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phantra

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Everything posted by phantra

  1. so it seems the game will crash if you give it more custom sound files to load than that set limit....but...why ? its not like it has run out of resources, wish there was a "shut up and load my files" option in the game engine. anyone knows a way to work around this issue or plain kill it? it realy buffles me why it crashes =(
  2. yeah AND_great did over a dozen balance themed patches over on the russian side for his version of xenophobia, he has a thing for sniper rifles though, personaly I rebalanced some of the weapon classes to be more competitive to said sniper rifles (for example the smg's...damage is all good but with the range of 3 that damage realy does you little good espacially if you can just pick up a sniper that does the damages and has the range~ imho weapon classes still need some balancing in this version but he did fix all the nonesense roflstomp weapons of the original compilation)
  3. flaming chainsaws? oh please. were in the 21th century. we're all about the AC-130 mounted tank catapult!
  4. I've decided that the injured/dead .ogg's will be a hybrid of voices from newnew-xcom and effects from bf (blood and other brutalities/falling body/falling weapon effect etc) this due to females needing a voice and ja2 ones are already used in another mod. might use the death scream echo from bf if i learn how to replicate it for female and other voices.
  5. no warnings detected via firefox and google. I think its over!
  6. hopefully it is resolved, google and my browser are freaking out whenever i try to get on the site.
  7. I see...I guess adding new ones is not as easy as I originaly thought.
  8. sadly while a pretty clever workaround to the lack of support for mortars and grenade lobbing devices, it will act like a rocket launcher rather than a grenade...
  9. uhm Im not sure how I feel about a crossinternet hug but I will give you this from the weapon_GC of xenophobia: <Weapon name="weapon.m79" bulletType="rocket" emptySound="Empty Click 1"> <Ammos> <Ammo name="ammo.ballistic.40mmGrenade" type="incendiary" damage="50" stunDamage="0" mitigation="0" isOverdamage="1"> <Projectile spectre="projectiles/grenades/grenade_frag" speed="1000" showAfterDistance="60"/> <Impact spectre="particles/smallgrenade/small_grenade" radius="1.5" sound="Weapon Frag Grenade" fireChance="40" smokeChance="33" gasType="GrenadeFragSmoke" /> hopefully that helps solve the sillend grenade problem~ i've put the relevant parts in bold~
  10. I mean...the sprite files in the game folders consist of one single PNG file...how does the game break it into parts and play it ? it kinda buffles me at the moment
  11. Hold on....Xenophobia has m79's in it..those have a firing sound and explosion sound when the projectile hits~ maybe u could see how that works and if its possible for your weapon aswell !
  12. as tempting as that sounds I still have alot of work on this mod~
  13. neah, I got a few idea's i want to try out with the voice thing but first is changing just the injury/death sounds (that is the plan for beta 0.5)
  14. how about making a new weapon for the short range mortar tube thing ? use the sprites of shotgun animation, make the "bullet sprite" like a grenade and a custom firing sound to match? atleast thats how I think it would be possible...
  15. So ,Phantra what is this mod about then? Well, this mod aims at Improving the sound effects and adding voiceovers to some of the actions/events happening in the game by replacing exsisting .ogg files or incorporating entirely new ones. All of the sounds currently in the mod have been extracted,compiled and build in the model of their xenonauts vanilla counterparts from bits and pieces by me. (current version original bits and pieces were taken from bf3 and bf4's massive arsenal of sounds. ) keep in mind: although I did my best to preserve the style of sounds of the original in the new files, some turned out utterly different. Beta 0.2 Release: - new balistic vanila weapon sounds . - new aircombat sounds for missiles and canons aswell as new a crash sound. - new vehicle death sound ~ - new flames sound. - new rocket launcher and frag grenade sounds. Plans for the future: - making new sounds for injury/death sounds of humans and maybe some of the aliens if i can manage to make them sound as they should. - changing footsteps/impacts/door stuff/etc. - new sounds for the rest of the vanilla weapons/items. - adding voiceovers to ground combat actions/events. How does one Install this mod? - step one, make backups of your sounds.xml and sounds_GC.xml aswell as sounds and sfx folders ... after that: - If you are getting this mod for a clean instalation of 1.06 you just need to extract the zip file into your xenonauts install folder. - if you have mods that modify the sounds.xml and/or sounds_gc.xml or have a newer version of those files (CE/patch etc) then: you would need to Install the sound files manualy + make changes to sounds and sounds_GC, the files that would need assingment in there would be: AirCrash.ogg -> in sounds.xml assigned to the sound played when a unit crashes in aircombat AirCombat_explosion.ogg -> in sounds.xml assigned to aircombat explosions VehicleDestroyed_1.ogg -> in sounds_GC.xml assigned to vehicle explosion *Currently it has been tested on version 1.06 of the game and in need of testing on other versions. Download Link here Discuss the mod + Idea's/requests here: http://www.goldhawkinteractive.com/forums/showthread.php/12627-W-I-P-Sound-mod-%28non-music-sound-replecement-additions%29
  16. progress has been made, just need to make some echo's/reflections and come up with a way to amplify the effect (other than just making it louder since that is just silly) and were good to go! also need to fix missile launcher sounds and amplify grenade explosion~ might release a beta pretty soon in the forums
  17. its not released ='( ? snake? snake?! SNAAAAAAAAAAAKEEEEEE !!!!?!?!!?! (referance to solid snake that the author uses as profile pic)
  18. hey anyone know what this one is used for : <Sound name="Terrain Explosive Sound" volume="1.0" group="1" comment=""> <Wave>sound/explosion.ogg</Wave> if it is used for collapsing buildings i got a grim dark idea for a creepy building collapse, but if it is used for every destroyed terrain then that kinda shuts my idea down...
  19. thnx,drages. ill deffinatly take a look on his mod, hopefully understand how he managed it! and currently I got my hands busy with this mod but when I have some more time I can definatly try and help you out =]
  20. hmm I see, thanks I'll just work with what I got then, probably experiment later to see how the game will react @_@;
  21. The beta 0.2 has been unleashed onto the world! get it HERE Beta 0.2 changelog: - changed rocket launch sounds, removed spring trigger effect to allow faster ignition sound (was doing shenanigans ingame on short range rocket fires) - gave frag grenades some added ambience making the explosion sound with much more..errm...presence. -finished with the machinegun. 10 bullets burst. each bullet has 5 parts. that was 50 audio parts in total + 1 echo part at the end. This would not be possible without coffee for sure~ progress update 12/1/2015: - new air combat canon and missile launch sounds. - new reloading sounds for all vanila balistic weapons. - new firing sounds for all except the machinegun (it needs the most work since its bursts only and those are the hardest to make the way i do them...an no I didn't shoot up the neighboorhood to make those >_>; ). - new rocket launcher fire + explosions and new grenade exposions. - updated preview files to showcase new changes. Progress update 10/1/2015: - 1 new vehicle death explosion sound. - 1 new aircombat explosion sound. - 1 new aircombat crash sound. - 1 new flames sound. - changes in sounds and sounds_GC , renaming some sounds and assigning new ones. ( aimed to preserve the number of sounds and their use ingame rather than adding a bigger number of files, reason:not sure how much new stuff I can add so will be changing exsisting files for now .) work preview, switched to .ogg files since .WMA downgrades sound quality for some reason ( preview style: original sound followed by mod sound after some silence ) https://www.dropbox.com/sh/rsljewrbay49t4x/AACDw8br9CXXXHkR53h5wEMJa?dl=0 next on the todo list: - finishing machinegun - more grenades - start work on wounded and dead sounds of humans
  22. yeah, i figured it out in the end although ill have to agree with you stellarRat, I also dont realy use shields much now, only 1 per squad as mobile cover for no cover angles before ending the turn or as the 1st guy into a ufo
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