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Gambit

Member Since 02 Nov 2011
Offline Last Active Yesterday, 05:38 PM

Posts I've Made

In Topic: How to modify a weapon firing sound ?

08 January 2024 - 01:35 PM

Hello brother, and a happy new year!

 

Well what you are trying to achieve is simple, but it does come with some minor challenges...

First thing that needs to be clarified, is that some mods (like Titanium Wars) come is compressed format (sga file type).

This means that all its assets - including sounds - are zipped in one large file.

 

And this is the reason you do not see any directories in the Data folder of the mod.

Other mods, come in uncompressed format - that is, all their files appear at the appropriate places.

We used that format in older version of Unification, but the latest ones come in multiple SGAs.

Note that there are mods that use both SGAs and files - in this case the uncompressed files take precedence over the compressed ones in case of overlapping assets (files with identical names and paths).

 

What you must do:

1] Decompress the SGA file of the mod you want to modify.

2] Find the paths where the fdas in question are located.

3] Use your own fdas to replace those, by using identical names (effectively overwriting the existing ones).

 

Now, to decompress a mod you can either Use Corsix mod studio, or the SGA tool of the Tool Pack of DC.

 

 

So i tried to roughly copy and paste the files in the titanium wars data folders, inspired by the path in the unification wars folders (both _default.rat file and sound files)

(data/sound/races/spaces_marines/troops_weapons/heavy_bolter)

What happened : i have now a beeping sound when an heavy bolter is fired in Dark crusade.

Good thinking.

I suppose what went wrong is some missing rats (files that contain stats on how the fdas should be played).

In those files you can define max polyphony, pitch, volume based on distance of the camera, etc.

Look into one of the rats of any mod you may have on your drive, to understand how they work.

 

 

Note also that if you do not want to decompress the WHOLE mod - just to update a couple of sounds - you need to at least create the full path of the fdas you want to modify, ALONG WITH all the rats you find "in the way"!


In Topic: Regarding Corsix

26 December 2023 - 12:41 PM

Ah... Never have tried starting the game from Corsix.

Why do you want that? I solely do AE with Corsix myself.

 

This Tool is MUCH faster and contains tons of optimizations for the game - including running it in dev mode.

It also includes an update feature (try using it, thew one I pointed above is not the last version of the tool).


In Topic: Regarding Corsix

25 December 2023 - 10:47 AM

Hello brother and Merry Christmas!

 

I do not see why it wouldn't work... I mean I have installed Dawn of War in a different partition (not in C:, in program files), and it works perfectly.

Both for Steam and DVD versions (I have both).


In Topic: Big Brains, need yr help with some scar condition mod(allies mod)

08 September 2023 - 07:29 AM

Just to say brother JoyceHarvey, that I tried to do it.

But there is not function that can help achieving it, even remotely.

My verdict: Playing one race with a friend, or sharing units is impossible. Each entity/squad belongs to ONLY one player.

Changing ownership is tricky, and can ONLY work with an AI ally (only in Single Player games, with you, somewhat "helping" the AI squads in combat). But it is too limiting, doesn't deserve the fuss.

 

Dammit...

...It was a nice idea!


In Topic: triggering SCAR function with button press

05 September 2023 - 08:51 PM

Ahem....

 

Better not try it brother :p

See, there were unforeseen issues that I have just found out.

For example, the Necron Lord, does NOT spawn entities upon death (its death does not "register", because of the Necron body re-usage).

And this is only the beginning, there are issues with the researches as well, and the entities the Necron Lord has the option to Possess into (Night Bringer and Deceiver).

 

Anyway, what I am saying is that I did it, because I liked the idea the first place.

It is not 100% ready yet (the mechanic IS ready and it works perfectly, but I need to change some other stuff to make it perfect).

... And of course I made it optional: It will be there, IF you enable a win condition :thumbsuphappy:

 

In Summary

1] The Necron Lord can now have reselectable Artifacts (three, as before, from the Forbidden Archive).

2] To reset->reselect them, I added an ability INTO the Forbidden Archive structure, that does the trick.

3] This new feature will be optional, meaning that you will be able to enable it via a win condition.

 

Let me speak with Thud/Fugg/Kek to ask them if they like the idea implemented in Unification.

If they like it, you will see it in the next Unification version.

Now, if you want it for yourself, I could send you my current implementation,... Although incomplete.