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OpenXcom Forum
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The X-Com Files
(Moderator:
Solarius Scorch
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[submod] XCF Remusic
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Topic: [submod] XCF Remusic (Read 1773 times)
Stone Lake
Colonel
Posts: 185
[submod] XCF Remusic
«
on:
December 08, 2023, 12:42:45 pm »
Something something music mod pack for X-Com Files that I use in my videos.
I roughly tried to preserve "XCF vibes" in the ballpark.
The mod is compatible with others, Resound specifically. Should be Youtube-friendly, too.
https://drive.google.com/file/d/14-ujvE9cd61UrkPt9P7nhGIqpwqObEbB/view?usp=sharing
Spoiler
Track sources
:
Ksenni's XCF Resound
https://openxcom.org/forum/index.php/topic,8870.0.html
Cydonia's Fall
https://mod.io/g/openxcom/m/ufo-cydonias-fall-ogg-music
Submarine titans
https://mod.io/g/openxcom/m/submarine-titans-music-mod-tftd
Evilbl's XPZ music pack
https://mod.io/g/openxcom/m/piratez-evil-bl-music-pack
Kato's XPZ playlist
...
Spoiler
Technical stuff and XCF themes
:
There are three parts to this - ruleset, language file, and the track itself. The tracks reside in the Sound dir; rulesets define the tracks, marking them to be used; and language/xx_xx defines displayable ingame name for tracks. Then the game/mod requests the track in specific situation with with specific name (the ruleset/track one).
Most geoscape tracks from mods (GMGEOxxx) just work. However, X-Com Files extensively uses named soundtracks (defined in alienDeployments rulesets) for its battlescapes, e.g. W3_CALM - plays for most Syndicate encounters. Just naming the theme "GMTACTICSxxx" and expecting it to play in battlescape doesn't work, although the track becomes selectable in the battlescape manually.
But OXCE plays all musics in same prefix-based manner, thus if you define in ruleset several tracks like W3_CALM, W3_CALM2, W3_CALMxxx69420 and W3_CALMyourextendedwarranty, all of these four will can be played at random when battle deployment asks for "W3_CALM". Thus, we achieve multiple tracks for a deployment.
The (not extensive) list of XCF themes:
SW_MONSTER - Lotus Theme
SOF2_AIRPORT - Red Dawn Theme
RP_04_CHILD - Dagon Theme
FAL_16_ALLCLEAR - Exalt Theme
HL1_10_VALVE - Cyberweb Theme
W3_CALM - Syndicate Theme
AS_2_THEME - Alien Theme
WAR1 - Widely used briefing
NAYDEAD - Ghost Theme
FRO_PSY - Asylum Apparitions track
PREDATOR - Root of Evil track
Spoiler
Youtube friendliness
:
Tested by joining the entire soundtrack and uploading it to You-tew-bee. Flagged tracks are replaced/removed in the Remusic (doesn't touch other mods, like Resound), with something that doesn't alert YT. These are (track-name):
# XCF tracks
GMGEO4 - Strategist => Restricted on youtube (!). Rest are `no impact` as of 2023.
So, probably, that's all you have to remove/replace, if you need to.
AS_2_INTRO - Something something no idea
CYBORG_WARRIORS - Cyborg Warriors
SW_MONSTER - Siecrist - Intro
PREDATOR - Chrispy - Predator
THING - The thing! Duh.
FRO_PSY - Frontier Psychiatrist
# Ksenni's resound
GMTACTIC503 - The Thing theme
GMINTER500 - Brad Fiedel - Tunnel Chase
GMTACTIC511 - Brad Fiedel - Terminator Arrival
# Katomusic / Kato's XPZ playlist
GMINTER121 - Fight Club (Original Mix)
# Evilbl's Music Pack:
A lot of these, I didn't bother documenting.
There are some "no impact" tracks in Remusic itself that keep popping up from time to time (the test above proved to be not 100% reliable). These are removed, too, but there still may be some. So if you're paranoid, it's just to be aware of the tracks listed above.
Spoiler
DISCLAIMER
:
I don't own anything. All tracks used in the mod belong to their authors.
«
Last Edit: June 17, 2024, 03:22:28 pm by Stone Lake
»
Logged
Juku121
Commander
Posts: 1798
We're all mad here.
Re: [submod] XCF Remusic
«
Reply #1 on:
December 08, 2023, 01:07:17 pm »
Cool!
Added to the list.
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Empiro
Captain
Posts: 88
Re: [submod] XCF Remusic
«
Reply #2 on:
December 09, 2023, 03:07:56 am »
Is this compatible with the X-Com Files Resound mod?
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Stone Lake
Colonel
Posts: 185
Re: [submod] XCF Remusic
«
Reply #3 on:
December 09, 2023, 03:14:05 am »
Quote
Is this compatible with the X-Com Files Resound mod?
Sure.
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[submod] XCF Remusic