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All additional towns to VCMI
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Draeganfire 

Age: 45
Joined: 15 Sep 2016
Posts: 47
Posted: 2017-03-20, 20:29   

Try this one.....you may need to open the folder and dig down a level, that happens on several town downloads so they don't work....

ie: Forge/Forge/Content (just copy content and content.json, move them up one folder and then delete Forge folder in middle)

Forge
 
     
acidchalk

Joined: 08 Aug 2014
Posts: 45
Posted: 2017-03-22, 20:14   

Hum.. i didn't get any emails, but i can help with a lot of the stuff. Making the borders and stuff for buildings is pretty easy for me with photoshop and if you send me the files i can churn them out for you.
 
     
hurrdurrmurrgur

Joined: 25 Mar 2017
Posts: 2
Posted: 2017-03-25, 10:16   

Does anyone know what's wrong with the sound from the leprechaun unit in the Glade faction? Dying and walking sounds are fine yet whenever it attacks, static belts out of my speakers. I checked the mod folder and the combat noises are fine and are included in the same location with the walking and death noises so it isn't the file itself that's the problem. I can only think that the script calling for the sound file is mistyped so it's calling nothing but static.
However I have no idea how unit scripting in VCMI works so I haven't the foggiest idea how to take a look for myself to verify this.
 
     
Macron1 

Joined: 02 Apr 2013
Posts: 578
Posted: 2017-03-25, 10:19   

hurrdurrmurrgur wrote:
Does anyone know what's wrong with the sound from the leprechaun unit in the Glade faction? Dying and walking sounds are fine yet whenever it attacks, static belts out of my speakers. I checked the mod folder and the combat noises are fine and are included in the same location with the walking and death noises so it isn't the file itself that's the problem. I can only think that the script calling for the sound file is mistyped so it's calling nothing but static.
However I have no idea how unit scripting in VCMI works so I haven't the foggiest idea how to take a look for myself to verify this.


Because by some unknown reasons shot sound is encoded in Audio: PCM 16000Hz stereo 512kbps [output], and normal sounds are encoded as Audio: IMA ADPCM 22050Hz mono 88kbps [output].
You must convert lepshot.wav to 22 kHz.
PS OGG and MP3 creature sounds are also producing static noise effect in game.
_________________
I'm not a member of VCMI developer group and my posts are not official. I'm just a fan.
 
     
hurrdurrmurrgur

Joined: 25 Mar 2017
Posts: 2
Posted: 2017-03-25, 11:24   

Macron1 wrote:
hurrdurrmurrgur wrote:
Does anyone know what's wrong with the sound from the leprechaun unit in the Glade faction? Dying and walking sounds are fine yet whenever it attacks, static belts out of my speakers. I checked the mod folder and the combat noises are fine and are included in the same location with the walking and death noises so it isn't the file itself that's the problem. I can only think that the script calling for the sound file is mistyped so it's calling nothing but static.
However I have no idea how unit scripting in VCMI works so I haven't the foggiest idea how to take a look for myself to verify this.


Because by some unknown reasons shot sound is encoded in Audio: PCM 16000Hz stereo 512kbps [output], and normal sounds are encoded as Audio: IMA ADPCM 22050Hz mono 88kbps [output].
You must convert lepshot.wav to 22 kHz.
PS OGG and MP3 creature sounds are also producing static noise effect in game.

Thanks I converted the file and now it plays. I've uploaded it in Dropbox if anyone wants to download it.
https://www.dropbox.com/s...epshot.wav?dl=0
For anyone who doesn't know where to put the file:
The directory is My Documents\My Games\vcmi\Mods\glade\Content\sounds\glade
Unfortunately that pop at the start of the sound was in the original file so there's nothing I can do about that.
 
     
acidchalk

Joined: 08 Aug 2014
Posts: 45
Posted: 2017-03-25, 16:32   

oh wow i didn't notice that, i'll update the download link
 
     
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