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Launch Base Issues
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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Sun Sep 11, 2011 10:16 am    Post subject:  Launch Base Issues Reply with quote  Mark this post and the followings unread

Okay, this has perplexed me for three days and three nights straight.

So I've added a few new sounds to the game - back converted them to WAV from AUD (which LB does not like for some reason) and slotted them into the Sound Directory.

Code:
855=RailCannonAttack
856=Healing

[BIGGGUN1]
Sounds=bigggun1
Volume=85

[HEALER1]
Sounds=healer1
Volume=85

[RailCannonAttack]
Sounds= BIGGGUN1
Limit=3
FShift= -10 10
Volume=85

[Healing]
Sounds= HEALER1
Limit=3
FShift= -10 10
Volume=85


As the code shows, I've updated Sound.ini to reflect this, and assigned the units appropriate responses (cloaked them in spoiler tags below):

[spoiler]
Code:
; FutureTech Battleship
[BSHIPB]
UIName=Name:BSHIP
Name=Aegis Cruiser
Prerequisite=GAYARD,GAENERGY
Primary=Railcannon
NavalTargeting=1
LandTargeting=6
ToProtect=yes
Category=AFV
Strength=2000
Naval=yes
Armor=medium
TechLevel=7
Sight=8
Speed=4
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
ForbiddenHouses=Americans
AllowedToStartInMultiplayer=no
Cost=2000
Soylent=1200
Points=70
ROT=1
Crusher=no ;gs yes
Crewed=no
IsSelectableCombatant=yes
Turret=yes
Weight=4
OpportunityFire=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=AegisSelect
VoiceMove=AegisMove
VoiceAttack=AegisAttackCommand
VoiceFeedback=
DieSound=
SinkingSound=GenLargeWaterDie
MoveSound=AegisMoveStart
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
SpeedType=Float
MovementZone=Water
ThreatPosed=25   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;BuildLimit=2
ElitePrimary=RailcannonE
Size=30
TooBigToFitUnderBridge=true
Prerequisite.Negative=GAROBO,GATECH,GATEMP
Insignia.Veteran=alliedveteran
Insignia.Elite=alliedelite

[MEDIC]
UIName=Name:MEDIC
Name=Medic
Category=Soldier
Primary=Heal
Secondary=VirtualScanner
Prerequisite=GAPILE
CrushSound=InfantrySquish
Strength=125
Pip=red
Armor=none
TechLevel=4
Sight=6
Speed=4
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=600
Soylent=300
Points=5
VoiceSelect=CivAllSelect
VoiceMove=CivAllMove
VoiceAttack=CivAllAttackCommand
VoiceFeedback=CivAllFear
DieSound=CivAllDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0
SpecialThreatValue=1
GuardRange=8
SelfHealing=yes
ImmuneToRadiation=no
ImmuneToPsionics=no
PreventAttackMove=yes
Bombable=yes
Trainable=no
Size=1
AllowedToStartInMultiplayer=no
IFVMode=0
Insignia.Veteran=alliedveteran
Insignia.Elite=alliedelite

;Big Rail Gun
[Railcannon]
AmbientDamage=50   ; use this for the railgun damage field.  Leave damage = 0
Damage=0         ; this should be 0 for railgun shots
ROF=60      ; ROF for railgun is tied to the duration (MaxEC) of the railgun particle
Range=10
Projectile=Invisible
Speed=100
Warhead=RailShot
Report=RailCannonAttack
Anim=GUNFIRE
IsRailgun=true
AttachedParticleSystem=LargeRailgunSys


;Mammoth Rail Gun
[RailcannonE]
AmbientDamage=75   ; use this for the railgun damage field.  Leave damage = 0
Damage=0         ; this should be 0 for railgun shots
ROF=60      ; ROF for railgun is tied to the duration (MaxEC) of the railgun particle
Range=10
Projectile=Invisible
Speed=100
Warhead=RailShot
Report=RailCannonAttack
Anim=GUNFIRE
IsRailgun=true
AttachedParticleSystem=LargeRailgunSys

; medic healing
[Heal]
Damage=-50
ROF=80
Range=2.83
Projectile=Invisible
Speed=100
Warhead=Organic
Report=Healing
[/spoiler]

However when I launch it and perform a sound check, the sounds do not play. Weirdly, I have gotten Speech to work perfectly, but not Sounds or (while we're on the subject) Themes. Looking at the .ini files, it looks correct. I also checked the Ares Debug file - it recorded nothing.

Still, in the event I've missed something, I've attached the Ares Debug file.



Ares Debug Document.doc
 Description:
Ares Debug File

Download
 Filename:  Ares Debug Document.doc
 Filesize:  51.5 KB
 Downloaded:  81 Time(s)


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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Sep 11, 2011 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

AUD is used only by TS.

Because the mix dll doesn't exist (I guess you plan to use the loose Ares sound option which only works with mono PCM 22kHz WAVs now) LaunchBase keeps all wavs within sounds intact. A quick check on your launchbase.log file would answer this question.

As reported in http://bugs.renegadeprojects.com/view.php?id=1542

Use the theme folder as workaround.

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Sun Sep 11, 2011 10:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
AUD is used only by TS.

Because the mix dll doesn't exist (I guess you plan to use the loose Ares sound option which only works with mono PCM 22kHz WAVs now) LaunchBase keeps all wavs within sounds intact. A quick check on your launchbase.log file would answer this question.

As reported in http://bugs.renegadeprojects.com/view.php?id=1542

Use the theme folder as workaround.


The Theme Folder thing seems to have worked...so I'm guessing there's also a bug that's stopping it playing loose Music files coded into .wav as well, yes?

Nethertheless, thank you for the heads up on the fix. And I apologise for wasting your time.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Sep 11, 2011 11:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Nothing, and music are loose by default.

In RA2 audio.bag/idx system is used where the sounds are within one file (the bag) and anther contains their index. (.idx) In principle, LB would auto-generate the audio.bag/idx from the contents of sounds folder with the default one, but that can't happen without the mix dll.

Ares 0.1 brought loose sounds, so if your mod wouldn't use that, you would have to create your bag/idx manually with XCC.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
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=======================
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