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Ambient Audio Overhaul feedback

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  19:21:12  10 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
About that removed #include directive {imperialreign}, are you sure that it works as intended when installing the mod with SMM?
---END QUOTATION---



it should . . . but you bring up a good point which I overlooked - if SMM "merges" any environment.ltx, that #include will still be there . . .

I think, then, I'll have to make a "dummy" env_ambient.ltx file that has nothing in it . . . the dummy file would take the place of the database file, and eliminate any duplicate section errors.

It's not an issue with the DW/SWO3 compatibility patches, as these actually use the env_ambient.ltx file . . .

I'll figure something out here soon . . . I'll give it a week for any other issues to pop up before I issue the first patch.


nandersen, BTW, the 0.9.5 level_weathers.script is fully compatible with OL2.2 correct (I assume that it is, seeing as how SmP uses 0.9.4)?
  19:34:39  10 May 2009
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kosmokrator
(Novice)
 
On forum: 12/18/2007
Messages: 16

---QUOTATION---
yes and no . . . the AAO additionals require a new game start, as they make some changes to the all.spawn file. What I may do, instead, is release these as a standalone for other modders to make use of - and for pure vanilla loadouts to be able to play. It would simpyl take way too much time to edit every major mod all.spawn out there.
---END QUOTATION---



I was afraid that there was an all.spawn involved, but anyway, if you decide to release this as a standalone resource for modders, I’ll be forever thankful.

By the way, great work .
  20:03:54  10 May 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2818

---QUOTATION---
I think, then, I'll have to make a "dummy" env_ambient.ltx file that has nothing in it . . . the dummy file would take the place of the database file, and eliminate any duplicate section errors.

It's not an issue with the DW/SWO3 compatibility patches, as these actually use the env_ambient.ltx file . . .
---END QUOTATION---


I really don't know if this will solve anything... SMM will merge the "dummy" env_ambient.ltx also... and then: I'm not sure how SMM handles deleted #include directives, better make an experiment or ask Don. It might work. I think that a better solution, however, would be to have all the sections of env_ambient.ltx replaced with one of the level specific settings so that there are no sections duplicated if this file is included.


---QUOTATION---
nandersen, BTW, the 0.9.5 level_weathers.script is fully compatible with OL2.2 correct (I assume that it is, seeing as how SmP uses 0.9.4)?
---END QUOTATION---


You assume to much
Just joking... truth is there's no such thing as "fully compatible" in the DW script. The script tries to handle some mod features like sleep and blowouts but there have been reports of buggy weather transitions in the SMP thread and I still have no idea what's wrong (I don't think that my PC can run SMP so I can't test it).
  20:13:14  10 May 2009
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11636
The deleted include should be handled properly. If another mod modifies the same include, then SMM will see a conflict and use priority rules to decide whether it should be changed or deleted.
  20:33:46  10 May 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
 

Message edited by:
notanumber
05/10/2009 20:40:06
Messages: 2818

---QUOTATION---
The deleted include should be handled properly. If another mod modifies the same include, then SMM will see a conflict and use priority rules to decide whether it should be changed or deleted.
---END QUOTATION---


Cool


{imperialreign}, how about you package the sounds directory as a standalone (core) mod and the different compatibility packs as patches to the mods that they are meant for? This would make installation with SMM more user friendly e.g.:
1) Install SWO3
2) Install AAO sound pack
3) Install SWO3 AAO patch
This way you'd get no conflicts with the "host" mod. However, uninstallation would require the host mod to be reinstalled.
  20:42:23  10 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
I was afraid that there was an all.spawn involved, but anyway, if you decide to release this as a standalone resource for modders, I’ll be forever thankful.

By the way, great work .
---END QUOTATION---



thanks!



---QUOTATION---
I really don't know if this will solve anything... SMM will merge the "dummy" env_ambient.ltx also... and then: I'm not sure how SMM handles deleted #include directives, better make an experiment or ask Don. It might work. I think that a better solution, however, would be to have all the sections of env_ambient.ltx replaced with one of the level specific settings so that there are no sections duplicated if this file is included.

You assume to much
Just joking... truth is there's no such thing as "fully compatible" in the DW script. The script tries to handle some mod features like sleep and blowouts but there have been reports of buggy weather transitions in the SMP thread and I still have no idea what's wrong (I don't think that my PC can run SMP so I can't test it).
---END QUOTATION---



I was just curious, I haven't had any issues . . . yet . . .

y'know how it goes
  20:47:58  10 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Cool


{imperialreign}, how about you package the sounds directory as a standalone (core) mod and the different compatibility packs as patches to the mods that they are meant for? This would make installation with SMM more user friendly e.g.:
1) Install SWO3
2) Install AAO sound pack
3) Install SWO3 AAO patch
This way you'd get no conflicts with the "host" mod. However, uninstallation would require the host mod to be reinstalled.
---END QUOTATION---




I actually did something like that . . .

the folder structure goes:

AAO_Core - only the sound files
AAO_compatiblity - holds the config and script files for vanilla/DW/SWO3 (these are treated as "hard-patches" to AAO - you'd have to uninstall AAO to remove these specific compatibility patches)
  20:52:44  10 May 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2818

---QUOTATION---
I actually did something like that . . .

the folder structure goes:

AAO_Core - only the sound files
AAO_compatiblity - holds the config and script files for vanilla/DW/SWO3 (these are treated as "hard-patches" to AAO - you'd have to uninstall AAO to remove these specific compatibility patches)
---END QUOTATION---


Something but not quite: to get SMM to overwrite the host mod files (e.g. environment.ltx in SWO) you need to make the patch for SWO and not AAO.
So the description.txt of the compatibility patch should be a modified copy of that from e.g. SWO and have different version number and patch: yes
Remember to include an icon
  21:01:38  10 May 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
 

Message edited by:
{imperialreign}
05/10/2009 21:01:58
Messages: 3075

---QUOTATION---
Something but not quite: to get SMM to overwrite the host mod files (e.g. environment.ltx in SWO) you need to make the patch for SWO and not AAO.
So the description.txt of the compatibility patch should be a modified copy of that from e.g. SWO and have different version number and patch: yes
Remember to include an icon
---END QUOTATION---



yeah, I'm just now realizing how I should have set up the SMM files . . . too late as the mod is already out the door (and here I spent a good few hours getting it all setup nice and organized to be an easy install . . . <sigh> )

BTW, what's that about an icon? You mean if you include a seperate .ico SMM will use that as an icon for the mod instead?
  22:33:27  10 May 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
 

Message edited by:
notanumber
05/10/2009 22:36:16
Messages: 2818

---QUOTATION---
BTW, what's that about an icon? You mean if you include a seperate .ico SMM will use that as an icon for the mod instead?
---END QUOTATION---


You should at least include the image.jpg/.png/.gif/.whatever from the host mod in the patch - otherwise SMM will replace the mod's icon with its own default icon.
Anyway, whatever you do make sure to test the installation AND starting a new game.

By the way, really nice job with this "pre-thunder" audio effects
 
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