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Sound addons for Axel's Mod
lol username and 4 others reacted to paperpanzer for a topic
I've been tinkering around with the sound files in many a game over the last few years- and since being able to finally run the game again in Windows 10 (Thanks to @Cyrem's DGVoodoo method), and @Cirevam for linking me to the LRR WAD Compiler tool, plus help from Cirevam and @Slimy Slug over in Axels' Mod topic regarding various bugfixes, I've been making sound changes/ additions alongside some other changes in the config file. Now considering this is using Axel's Mod (and by extension Baz's mod, which is what Axel's mod uses itself as a base), I won't be uploading any WAD files as of now as they contain Axel's and Baz's work, but the following sound changes are my own material. FYI as of now I am still fine-tuning the sounds themselves to get the volume levels right. These were created using Audacity. What I have done- Changed sounds of- V1.2 Files now available as WADs for easy install. reworked Lava sounds new Mining Laser Sound Edits to Axel's scripts for rockfall damage. At low levels raiders take quite a bit of shield damage, the further they are upgraded the less is taken- but remember damage is still cumulative! Taking time to upgrade your mining staff pays off. Tunnel Transport has been allowed to carry the SMLC. (Experimental) V1.1 Added Cargo carrier ramp sounds Added propeller sound to cargo carrier engine New Small Digger drill sound Two more cave sounds V1.0 Geological Center (New Sound) Tool Store (Original LRR "building hum") New sounds (building hum, the building 'active" sounds like the hopper on the Ore Refinery or the Teleporting down sounds were untouched) Teleport Pad Super Teleport Docks Support Station Upgrade Station Ore Refinery Mining Laser New unique engine sound for the Chrome Crusher (LMLC uses stock engine sound) Re-tuned and lowered the volume of the Tunnel Transport (not shown) New Action Stations! Alarm New Cavern ambiance. Unchanged- Power Station YT previews- V.1.2 Download the Mod http://www.mediafire.com/file/nucca1pch9z2qpb/Paperpanzers_Sound_Addons.zip/file5 points -
Sound addons for Axel's Mod
Cirevam and one other reacted to paperpanzer for a topic
Well, some mucking around for 20 minutes and...2 points -
Sound addons for Axel's Mod
lol username and one other reacted to ShadowDraikana for a topic
It's very practical and quite easy with just a text editor. In fact, I actually demonstrated how to fix a problem with some sounds in one lws in another topic. Now for actually adding sounds to a file, you can do this with any text editor of your choice: AddNullObject SFX,SND_Explode1,40 ShowObject 9 7 ObjectMotion (unnamed) 9 1 0 0 0 0 0 0 1 1 1 0 0 0 0 0 EndBehavior 1 ShadowOptions 7 Sounds are simply nulls with the appropriate name. You can practically copy/paste the code I gave into most animations and then change the name to whatever you want. So for example: SFX,your_cfg_sound_ID_here,frame_that_sound_starts_at. The reason you don't see the Small Digger animations call a drill sound directly is because it calls the sounds from its respective section under Stats {}. Those lines being DrillSound and DrillFadeSound followed by the sound ID under Samples {}. It's a bit complicated to keep track of sometimes. Going back to what I said above, you'll have to play with the frame number until you get the sound to start at the right time. In the case of the BC_rampdown.lws, the animation starts on frame 0 and ends on frame 15. I'd try something like this: AddNullObject SFX,SND_RampDown,0 ShowObject 9 7 ObjectMotion (unnamed) 9 1 0 0 0 0 0 0 1 1 1 0 0 0 0 0 EndBehavior 1 ShadowOptions 7 Which tells the game to look for a sound in the cfg named SND_RampDown and should be played at the very start of the animation. Where to put this in the animations? I put mine above the AmbientColor line. Hope this helps you out, if you need me to clarify anything let me know.2 points -
Sound addons for Axel's Mod
Ben24x7 and one other reacted to paperpanzer for a topic
Thanks for the responses guys- tbh this is the first time I've attempted to share my work with the public for any game that I've modified. @Slimy Slug I wondered why one of the cavern dripping sounds wasn't playing- and why the "creaking sound" never played in-game. Both instances were fixed, thanks for the heads up (the "creaking" sound was by accident btw, I just simply copied the old file and renamed it when I started this whole project, should have been obvious lol) As for the drill sound bug, you mean the sound not playing at all? I do know one of the limitations with LRR's sound engine is that it is only capable of playing one sound sample at a time (rockfall happens at the same time in two different ends of the level- only one has the sound play- or two or more vehicles of the same type causes one's engine sound to stop). That's one reason I added all the unique building sounds. Will do! @Cyrem Update- Added new unique drilling sound for the Small Digger Added a propeller sound effect to Axel's modded Cargo Carrier engine Added a few new sounds to the Loader Dozer's shovel smack. Added a couple more cavern sound effects (dirt and loose debris falling in the distance) Only took a video of the Digger and Carrier, LD is kinda hard to hear. At this point I'm pretty much happy with how everything has turned out.2 points -
All Cars.png
bradleybrand reacted to dy_enforcer for a gallery image
From the album: Custom cars from Lego Racers 2
All my Lego Racers 2 car creation in High Resolution UPDATE: There are a few changes to my collection so look out for them if you see one1 point -
Sound addons for Axel's Mod
paperpanzer reacted to ShadowDraikana for a topic
I've had my mod produce weird sound bugs when pausing the game so this is probably the exe at work. Now that I actually looked at my cfg it's not as complicated as it seems; I just over-complicated it for myself because I'm extremely pedantic about the way I set things up . Ok so let's start off with changing the IDs in Stats. First, locate Pilot {} within the Stats {} section of the cfg and look for the DrillSound and DrillFadeSound lines. Change what they linked to anything you want; this is what I did to match the Chrome Crusher's format (just in case): Drillsound DrillSFX_PilotDrill Drillfadesound DrillSFX_PilotDrillFade You'll need to update the lines in Samples {} that these lines were previously calling to the name you chose for this. Rinse and repeat with the Small Digger and you should be all set. You shouldn't have to change the actual path to the sound in the respective Samples {} lines, just the IDs. I'm not entirely convinced this actually worked, but I have yet to encounter it in my own mod.1 point -
Sound addons for Axel's Mod
paperpanzer reacted to ShadowDraikana for a topic
Those numbers are usually the null's coordinates/rotation/scale I think, though I need to check the others to see what those would be since I don't know off the top of my head. Cirevam would probably know. Basically yes, copy/paste that and then change the SND_Bsplosh in what you pasted to the new sound that you want to add. Can be anything you want, and it doesn't have to start with SND I think. Then you have to add a line by the same name into the cfg, so under Samples you'd add the new sound and then give it the path to your new sound.1 point -
Sound addons for Axel's Mod
paperpanzer reacted to lol username for a topic
The animations/scenes (LWS files) are text based, so in theory you could just do it with a text editor like Notepad++. I can't speak for how practical it may or may not be though, as I haven't done it myself.1 point -
Sound addons for Axel's Mod
paperpanzer reacted to ShadowDraikana for a topic
@paperpanzer You're welcome. The drill sound bug is actually when it fails to stop playing upon the destruction of a wall. Another thing to be aware of: the SFX_Bodge line Karl added is actually not a thing in the exe and therefore can be removed safely. The "drill sound when clapping" thing I honestly have no idea what he was talking about. The only time I heard a drill sound was when Raiders would play saxophones, and that was because they were calling a non-existent sound effect (add a SND_Music line to fix this). As for your bucket list: 1. That's very doable but you'll need to add the sound into the animations and call it in the cfg. 2. I believe you'd have to do this by adding the sound to the sparkle animation much like no.1. 3. Possible but would take a while because each monster shares the sounds called in the cfg currently. This means you'll have to edit the animations and point them to the new sound IDs. 4. Again, you'd have to do this through adding sounds to the erosion smoke animation. 5. Not possible. Because ambient effects are hard-coded as-is, it would be impossible without hard-coding the respective biomes. Why? Because the game would have to be able to know which sets of sounds would play for what biome. So, set Rocky Horror to lava for example means the game would have to know that the lava biome uses a specific set of sounds and to play only those. If that makes sense at all. Overall I like how this is turning out, especially those cave drips sounds. Can't wait to steal use them in my own project.1 point -
Sound addons for Axel's Mod
paperpanzer reacted to ShadowDraikana for a topic
I think better is an understatement when it comes to those cave drip sounds. Fantastic job! One piece of advice for handling things in the cfg: the ambient and drip SFX lines mute the first sound listed so you'll have to give it a dummy entry (or whatever). As far as I can tell this is a problem in the game's exe so unless a fix is found that's the workaround currently. I should probably post the list of things that have this issue because it's not limited to hard-coded sounds for some reason. The other thing to watch out for is the infamous drill sound bug. I believe I found a fix for this but it requires completely redoing the links to the drill sounds and by completely removing the hard-coded drill sound lines. I say I believe because there is always the chance I haven't actually fixed it considering the bug seems to happen randomly. Either way, nice job on these sounds.1 point -
Sound addons for Axel's Mod
paperpanzer reacted to Cyrem for a topic
Liking the new cavern ambience, sounds a whole lot better. The new building sounds are a good match and adds some nice variety of sound when hovering over your base. You should release it as a zip containing a directory tree so you can just overwrite the sound files for Axel's overhaul without touching anything else. Nice work, look forward to the finished version.1 point -
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