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Messages - TheInfamous089

If you can go back to Radiant and open your map, press Ctrl+Shift+K to let Radiant point you some errors and in the log down your 2D view there will be the explanation of that error. Some of them will be probably about lightgrid which seeing your screenshot this is the point where the compile process crashed. If this is the case, Radiant will switch your view to the lightgrid's to work with, when you have finished press Shift+L until you return to the normal view or continue with the next error.
9 years ago
Yeah sorry I called it a GSC file only because I'm still opening that kind of files with Notepad++ also as the GSC's. So I copied the "main.menu" located in "root/raw/ui" and placed in "root/mods/mapname/ui" and renamed it as "custom_main.menu". Replaced all instances of "music_mainmenu" to "custom_main" (3 instances I remember). Went to the Launcher and added to my mod.csv these two lines, changing "dukip_music" for "custom_main".

What I don't understand is what I have to open with Excel, my soundalias is "custom_main" as I said but I can't open my "custom_main.menu" in Excel  :o. The only file I can is "menu_music.csv" in "root/raw/soundaliases" (I don't think you are refeering to this one) but I can open it perfectly with Notepad++ and there's only one instance of "all_sp". No idea of which related file could be. Also in the "menu_music.csv" I change the start of the second line to "custom_main,custom_main\garbar_loop.wav,,," Gonna rebuild the mod but I don't think this will be enough, I wait for your answer and I have the Excel ready for it  :P
9 years ago
I don't think so, I'm reading again the tutorial from the wiki and the only thing about soundaliases is creating that file "menu_music.csv" that goes in "root/raw/soundaliases". I'm reading also a GSC called main.menu in the directory "root/raw/ui" but I don't know what I have to replace there, if you can explain me a little bit what you meant with "replace the soundalias played from UI"? and thanks for you time maybe the solution is here  :D
9 years ago
Did you read the post? I described all the process and detailed where is the file before being converted and after. As the tutorial says. I checked how the sound is generated in root/raw/sound/music_mainmenu after deleted it just for check if it generates a new one when converting. I build the sound checking mod.ff and sounds and grabbed that new generated sound into my mod folder in root/mods/mapname/sound/music_mainmenu and rebuilded the mod checking mod.ff and mod iwd and checking the sound in the IWD list. As i said in the post before, is something with the project mover step (not what the program is already doing I mean) because I could listen my sound without doing the project mover step but my mod then was not playable and I got these alien text you know what i'm talking, but then I use project mover and got my mod playable with the stock music.

I don't want to sound rude but you told me what i've just said in the first post (as far as i understood your reply) my english is not perfect hehe  ;)
9 years ago
Hi, I followed the tutorial on the wiki perfectly but the song is not playing when I launch my mod, it still appears the default one.

I don't know where the problem could be, I extracted one channel from a song, edited it a bit and exported as WAV (Microsoft) format with Unsigned 8-Bit PCM. I cleared the tags and moved the file to "root/sound_assets/Raw/sound/music_mainmenu". Renamed it as "garbar_loop". Next i created the menu_music.csv in "root/raw/soundaliases" copying all the stuff of the box in the tutorial.

Ctrl+A to what i have in my csv just in case there's anything missing:
Code Snippet
Plaintext
name,file,platform,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,,isbig

music_mainmenu,music_mainmenu\garbar_loop.wav,,,0.6,0.6,,,,,,,music,,,0,,,,,,,2d,streamed,,looping,,all_sp,,,,,,music_all,,,,,,0,,,,,,100,100,0.25,1,,


Next I added the sound to my mod adding the following at the bottom:

Code Snippet
Plaintext
// Zombie Mode Stuff
include,zombiemode
include,zombiemode_dogs
// Zombie Mode Strings
localize,zombie
// Mod Strings
localize,mod
stringtable,maps/mapsTable.csv
// Edited Loadout For Zombie Heroes
rawfile,maps\_loadout.gsc
// Edited LastStand For Deep Water Like Sumpf
rawfile,maps\_laststand.gsc
// Edited For Developer_Script
rawfile,maps\_debug.gsc
material,hitmarker
sound,zombie_hitmarker_byTheSuzho,,all_sp
fx,env/fire/fx_fire_brush_smolder_sm
sound,menu_music,,all_sp

Build mod.ff Fastfile and Sounds and got this error:

http://gyazo.com/a9e3933bd0473daec5eb9e483588f65b
Note: There's the sound in the IWD list because I obviously tried before but I've unchecked for now.

I don't know if this error is normal when converting sounds but anyways it's not the first time i've seen it. Next I navigated to "root/raw/sound/music_mainmenu" and there was a garbar_loop file in it (this last time it was the second time I have done all this so obviously the file was going to be there). Opened the file and the quality is pretty bad and has a lot of noise, but this is not after converting it through Launcher it's since I converted it to wav before. The size of two files is practically the same, 3,27MB before and 3,58MB after converting the sound.

Finally I've checked the sound in my IWD list (replaced again with the converted) and build the mod checking Build mod.ff Fastfile and IWD File. Passed the Project Mover and tested but no way, when I load my mod it stills appearing the default boring one. :alone:

Properties of the files:

http://gyazo.com/b93b1ca9194771cc32f73ffa7ae62e92
http://gyazo.com/7e6c9ec90c04e2cb1ad5b6131493b145
http://gyazo.com/d5478c97cdd6f728e4557041e8da6719

So maybe someone could help me, and thanks.  :) :)

Double Post Merge: February 16, 2015, 03:37:32 am
Discovered one thing: I can listen the sound if don't use the Project Mover, but then the mod is unplayable, when I do the step of moving those two files with the program the mod is loading good with my custom menu image but then instead it's playing the default.
9 years ago
Right click on the radiant .exe or the shortcut, go to compatibility and enable an option called "Disable display scaling on high DPI settings"

This also pissed me off for a long time since I tried that option and worked for me  :rainbow:
9 years ago
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