This is one of my 'click through' installations. As long as your registry is fine the installer will find the correct installation path. If not, simply follow the instruction displayed in the installer
Last edited by Gigantus; May 21, 2020 at 07:12 AM.
Re: Creating a World - Developer's Setup Kit for Sound Editing
Good one, Gigantus.
renames the original game's data\animation directory
You mean in the data folder of the base/core game not the mod's data folder, yes? Why does it need to do that? I've never worked with animations so maybe that's a noob question.
The BAT file will generate the required IDX\DAT files at the first start of the mod
That sounds like it only happens the first time you run the mod. But wouldn't it generate them on every running of the mod? Or is this BAT only intended to be used on the first run, and after that players should launch it in the normal way?
Re: Creating a World - Developer's Setup Kit for Sound Editing
For some reason animations require the default game's IDX\DAT files to be unavailable for generating to be able to use the 'unpacked' animation files for generating. Very unlike sound generation.
The generating will happen every time you start the mod - the music generating causes a delay of roughly 2-3 seconds at start up depending on your processing power, animations is barely measurable. I have yet to experiment with file calling within a BAT file - it would require a second BAT file to replace this one with a regular one for use in updates.
The rather short delay however did not seem to warrant that.
Re: Creating a World - Developer's Setup Kit for Sound Editing
Oh Man, this (the sounds) couldn't come at a better time. I'll have a look at it. Many thanks for this Gig
Edit: quick question: is the sounds kit works for all versions of the game? I mean - if this seems to be ok for a Steam version, what about the disk version of the game, especially the non-english one?
I'm asking because for my mod, there are some sounds and voices missing for the non-english version of the game.
Last edited by Lifthrasir; December 09, 2019 at 02:05 AM.
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
Re: Creating a World - Developer's Setup Kit for Sound Editing
The language used\installed shouldn't really matter as I would think the TXT files are the same**, nor does it matter if it is the steam or disk version. It works just the same for all.
For some languages the local sound (mp3) files are missing and hence some accents are not working. I am guessing you are talking about German, check here how to fix that particular issue. It's a very simple matter of re-allocating the accent of some of the factions in descr_sounds_accents.
** I changed the local language in my desk version to German to test the issue in the linked resource and generated new IDX\DAT files from these TXT files after the descr_sounds_accent adjustment without a problem.
Last edited by Gigantus; December 09, 2019 at 10:14 PM.
Re: Creating a World - Developer's Setup Kit for Sound Editing
I thought some version didn't get the same amount of accent compare to the english one? It seems that the french disk version of the game has some missing voices with SSHIP
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
Re: Creating a World - Developer's Setup Kit for Sound Editing
That's exactly was I was saying - the language specific stuff (mainly strat voices and all the data\text files) is in the localized.pack file - for the German version (the link I gave) no sound files were provided for the Eastern_european and Scottish accent, hence the relevant factions were totally mute on the strat map.
Check which accent the mute factions have in the French version and adjust descr_sounds_accents accordingly, then generate a new set of IDX\DAT files. You have the means now for that easy a fix, don't you?
Once again - it's not the TXT files that are the culprit, it's the missing sound files of the localized pack files. To be a bit cheeky - if CA had used my update system they only would have had to provide an edited descr_sounds_accents file and they would have been spared this embarrassment of mute factions
Last edited by Gigantus; December 10, 2019 at 02:44 AM.
Re: Creating a World - Developer's Setup Kit for Sound Editing
I don't have a french version of the game. My both versions (disk and Steam) are in english. Ironic for a French, isn't it?
Seriously, if I get you right, I just need to ask the guys who reported that issue to send me or to check their descr_sounds_accents.txt file to find out. But there's a modified version of that file in out latest release. Could this be due to missing entries in the voice folder, itself located in the sounds folder? If yes, I'd just need to extract the sounds folder from the original game (in English) and would need to include in in my mod. At least, it will work in english. Am I right?
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
Re: Creating a World - Developer's Setup Kit for Sound Editing
Correct, default would be to simply cross check the mute factions against their accent allocation and change to it 'live' accent. that change only affects the events.dat\idx files (6MB max, compressed less then1MB) so you could simply provide these files plus the edited TXT file as interim solution
These files are not directly in the Steam version. (I myself recently compared the unpacked sound files with the CD version), and hence the question, in order to fix this, I need
take missing voice files (from English, French, Polish version of game - doesn't matter) and pack them with all sounds files and music separately for players from each country? (Oh God, this is bad. Tell me it's not, please)
Assuming that my mod will be translated into 5 other languages, and if I want to satisfy for them the need to fix this deficiency - for m2tv players of all countries (localization for which was released on steam - there are like 7-8 languages)
Last edited by Leeekaaa; February 02, 2023 at 03:12 PM.
Re: Creating a World - Developer's Setup Kit for Sound Editing
Well, I complicated it myself. I found out by comparison unpack cd and steam that 943 files are missing (not counting animals) before I stumbled upon your topic.
By the way, thanks - because I didn’t pay attention to animals (yes, I don’t need wardogs there, but here’s everything else: horses, camels and elephants - it’s very necessary and important)
(I'm not very good with English - it's hard to delve into your guide) but tell me please me in simple language: If we talking about mod for m2tw:
I still have to:
•delete 8 sound files: idx and dat)
•generate new files with these (1009-13 (wardogs)) missing files after puting them to sound folder with all my other mods sounds files?.
In other words, should I do all the same things that I used to do when I packed sounds in my mod before?
Or does your guide show how to pack these voice sound files into the Steam version itself (ie the original game)?
Those. if we are talking about mods (and fixing the missing voice files for the steam on which it runs) - then these missing voice files - will they be in the sounds folder of the mod itself in the end?
And I will have 8 sound files (idx and dat) of the mod - first ones for the cd version and the second ones - for 1.52 (steam)?
(I don't want mod players to get stressed out by reading all sorts of guides on how to fix this - I want them to have as little body movement as possible before they start playing - because many of them from RF and Ukr and dont know English very well to undaerstand how to use this guide)
thanks in advance for your reply.
Last edited by Leeekaaa; February 03, 2023 at 02:40 AM.
Re: Creating a World - Developer's Setup Kit for Sound Editing
You basically proceed as you would with replacing sound files.
1. Add files into the data\sounds directory
2. delete all idx and dat files
3. Start the game
If you use this dev kit to do it then afterwards simply make a backup of the sounds directory in the main game's folder and then copy the sounds directory from the dev kit over - that way you'll have it for the main game and all your mods.
Re: Creating a World - Developer's Setup Kit for Sound Editing
Originally Posted by Gigantus
You basically proceed as you would with replacing sound files.
1. Add files into the data\sounds directory
2. delete all idx and dat files
3. Start the game
If you use this dev kit to do it then afterwards simply make a backup of the sounds directory in the main game's folder and then copy the sounds directory from the dev kit over - that way you'll have it for the main game and all your mods.
Aa My brain is about to explode.
Can you write point by point (step by step) what should I do to add the missing 943 voice files to the vanilla steam version? (so I don't have to pack them into my mod's sound files)
I installed the dev kit but I don't understand anything.
I can't even replace the track (Credits)_We_are_all_one in the Steam version.
Re: Creating a World - Developer's Setup Kit for Sound Editing
So far you did everything right. Unfortunately it is very complicated (see those 11 steps in the other guide) to add those voice files to the base game. Adding them to another mod is the same way you added it to the devkit.
A much easier way then those 11 steps is to simply install and play my Bare Geomod modding set up - it is the main game with a number of small fixes and already includes these voice files. It also has all factions available to play from the start.
Re: Creating a World - Developer's Setup Kit for Sound Editing
Hm. Where can I find these 11 steps of the green mile?
PS, Yes, I saw that you improved and fixed almost all the bugs of the original game. This is great. But the Vanilla game itself doesn't interest me (I don't plan to play it and haven't played it for 10 years). I need it solely as a base for the mod. And here is the insertion of missing voice files - this is my main task. Since the future belongs to the Steam version, and a lot of people are already playing the mod on the Steam version (mostly English-speaking players) and I would like their game to be as comfortable as possible (without blood from the ears, as one guy said somewhere here)
Re: Creating a World - Developer's Setup Kit for Sound Editing
If you want to add the voice files to another mod then you do it the same way as you did in the dev kit (my post #15, your post #17) - you will need to have all the necessary sounds txt files present in that mod.
The '11 steps' are only for installing it in the Steam base game.