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PostPosted: 20 Sep 2008, 22:59
by The Knight
Do you ever hacked sounds.dat? Which includes all sound files.
Could you add soundeffect/speech for machines? Its snarly, when you don't hear a sound/speech. There is a little KaM rule: if you send a unit to anywhere and don't hear a speech, the unit don't start to walk. :wink: Understand?

PostPosted: 20 Sep 2008, 23:05
by Litude
Actually all soldier sounds are in the speech folder (Data\Sfx\Speech), sounds.dat is just a compilation of smaller sounds like the carpenter sawing the tree trunks etc.
Problem number one is that we have no sound effects for the ballistae and the catapults (I don't like the idea of ripping them from another game).
Problem number two is that my initial attempt at making the catapult use the sound files of the scout failed so I might not be able to do it (chances are there is something in the unit.dat that must be changed which I did not find yet).

PostPosted: 20 Sep 2008, 23:13
by The Knight
That means, that you try crossing scout sounds with exe hack and it doesn't run?

Well actually...

PostPosted: 21 Sep 2008, 02:41
by Lewin
Do you ever hacked sounds.dat? Which includes all sound files.
Could you add soundeffect/speech for machines? Its snarly, when you don't hear a sound/speech. There is a little KaM rule: if you send a unit to anywhere and don't hear a speech, the unit don't start to walk. :wink: Understand?
Yeah, well actually me and my friend had a go at this a while back. I didn't have much luck though.
I thought I'd start up a thread and post our initial attempts here.
Actually all soldier sounds are in the speech folder (Data\Sfx\Speech), sounds.dat is just a compilation of smaller sounds like the carpenter sawing the tree trunks etc.
Problem number one is that we have no sound effects for the ballistae and the catapults (I don't like the idea of ripping them from another game).
Problem number two is that my initial attempt at making the catapult use the sound files of the scout failed so I might not be able to do it (chances are there is something in the unit.dat that must be changed which I did not find yet).
No, it's not in units.dat. It's hardcoded into the EXE. I found the values today and have posted the addresses on the above mentioned thread.
Yeah, we shouldn't use stuff from another game, that would be kind of cheating. (and illegal) Making your own sound effects isn't as hard as it sounds. (no pun intended) I made a few clunk noises for the siege equipment, sure, it's not very good but it's better than silence. :wink: If you have a good idea for what kind noises to use then I'll redo them. (I am borrowing my friends good quality microphone, so it should sound ok)
That means, that you try crossing scout sounds with exe hack and it doesn't run?
No, the game runs fine. Unfortunately when you click on your catapult the game thinks "That unit is unable to talk" and won't play the sounds. However by changing those values they will talk. (see above)

Let's move this conversation to my new thread, so the moderators don't complain about off topic discussions. :wink:
Lewin.

PostPosted: 23 Sep 2008, 09:55
by Thunderwolf
back to topic:

TPR 6:
- mission 6 TPR is saved as a non-encoded file.
TPR 10:
- Ally's fields are placed partially on coal.
- NorthWestern (blue) enemy's butcher's shop isn't placed due to uneven terrain.

PostPosted: 23 Sep 2008, 13:32
by Litude
TPR 6:
- mission 6 TPR is saved as a non-encoded file.
Yeah, already wrote it under known bugs.
TPR 10:
- Ally's fields are placed partially on coal.
Thanks, never noticed this!
EDIT: But wait, the fields do appear correctly in the game? Removing the fields that are palced on top of the coal would make the fields too small, I think it's quite good as it is now.
- NorthWestern (blue) enemy's butcher's shop isn't placed due to uneven terrain.
Noticed that one too but luckily the next beta won't be needing these anymore! :)

PostPosted: 24 Sep 2008, 18:42
by kuba11100
8 TSK:
- too big radius of northern enemy: when having my soldiers placed on 97 82 and/or 90 90, they take more

PostPosted: 25 Sep 2008, 07:29
by Thunderwolf
9TPR:

player 3 gets allied with you due to a typo:

!SET_CURR_PLAYER 3
... // player 3 code
!SET_CURR_PLAYRT 5 //typo
!SET_ALLIANCE 0 1

PostPosted: 26 Sep 2008, 00:13
by Lewin
EDIT: But wait, the fields do appear correctly in the game? Removing the fields that are palced on top of the coal would make the fields too small, I think it's quite good as it is now.
Yeah, well it's the same if you try to place road over a mountain. It appears, (although serfs won't use it) but it kind of looks dodgy. (why can the enemy have fields on coal but I can't?)
I think you should either move the fields or remove the coal. (that would probably be easier)
Lewin.

PostPosted: 27 Sep 2008, 06:45
by Litude
Okay, will remove the coal.

PostPosted: 28 Sep 2008, 09:49
by kuba11100
9 TSK:
Only first 5 hours tested
- At about 2:30 a message that tells about a mighty enemy forces are coming, but there's no attack at all.
- Northern-west enemy village is starving (only one inn, and no defense positions make the soldiers stand on the streets and making a terrible traffic jam.
- first attack is after 5 hours - and then, drunk soldiers bug appears...

--update--

Only the northern-west enemy attacked - after thet, drunk soldiers bug made the attacks testing impossible. Very problem is that the enemy doesn't have enough defense positions - that makes terrible mess under the barracks entrance. Eastern enemy doesn't attack, so he should have soldiers limit. Both northern have attacks in the script, but they're really so rare and it's type 1 so they also can have some.

--update 2--
Oh, I forget about the one stone trace in the south of 9 TSK's map - totally misplaced piece.

--update 3--
One more thing - in tutorial map there are red X's on the stone mountains, making them impossible to get, even if terrain is flat.