.php?id=12031

Don't let the name fool you, it should work for any game.

Based on info from that program Warband already use >2gb ram option.
 
I installed this mod in both optional way but I can't hear any difference in the sounds. Any help would be appreciated.
 
Ilwuen 说:
I installed this mod in both optional way but I can't hear any difference in the sounds. Any help would be appreciated.

Have you tried editing the line in your module.ini that normally says "scan_module_sounds = 0" to 1? It's mentioned in the readme and on the first page as well.
 
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