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February 21st, 2008, 02:02 AM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
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Thanked 194 Times in 94 Posts
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Re: Music modding solved
???
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February 21st, 2008, 02:04 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Re: Music modding solved
The annoying elephant attack sound.
P.S. did you have to put 900 xp in all your gan files?
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February 21st, 2008, 02:13 AM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
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Re: Music modding solved
lol
No, it is for real. I used a smaller, shorter & less obtrusive sound from Age of Wonders: Shadow Magic. If I remember right, the original was named "i_vertigo" or something like that.
Remember to uncheck the "Fiddle XP" box (in RanDom v2.03) before randomizing your map. You should only have to do this once and the program will remember your settings. This will solve your xp problems.
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February 21st, 2008, 02:16 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Re: Music modding solved
Good stuff . Now if you really wanted to do something with the elephant sound, I would not be opposed . I believe the Nomads in Shadow Magic have an elephant unit that may work.
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February 21st, 2008, 03:11 AM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
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Re: Music modding solved
Ask and ye shall receive.
New "elefant.smp" attached.
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The Following User Says Thank You to Ballbarian For This Useful Post:
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February 21st, 2008, 07:09 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
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Re: Music modding solved
I found an old post from Dominions 2 times where JK even wrote about the sounds...
I think the only difference is that now most, if not all, of these files are at 6kHz instead of 22kHz, mono. The *.al files seem to be mono, to, thus at 22kHz. Does this coincide with what you found out, Ballbarian?
Sombre wanted the f_death.smp replaced with something else, too. If you manage to find a less shrieking death cry...
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February 21st, 2008, 09:52 AM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: Music modding solved
So far I have found 6kHz & 11.025kHz, but the program that I am using seems to barf when I try to save the new sound at 6kHz. The original elephant sound was 6kHz, but I saved it as 11.025kHz (mono) and it sounds fine in game.
Would f_death be the shriek of the lovely ladies when the perish? That one is already high on my list of irritating sounds. It will likely be tonight before I can get to it.
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February 21st, 2008, 10:16 AM
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General
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Join Date: Feb 2007
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Re: Music modding solved
Yeah. My advice was to replace elefant.smp with emuller.smp and f_death.smp with f_death2.smp. Another sound that people complain about is the sling.sw from the slingshot.
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February 21st, 2008, 11:54 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Music modding solved
Quote:
lch said:
Yeah. My advice was to replace elefant.smp with emuller.smp and f_death.smp with f_death2.smp. Another sound that people complain about is the sling.sw from the slingshot.
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ry: Slingshot isn't sling! ry:
Other than that, this is great. A compiled original/new sounds should be uploaded somewhere, and a link put into some sticky thread for all to enjoy.
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February 21st, 2008, 12:10 PM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
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Re: Music modding solved
Quote:
Ballbarian said:
The program that I am using seems to barf when I try to save the new sound at 6kHz.
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My program crashed as well trying to save some of the files (I converted all of the musics to .ogg so I can listen to them while playing Dominions without enabling sound ).
It turned out that the first ~0.3s of each song, and the silent parts at the end of some songs, contain information that causes the program to crash when trying to reencode it. The solution was merely to delete those bits at the start and then save. (The bits in the end weren't really a problem, since the program crashed but still produced a usable file before doing so.)
Hopefully this is not some sort of primitive protection method that I'm being bad by helping break :S
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