cannon ball

Thread: cannon ball

  1. Darkcrusader8's Avatar

    Darkcrusader8 said:

    Default cannon ball

    hy Boyz is there a possibility to have the sound of the cannon or other artillery back?? I am not referring to the detonation but when the rock or cannonball it the ground, it is so silent.. and it really kills the atmospehere of the battle

    I already mentioned it and I discovered it is a problem that also some other mods have... did someone managed to find a solution?? Or has any advice where we might take it, I offer myself to do some testing if it might help ... I know it does not effect the gameplay but since lots of mods manage to solve it why not also COW?

    thanks


    OFF TOPIC: I discovered recently that someone put in the battle the same soundtrack in dragon age origins, whoever did it...excellent choice
    Last edited by Darkcrusader8; September 01, 2011 at 09:21 AM.
     
  2. Darkcrusader8's Avatar

    Darkcrusader8 said:

    Default Re: cannon ball

    I was siegeing with me beloved orcs the citadel of the dwarfs this citadel has towers with cannons I noticed that this is the only case where we can hear the boom of the cannonball

    so the sound is included in cow but for some misterious reasons it disappears from siege weapons

    I will try download the 1.3.1 version of cow I might be wrong but I think that version has all the effect sounds and I am planning to copy and paste the sounds effects if it works I will post the link

     
  3. Gigantus's Avatar

    Gigantus said:

    Default Re: cannon ball

    Those sounds are defined in descr_sounds_weapons - there is the chance that custom artillery units have not been entered. The unit "Empire Cannon" isn't entered for example, but it is classed as basilisk in descr_engines.









     
  4. Darkcrusader8's Avatar

    Darkcrusader8 said:

    Default Re: cannon ball

    thanks a lot well I know that are reskinned I am pretty sure that the hellcannon of caos is a huge bombard and the trabuchet of the orcs is a trabuch

    I don't understand what do u mean when u say "there is the chance that custom artillery units have not been entered. The unit "Empire Cannon" isn't entered for example, but it is classed as basilisk in descr_engines."

    because if the custome artillery was not recognized we would have not been able to hear any sound when the artillery moves or when is the detonation of a cannon, instead we only miss one particular sound

    who knows why

    I will try to copy and paste the sounds and also the part u told me from the older version

    I will do all the possible combination I will tell you how it goes
     
  5. Gigantus's Avatar

    Gigantus said:

    Default Re: cannon ball

    Unfortunately the generating of a new sound file isn't just changing a text file.

    The file I described lists the sound when the unit fires and when it's projectile hits an object, not when it moves. And that's what is missing, isn't it? Movement is in descr_sounds_engine and is governed by class not by unit name, hence you have that sound.

    In the spoiler is the part for canons like the basilisk (see the unit line for which ones exactly)

    Spoiler Alert, click show to read: 
    Code: [View]
    ;;;;;;;;   BOMBARD, BASILISK, ARTILLERY, SERPENTINE, CULVERIN, MORTAR, CANNON 
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
            unit Elephant Artillery:pri, Elephant Artillery Mercs:pri, NE Culverin, NE Cannon, EE Cannon, ME Cannon, AS Cannon, NE Serpentine, EE Serpentine, NE Basilisk, EE Basilisk, NE Bombard, EE Bombard, ME Bombard, AS Bombard, GR Bombard, NE Grand Bombard, EE Grand Bombard, ME Grand Bombard, AS Grand Bombard, NE Mortar 
        
            fly
                event mindist 7 volume 0 priority 100 distancepriority 0  fadein .35 fadeout .5 probability 1 minpitch .8 maxpitch 1.1
                    folder data/sounds/SFX/Individual/Siege_Engines
                    cannon_fly_08
                                    
                end
    
            flaming fly
                event mindist 8 volume -10 priority 100 distancepriority 0 fadein .35 fadeout .5 probability 1 
                    folder data/sounds/SFX/Individual/Siege_Engines
                    cannon_fly_flaming_02
                end
    
    ;;;;;;;;;;;;;;;            
    
            hit building
                event mindist 20 priority 200 volume 0 distancepriority 0 randomdelay 0 probability 1 
                    folder data/sounds/SFX/Individual/Siege_Engines
                    Cannon_hit_stone_01
                    Cannon_hit_stone_02
                end
    
            flaming hit building
                event mindist 20 priority 200 volume 0 distancepriority 0 randomdelay 0 probability 1
                    folder data/sounds/SFX/Individual/Siege_Engines
                    Cannon_hit_ground_fiery_01
                    Cannon_hit_ground_fiery_02
                end
        
                            
    ;;; flesh;;;;;;;;;;;            
                                        
            hit flesh, leather
                event mindist 2 priority 200 volume -15 distancepriority 0 probability 1 randomdelay 0
                    folder data/sounds/SFX/Individual/Siege_Engines
                    Cannon_hit_flesh_01
                    Cannon_hit_flesh_02
                    Cannon_hit_flesh_03
                    Cannon_hit_flesh_04
                    Cannon_hit_flesh_05
                    Cannon_hit_flesh_06
                    Cannon_hit_flesh_07
                    Cannon_hit_flesh_08
                    Cannon_hit_flesh_09
                    Cannon_hit_flesh_10
                    Cannon_hit_flesh_11
                    end
    
            flaming hit flesh, leather
                event mindist 2 priority 200 volume -15 distancepriority 0 probability 1 randomdelay 0
                    folder data/sounds/SFX/Individual/Siege_Engines
                    Cannon_hit_flesh_01
                    Cannon_hit_flesh_02
                    Cannon_hit_flesh_03
                    Cannon_hit_flesh_04
                    Cannon_hit_flesh_05
                    Cannon_hit_flesh_06
                    Cannon_hit_flesh_07
                    Cannon_hit_flesh_08
                    Cannon_hit_flesh_09
                    Cannon_hit_flesh_10
                    Cannon_hit_flesh_11
                    end
                    
            death_hit flesh
                event mindist 2 priority 200 volume -15 distancepriority 0 probability 1 randomdelay 0
                    folder data/sounds/SFX/Individual/Siege_Engines
                    Cannon_hit_flesh_01
                    Cannon_hit_flesh_02
                    Cannon_hit_flesh_03
                    Cannon_hit_flesh_04
                    Cannon_hit_flesh_05
                    Cannon_hit_flesh_06
                    Cannon_hit_flesh_07
                    Cannon_hit_flesh_08
                    Cannon_hit_flesh_09
                    Cannon_hit_flesh_10
                    Cannon_hit_flesh_11
                    end
            
            flaming death_hit flesh
                event mindist 2 priority 200 volume -15 distancepriority 0 probability 1 randomdelay 0
                    folder data/sounds/SFX/Individual/Siege_Engines
                    Cannon_hit_flesh_01
                    Cannon_hit_flesh_02
                    Cannon_hit_flesh_03
                    Cannon_hit_flesh_04
                    Cannon_hit_flesh_05
                    Cannon_hit_flesh_06
                    Cannon_hit_flesh_07
                    Cannon_hit_flesh_08
                    Cannon_hit_flesh_09
                    Cannon_hit_flesh_10
                    Cannon_hit_flesh_11
                    end
            
    ;;; wood;;;;;;;;;;;                
                    
                    
        hit wood
                event mindist 20 priority 200 volume 0 distancepriority 0 probability 1 randomdelay 0
                    folder data/sounds/SFX/Individual/Siege_Engines
                    Cannon_hit_wood_01
                    Cannon_hit_wood_02
                    end
            
            flaming hit wood
                event mindist 20 priority 200 volume 0 distancepriority 0 probability 1 randomdelay 0
                    folder data/sounds/SFX/Individual/Siege_Engines
                    Cannon_hit_wood_01
                    Cannon_hit_wood_02
                    end        
                    
                    
    ;;;; metal;;;;;;;;;;;;                
                    
            hit metal
                event mindist 20 priority 200 volume 0 distancepriority 0 probability 1 randomdelay 0
                    folder data/sounds/SFX/Individual/Siege_Engines
                    Cannon_hit_ground_01
                    Cannon_hit_ground_02
                end
    
                    
            flaming hit metal
                event mindist 20 priority 200 volume 0 distancepriority 0 probability 1 randomdelay 0
                    folder data/sounds/SFX/Individual/Siege_Engines
                    Cannon_hit_ground_fiery_01
                    Cannon_hit_ground_fiery_02
                end
                    
                    
    ;;; water    ;;;;;;;;;;            
                    
                    
            hit ground water
                event mindist 20 priority 200 volume 0 distancepriority 0 probability 1 randomdelay 0
                    folder data/sounds/SFX/Individual/Missiles/Catapult_Rock/Cat_Rock_Hit_Water
                    Cat_Rock_Hit_Water_01
                    Cat_Rock_Hit_Water_02
                    Cat_Rock_Hit_Water_03
                    Cat_Rock_Hit_Water_04
                end
    
                
    ;;; ground    ;;;;;;;;;;;;;        
                
            hit ground
                event mindist 20 priority 201 volume -15 distancepriority 0 randomdelay 0 probability 1 
                    folder data/sounds/SFX/Individual/Siege_Engines
                    Cannon_hit_ground_01
                    Cannon_hit_ground_02
                end
            
            flaming hit ground
                event mindist 20 priority 201 volume -15 distancepriority 0 randomdelay 0 probability 1 
                    folder data/sounds/SFX/Individual/Siege_Engines
                    Cannon_hit_ground_fiery_01
                    Cannon_hit_ground_fiery_02
                end
    Last edited by Gigantus; September 02, 2011 at 11:28 AM.









     
  6. Darkcrusader8's Avatar

    Darkcrusader8 said:

    Default Re: cannon ball

    The file I described lists the sound when the unit fires and when it's projectile hits an object, not when it moves. And that's what is missing, isn't it?

    no no maybe I also do not have any sound when it moves but the sound that is missing is when the projectile hits an object: for example when the empire cannon shot I hear boom of the detonation but when the ball hit a wall or the ground... nothing, same happens for the trabuchet I hear the movements of the machine but whatever the rock hits I hear nothing

    I have all the other sounds for example when the trabuchet is destroyed I can hear it, or the enemy soldiers when I hit them I hear ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh, or when the walls are falling down but WHEN THE BALL HITS ANYTHING NO

    I checked your spoiler and it is identical to mine
    so how is it possible u have it?
    and I don't? are you sure?

    + rep
    Last edited by Darkcrusader8; September 02, 2011 at 12:30 PM.
     
  7. Gigantus's Avatar

    Gigantus said:

    Default Re: cannon ball

    I do not have the sound (haven't really checked it) all I am saying is:

    The custom siege units are not entered in descr_weapon_sounds.
    That file governs the sound of the projectiles during flight and impact
    That is the reason why you don't hear them hitting an object.

    The trebuchet destruction sound is in a totally different file.









     
  8. Darkcrusader8's Avatar

    Darkcrusader8 said:

    Default Re: cannon ball



    aaaaahhhhhhhhhhhhhhhhhhhh understood

    and so how can we solve it?

    basically we just need to put the custom siege units inside that file...no?

    just copyng the name, mortar is the empire mortar, hell cannon is a bombard etc
    am I right? you look very expert? can you give me some help?
     
  9. Darkcrusader8's Avatar

    Darkcrusader8 said:

    Default Re: cannon ball

    ok I spent few hours trying and trying but I do not know what am I doing wrong it does not work maybe I am typing the name not correctlyfor example

    I tryed to put after:

    rd, EE Grand Bombard, ME Grand Bombard, AS Grand Bombard, NE Mortar... the name of the empire cannon but when i play there is still no sounds

    I tried empire_cannon empire, empire cannon, Empire Cannon

    but nothing ...


    I searched the correct name in descr_engines


    type empire_cannon
    culture all
    class basilisk
    pathfinding_data none
    reference_points siege_engines/basilisk_idle.modelReferencePoints

    engine_model_group normal
    engine_skeleton basilisk
    engine_bone_map siege_engines/BoneMaps/basilisk.xml
    engine_collision siege_engines/collision_models/basilisk_collision.CAS
    engine_mesh siege_engines/empire_cannon.mesh, 400.0
    engine_mesh siege_engines/empire_cannon.mesh, 800.0
    engine_mesh siege_engines/empire_cannon.mesh, max



    what name should I put?
    Last edited by Darkcrusader8; September 02, 2011 at 04:32 PM.
     
  10. Gigantus's Avatar

    Gigantus said:

    Default Re: cannon ball

    As I said: it's not simply a matter of putting the names into the text file (that part you did right).

    You have to generate new files in the data\sound directory - that's were it gets complicated. Best to have a look in the miscellaneous tutorial forum for explanations.









     
  11. Darkcrusader8's Avatar

    Darkcrusader8 said:

    Default Re: cannon ball

    ooooooooooooooI read a bit but did not find how to do it...or maybe I found it but I did not recognized

    thanks for all your help...but I have no idea how to generate a new file


    if you (or another good soul) want/can tell how to do it in details for one piece (for example the empire mortar)

    I can do it for all the other pieces of custome artillery...since I have some free time these days

    but I need an example...It's up to you then thanks in any case
     
  12. Gigantus's Avatar

    Gigantus said:

    Default Re: cannon ball

    Sounds like it is one of those things where I have to write a manual - I couldn't find one, at least not for M2TW. Chances are that the principle hasn't changed since RTW.

    If the packed files in the data\sounds folder only contained original sound files, then it would be rather easy:

    Add the unit to the file as described, delete the files in the data\sounds folder, start a new game. That is, provided you have all the sound text files in the data folder.
    The complete original set can be downloaded here.

    Because there are custom sound files in the packed files you will first have to extract those files with this tool. It also explains a bit on how to add some custom sounds.

    Make a back up of your files before you try this!
    Last edited by Gigantus; September 03, 2011 at 07:32 AM.









     
  13. Darkcrusader8's Avatar

    Darkcrusader8 said:

    Default Re: cannon ball

    wow it is a long work

    ok let me see if I got it straight:

    i write the name of every siege weapon in descr_weapon_sounds

    the name with the _ right? like empire_cannon not empire Cannon

    once I put all the names I copy and paste all the sounds text files I downloaded (med2 + kingdoms) and I copy and paste inside the data of cow (for me called americas)

    then

    I delete the sounds folder in the data of COW (that i called americas cause I have steam) the one between the folders siege engeins and terrains

    the part I did not get is how to extract ( I presume from the sound folder BEFORE DELETING IT, the custome sounds)

    how can I recognize them?

    what do I have to do with them? should I put them back before starting the game?
     
  14. Gigantus's Avatar

    Gigantus said:

    Default Re: cannon ball

    1. It's the unit names without the underline, see how the other siege engines have been entered in between the commas, eg EE Cannon
    2. you should have all the sound text files already, they were part of the 1.4.4 installation
    3. installing into the americas folder is so yesterday, check this: Creating a World - Mod Install for Steam
    4. See previous post: "Because there are custom sound files in the packed files you will first have to extract those files with this tool. It also explains a bit on how to add some custom sounds."

    Theoretically those extracted files should end up in the correct folders. That's where I have to start testing myself and write another tutorial.
    After that make sure the the data\sounds folder is empty - move the original files into another folder outside the game.









     
  15. Darkcrusader8's Avatar

    Darkcrusader8 said:

    Default Re: cannon ball

    thanks for all ur help gigantus but before I could even start doing all these modifications while I was playing I got another crash again with the orcs and again when they are making a crusade against my boss kamp but this time :

    I am playing with the unit size normal not large

    and I have my army with less then 15 units

    and my enemies are just 2 armies one almost full (19 units) and the other with just 4 units some of them even with few soldiers

    so I am not even sieged by 9 armies and all of the with 20 units each like chaos

    and in addition the capital of the orc is just a wooden one orcs can't make wall

    so it is even more simple


    why the FFFFFFFFFFFFFUUUUUUUUUUUUUUCCCCCKKKKKKK!!!!!!!!!!!!!!!!!!!!!!!

    I can not play!!!!!!!!!!!!!!!!!!!! I did not touch anything

    and I am doing everythig exactly as when I was playing with the Hocland

    difficult h/h assassins are not able

    and all the rest is the same

    I have never installed submods (apart for the blood but I was playing with it also in my previous campaign)


    every time I was sieged by the chaos (when I was playing with the empire) i was defending citadels and fortresses full of my soldiers and I was confronting even 3 armies all full of chaos without having never the smallest lag so my computer is fine

    but now with the orcs I cannot do not even the simplest fight

    please someone help me!

    it is the third time I am restarting it!!!!!
     
  16. Gigantus's Avatar

    Gigantus said:

    Default Re: cannon ball

    Unless you can give me a log I won't be able to help you.

    I think I managed to get the cannon ball sound into the game if you wan to test. Make a back up of the two events files in the data\sounds folder (nothing else will be overwritten) and then extract the attachment in there.

    I am still testing this and will later add it as a patch to my version.
    .









     
  17. The Holy Pilgrim's Avatar

    The Holy Pilgrim said:

    Default Re: cannon ball

    Gigantus, if this works, I will love you forever.

    Did you also manage to get the whizzing of arrows/bolts too? If not, that's ok.
     
  18. Darkcrusader8's Avatar

    Darkcrusader8 said:

    Default Re: cannon ball

    i have logs folder but it is empty inside med2...

    c/programmi/steam/steamapps/common/medieval ii total war



    is this the one u are referring to? or is there another one inside cow folder (americas)???


    is there another way maybe if I sent u my saved game?


    ps: well done for doing it I will also rep you (again)

    even if it seems I will not ba able to enjoy it
    Last edited by Darkcrusader8; September 04, 2011 at 12:35 PM.
     
  19. Gigantus's Avatar

    Gigantus said:

    Default Re: cannon ball

    I added ALL the siege units from CoW (based on ballistas, catapults and cannons) - the regular weapons were all in there already, they are not bound to units, including musket balls and arrows.

    I also added the Nord_culture to some ambient sound arrangements (DS_generic, stratmap and units_ambient).

    The text files will be included in the patch for my version.









     
  20. The Holy Pilgrim's Avatar

    The Holy Pilgrim said:

    Default Re: cannon ball

    Great!

    I shall rep you when I can. Thanks for fixing this