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Re: [WIP][Mod] Xialian City

Posted: Tue Oct 08, 2013 5:22 pm
by bongobeat
mac os x 10.8

Re: [WIP][Mod] Xialian City

Posted: Tue Oct 08, 2013 6:23 pm
by Eleven Warrior
Sorry Bongo i thought i said Windows Version..

Hi Doc how are you.. Yep i will go through the Wav sounds tommorow, i am pretty sure they are the format you said as i used the Tutorail from this site..(Grimrock Wiki). I think it was made by John..

And to be honest if the Wav Files were not compatiable would'nt my System crash to when playing it (Not in the Editor but the Exported Version)??

Is my Mod not compatable with Mac Os?? Because i made it using Windows 7 64 bit Operating system..

My Son and I have no issues running the Mod.. Not sure what is going on... I even set up some Pressure plates and timers to play each sound at 4 second intervals and nothing went wrong..

EDIT:: Hey Doc.. Bongo said the Sounds will forever play on my PC because i made the mod on my PC, but if that is the case it would Crash on my Son's PC would it not??

Re: [WIP][Mod] Xialian City

Posted: Tue Oct 08, 2013 7:46 pm
by Dr.Disaster
Eleven Warrior wrote:And to be honest if the Wav Files were not compatiable would'nt my System crash to when playing it (Not in the Editor but the Exported Version)??
Not necessarily. Windows uses DirectX to play sound and that's kinda forgiving in regard of sound formats. Now OSX and Linux do not have DirectX so the used sounds have to fit into their equivalent Open GL system which sees things more strict as the error message from bongobeat suggests. More precise info on this matter can prolly only be gathered from AH themselfs.

Anyway: the modding reference clearly states how all WAV files to be used inside LoG 1 must be set up and that format is 16 bit 44.1 khz mono sound. So it's best to make sure your WAV files match these specs.

Re: [WIP][Mod] Xialian City

Posted: Wed Oct 09, 2013 8:15 am
by Eleven Warrior
Hi mate.

Yep converted all sounds to:

Wave Exported As:
Mono 44100 hz
WAV(Micrsoft)signed 16 bit PCM

Re: [WIP][Mod] Xialian City

Posted: Wed Oct 09, 2013 8:30 am
by Eleven Warrior
Hi all..


PS: I am trying to create this Dm_chest to play a Sound when the party Inserts a item into it. Below is the Object and Sound definitions.. And the Below is not working, where did I go WRONG?? Sound file is in the right folder and wav format is no problem..

1 - I had to put this in my (init.lua) file to get this Item to work.. (NOT related to the CHEST though)....

onPickUpItem = function(champion, item)
if ( item.name == "book_undead_v2" )then playSound("mine_horror07") end

2 - Do I have to put this bit in my (init.lua) file first??

onInsertItem = function(self, item)
if (item.name == "chest_snd1")then playSound("dmchest_open1")
return true -- I don't think this is Required --
end


--- Object ---

defineObject{
name = "chest_snd1",
class = "Item",
uiName = "Old Wooden Chest",
model = "mod_assets/dmcsb_pack/models/items/dm_chest.fbx",
gfxAtlas = "mod_assets/dmcsb_pack/textures/gui/dm_icoatlas.tga",
gfxIndex = 7,
weight = 1,
container = true,
containerType = "chest",
capacity = 10,
onInsertItem = function(self, item)
playSound("dmchest_open1")
return true
end,
}

--- Sound File ---

defineSound{
name = "dmchest_open",
filename = "mod_assets/sounds/dmchest_open1.wav",
loop = false,
volume = 3,
minDistance = 1,
maxDistance = 10,
}

Re: [WIP][Mod] Xialian City

Posted: Wed Oct 09, 2013 11:40 pm
by bongobeat
you should rename your sound file id by "dmchest_open1" instead of "dmchest_open" as you named it in the object definition.
or the sound can't be found

Re: [WIP][Mod] Xialian City

Posted: Thu Oct 10, 2013 7:20 am
by Eleven Warrior
Thxs bongobeat .. Will try what you said ..

EDIT: Did that and still not working so I tried it another way in my (init) Script, still no go LOL...

Re: [WIP][Mod] Xialian City

Posted: Thu Oct 10, 2013 8:16 am
by Eleven Warrior
Hi all ...I put the following (highlighted) code in my init Script and its not working.. The editor still loads my Mod but when I pick up the Chest and put a item in it, it does not play the Sound....What's wrong with it??

* The Sound works I tried it in the Editor NP

Don't worry about the search Script I have just not used it ATM.. It works NP..

import "mod_assets/gui/initgui.lua"

cloneObject {
name = "party",
baseObject = "party",
onDrawGui = function(g)

--if ( search_script ~= nil and search_script.onDrawGui ~= nil ) then
--search_script.onDrawGui(g);
--end
if ( qb_script ~= nil and qb_script.onDrawGui ~= nil ) then
qb_script.onDrawGui(g);
end
return gui.onDrawGui(g)
end,
onMove = function(self, dir)
skyScript.onMove(dir)
if (gui.globalVars["shopOn"]) then
return false
else
return true
end
end,
onPickUpItem = function(champion, item) ----- All this Code works -----
if ( item.name == "book_undead_v2" )then playSound("mine_horror07") end
if ( item.name == "the_king" )then playSound("mine_horror04") end

end,

onInsertItem = function(self, item)
if (item.name == "chest_snd1")then playSound("dmchest_open1")
end
end

}