Looking for some help

05/18/2007 07:53 Matt.dk#1
I'm looking for some help with the DK soundpack.

I'd like to expand past just editing the sound files themselves. If we were to edit the actionsound.ini file, we could gain 100% control over what sounds play for any specific action, but it needs to be debugged.

I've been working long and hard, literally for 4 hours a day attempting to debug it, and as most I have discovered mabye 30 sounds.

The reason I'm trying to do this is because conquer uses single sounds for many different actions. An example, clubs and blades are linked, so if you want to edit fastblade, you also edit club/rage.

With the additional control, we could concievably give everything its own sound, unlike the lazy TQ that used every sound 10 times.

Also, if anyone can find, or knows which sound is used for Superman, +k for you because I STILL haven't been able to find it.

And of course, if anyone helps, you will be credited with each upcoming release of the soundpack for all the work you do.
05/18/2007 08:07 smoothjonny#2
I'll check if any1 I know has decrypted said file. Before TQ's... somewhat overzealous revamping of the CO support files... I actually had songs playing and random sound bytes from movies and tv shows play during things... imagine getting the led out everytime a met drops :)
05/18/2007 08:12 Matt.dk#3
Hehe, nice. And thanks in advance for your help dude. :)

I'm thinking we can add some music. I see a lot of sound events that are blanked out, so I think these are possibly sound events for maps/locations. As TQ was supposed to give us music but never did, yet china has it... These blank sounds that I have found very well could be music.
05/18/2007 08:19 smoothjonny#4
I think ur correct about the music being those sound events. Though I wouldn't really know what plays when these days... I turn my sound off on CO and just listen to w/e music i like. the sounds in CO just give me a headache... hereing a pop, then a pow, and ever fifth sound is a random "ugh" kinda kills me its UBER annoying.
05/18/2007 08:22 Matt.dk#5
Haha. Go try out the dk sound pack for yourself (in my sig). Jump no longer sounds like someone getting hit over the back of the head with a golf club, and fastblade actually has a decent sound to it - along with scentsowrd(when it hits). Check it out, a lot of the sounds were changed purely to be less annoying. I'm personally even happier with my new met/db sound.

Let me know what you think about the current release and report any bugs you find in the thread for it.

:bandit: <-- yes, I love it.

Post edited. 3 spelling mistakes. :rolleyes:
05/18/2007 08:27 smoothjonny#6
i'll test it tomorrow when i get home. imma get some sleep cuz i got a bunch errands to run before and after work UGH. ok later buddy.
05/18/2007 08:30 Matt.dk#7
Later. Sleep well. I'm looking forward to your input on the sound, anyone has yet to be a critic so I need one.
05/18/2007 08:43 dan69#8
is this what you need
if not ill edit and delete
05/18/2007 08:50 Matt.dk#9
Please edit and delete that.

All you did was copy and paste the entire actionsound.ini file in here. That was not required.

Mabye if you had debugged it and figured out what each sound (xxx.xxx.xxx) is intended for it would help, but you just did a copy+paste.

Please edit+remove that.
05/18/2007 09:20 dan69#10
so you want me to debug and find out what the numbers repersent. if so ill have a crack at it
05/18/2007 09:46 Matt.dk#11
What we currently know is each line is a seperate sound event. What we need is someone to debug it all, and figure out what each sound event is specifically used for.
05/18/2007 12:14 dan69#12
funny i veiwed that as

1.999.130=sound/jump.wav

(event/action) = result/ sound

which would mean that at event 1.999.130 the sound of jump.wav would be played

thats the way i read it

edit
so you could just change the sounds of all the events to somthing that you would notice and you could match up to action.
05/18/2007 19:52 Matt.dk#13
Yep, thats what I've been doing dan. Its tedious work though.