OpenXcom Forum
Modding => Released Mods => The X-Com Files => Topic started by: Ksenni on December 06, 2020, 01:35:02 pm
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Hi everyone. New Version is done. Enjoy.
I would like to express my special gratitude to the our community member named Kozinsky. Without his advice and help on the technical part, the release of this mod would not have been possible.
Version 2.91 - 15.11.2023 Actually for 3.x version of X-Files
What we have here:
- About 500 new monster sounds for all monsters and creatures;
- About 400 new death sounds for male and female persons;
- About 500 new weapon sounds (now 99% weapons has it own various firing and reload sounds);
- About 100 new explosive sounds;
- New bullet sounds for firearms;
- More powerfull sounds for AA ammo;
- Melee weapons sounds;
- Individual firing sounds for all HWP (X-Com and Enemies);
- New engine sounds for ground tanks;
- Some other sounds;
Totally added to game about 1800 sounds.
Download Link
https://drive.google.com/file/d/1rfvOCegi6WrmS10wpOI1SHBJqF9rrQu7/view?usp=sharing
!!!Always Fully Delete Previous Version!!!
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Impressive!
Bravo and thank you! :) :)
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So many downloads and just one review. I understand that everyone likes it and there are no comments.
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Really like it Ksenny, care to do something for xpiratez? Thanks
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Really like it Ksenny, care to do something for xpiratez? Thanks
Maybe, when I start going through them. I am now completely in X-Files.
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Wow, that's nice. Much appreciated!
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Wow, that's nice. Much appreciated!
Thank you for such a flattering review. I also wanted to put my hands on such a good modification. Glad, you like my work.
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Thank you for such a flattering review. I also wanted to put my hands on such a good modification. Glad, you like my work.
TBH I haven't reviewed it at all yet, only took a quick glance. But it's still an impressive job.
If I like some of your sounds, would it be OK if I incorporate them to the mod?
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If I like some of your sounds, would it be OK if I incorporate them to the mod?
You can use my work as you please. These sounds are taken from games S.T.A.L.K.E.R. Call of Pripyat (Armed Zone Mod 2.0) which contains several hundreds of fully sounded weapons and various sound mods for Fallout New Vegas (downloaded from New Vegas Nexus) and some GZDoom port mods (downloaded from site Moddb).
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Fantastic job on the guns, the only "bug" report I have are the Black Ops Magnum reload sound being absent and the sound for the MK23 Socom being a bit too quiet, other than that loving it ! ;D
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Fantastic job on the guns, the only "bug" report I have are the Black Ops Magnum reload sound being absent and the sound for the MK23 Socom being a bit too quiet, other than that loving it ! ;D
Thank you for your feedback. At the moment, the mod is being actively developed and a new version will be presented soon. At the moment new sounds added to all tanks, all grenades and explosives and 95% of weapons and work has begun on sounded all monsters.
The bugreports you indicated have been corrected.
All sounds placed in the Resound derictory and you easy can replace it as you want by copying another file with same name.
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Hi everyone. New Version is done. Enjoy.
Version 2.0 - 22.12.2020
What we have here:
- About 500 new monster sounds for all monsters and creatures;
- About 400 new death sounds for male and female persons;
- About 300 new weapon sounds (now 95% weapons has it own firing and reload sounds);
- About 100 new explosive sounds;
- More powerfull sounds for AA ammo;
- Individual firing sounds for all HWP (X-Com and Enemies);
- New engine sounds for ground tanks;
- Some other sounds;
Totally add to game about 1500 sounds.
https://yadi.sk/d/4qt4zdjgd8QNYA
Attach mod archive to forum post is impossible, beacuse after attaching and modifying message redirection occurs to start new topic screen.
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Thank you for this new version ! :) :) :)
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This looks cool! Alas, since I play XCOM Files as a regular mod instead of a primary mod, in order to use other mods that have not been updated/cannot be used otherwise, this one doesn't work. I tried by deleting the dependency on the XCF main mod in the metadata file, but still no dice. Any idea about how I could make it work?
As it stands now, I use XCF as a mod, but the "main mod" is still considered to be XCOM1, or UFO, aka the base game.
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Any idea about how I could make it work?
I can't help you here. Refer to the main theme of the XCF mod. I'm sure there will be a solution.
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1) Thank you for this AWESOME mod!
2) Small problem: in 'openxcom.log':
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[26-12-2020_17-59-40] [INFO] - x-com-resound v2.0
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[26-12-2020_17-59-45] [ERROR] Sound::load(Resources/DeathFemale/femaledeath1.ogg): mix error=OGG bitstream is not valid Vorbis stream!
[26-12-2020_17-59-45] [ERROR] Sound::load(Resources/Resound/heavymd.wav): mix error=Unknown WAVE data format: 0x0003
[26-12-2020_17-59-45] [ERROR] Sound::load(Resources/Explosives/eleriumexplosive4.wav): mix error=Complex WAVE files not supported
[26-12-2020_17-59-45] [ERROR] Sound::load(Resources/Explosives/eleriumexplosive5.wav): mix error=Complex WAVE files not supported
[26-12-2020_17-59-45] [ERROR] Sound::load(Resources/Explosives/eleriumexplosive6.wav): mix error=Complex WAVE files not supported
...
[26-12-2020_17-59-46] [INFO] OpenXcom started successfully!
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This looks cool! Alas, since I play XCOM Files as a regular mod instead of a primary mod, in order to use other mods that have not been updated/cannot be used otherwise, this one doesn't work. I tried by deleting the dependency on the XCF main mod in the metadata file, but still no dice. Any idea about how I could make it work?
As it stands now, I use XCF as a mod, but the "main mod" is still considered to be XCOM1, or UFO, aka the base game.
Try to open metadata.yml (in the Resound Mod) and change "master: x-com-files" to "master: *".
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2) Small problem: in 'openxcom.log':
All issues fixed. Thanks for bugreport.
New version in the first post.
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Try to open metadata.yml (in the Resound Mod) and change "master: x-com-files" to "master: *".
Tried that, but then it doesn't work, saying it cannot detect "*" or something. Removing the space makes openxcom run, but the mod doesn't work then.
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small bug detected!
file: items_XCOMFILES.rul
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- type: STR_LASER_SNIPER_RIFLE
fireSound: 2117
in section extraSounds: number 2117 not defined. --> shot w/o sound.
(maybe missed string 2117: Resources/Resound/lsr.wav ?)
Sorry for my Google-translated english :'(
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+ missing :
reloadSound: 2609
and
reloadSound: 2610
in section extraSounds: number 2609 and 2610 not defined !
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small bug detected!
+ missing :
Fixed. New version is avaliable in the first post. Thanks for bugreports.
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Tried that, but then it doesn't work, saying it cannot detect "*" or something. Removing the space makes openxcom run, but the mod doesn't work then.
Then instead of "*", try "xcom1".
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Then instead of "*", try "xcom1".
I also tried this, but it didn't work as well. Still, thanks for the help.
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https://yadi.sk/d/6GqLh7ZHIjuHhg
this link doesn`t work
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this link doesn`t work
Strange!
This link works very well!
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Download Links works fine.
https://yadi.sk/d/6GqLh7ZHIjuHhg
this link doesn`t work
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For everyone who suddenly found the download link for Yandex.Disk not working - there are mirrors:
https://drive.google.com/file/d/1akZCgRx0fIA2XhreN2Mia2eCahwqwZqJ/view?usp=sharing (https://drive.google.com/file/d/1akZCgRx0fIA2XhreN2Mia2eCahwqwZqJ/view?usp=sharing)
https://www.dropbox.com/s/9wumj5w52xtk61v/XFilesResound202.rar?dl=0 (https://www.dropbox.com/s/9wumj5w52xtk61v/XFilesResound202.rar?dl=0)
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Can I use some of these sounds for the PTRS1941 rifles in my submod? I'm creditting you and your mod of course :)
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Can I use some of these sounds for the PTRS1941 rifles in my submod? I'm creditting you and your mod of course :)
As you wish. None of the sounds belong to me, I took them from different mods too.
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As you wish. None of the sounds belong to me, I took them from different mods too.
Alright, thanks!
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I was getting this error when I updated xcom files to 1.9, and at first I tried deleting some rulesets and it worked, I pinpointed the problem down to the Units ruleset and it seems these entries make the mod not work, when I deleted them the game works, Im guessing its because these should go somewhere in the armor section?
Update: I added a "fixed" version of the ruleset, It incorporates ONLY the drone and Cyberdisc sounds found in the Units ruleset back to the armor ruleset, the rest of the tanks you already have the sounds integrated so I only left a textfile with the unused ones removed from the Units one
Ruleset.Rar contains the fixed ruleset files
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Hello everyone! Apparently it's time to fix the mod and it has become incompatible with the current version. As soon as I figure out something, I will update the mod to the current state.
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Hello everyone! Apparently it's time to fix the mod and it has become incompatible with the current version. As soon as I figure out something, I will update the mod to the current state.
Does it still break even with the fix I uploaded? I haven't had problems since then, unless it's a very recent version change
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I have recently changed STR_M83_BARETT to STR_M82_BARETT (not released yet), and same for the clip. You'll probably have to change it too.
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I have recently changed STR_M83_BARETT to STR_M82_BARETT (not released yet), and same for the clip. You'll probably have to change it too.
I will definitely take it into account
Thanks to 8mono for fixes.
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I'm not sure how to make this mod work. I just dragged the content of the file XFilesResound to my mod folder and agreed when it asked me for the changes, but it did not work. Where do I put the files?
Edit: Never mind I got it to work. It was supposed to be a different mod entirely and installed via the game okay. Great mod wow.
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Great mod wow.
Thanks. New Version is ready, added about 300 new firing sounds. But now i am in hospital a can't publish and finished it. But soon all be presented to players
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New Version 2.15 Avaliable to download. Enjoy.
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One of the hybrid death sounds seems to be using a gunshot noise, im not sure which one it is specifically but I hear it a lot when killing them
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One of the hybrid death sounds seems to be using a gunshot noise, im not sure which one it is specifically but I hear it a lot when killing them
Thanks. Take a look that is wrong.
Yes. Wrong number in a hybrid_ section at units_XCOMFILES
deathSound: [3153, 3154, 3155, 3156, 3157, 3425, 3426, 2427, 3429]
Need to change 2427 at 3427 of course. In all Hybrid unit type sections
I will reupload archive with mod when i collect more changes. Now works on ricochet sounds of bullets.
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The future version will break with the new hybrid sounds, this is the fix if anyone wants to play the github version, replace the units_XCOMFILES ruleset in the submod with this one, it should also fixe the hybrid death noise
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Mod Reupload, all bugs fixed. Log clear.
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Found out the newest github breaks because of missing units now, just deleting these two entries in units should fix it
Mod works great on 2.2! :D
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Found out the newest github breaks because of missing units now, just deleting these two entries in units should fix it
Mod works great on 2.2! :D
Thank you very much, I will fix it.
I am currently working on a new version. I am experimenting with the sounds of bullet ricochets (about 35 types have been added). And I'm picking up new music. Since not everyone may like it, a version without music will be available.
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Works fine on 2.2, but crashes on 2.3
Error for 'STR_ADVENT_AGENT': Unit is missing armor
Error for 'STR_ADVENT_SOLDIER': Unit is missing armor
Error for 'STR_HYBRID_AGENT': Unit is missing armor
Error for 'STR_JARHEAD_MASHINOBI': Unit is missing armor
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Works fine on 2.2, but crashes on 2.3
Error for 'STR_ADVENT_AGENT': Unit is missing armor
Error for 'STR_ADVENT_SOLDIER': Unit is missing armor
Error for 'STR_HYBRID_AGENT': Unit is missing armor
Error for 'STR_JARHEAD_MASHINOBI': Unit is missing armor
Fixed. New version uploaded with new bullet sounds.
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Fixed. New version uploaded with new bullet sounds.
Wow, that was quick! You're great!
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Please, might you make a similar one for xpiratez? Maybe Dioxine would to integrate it....
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New Version downloaded, enjoy. Now i work with crushing weapons and knives. It's time to diversify the sounds of blows there too
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This may seem silly, but how do I actually install this, where does it go
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Nice, Ksenni!
This may seem silly, but how do I actually install this, where does it go
Same place as the X-Com Files mod and the Dark Geoscape mod.
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Version 2.30 - 11.03.2022 Actually for 2.3d version of X-Files
Hi.
Is this compatible with newest 2.4 version?
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Hi.
Is this compatible with newest 2.4 version?
I had no problems so I guess yeah.
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Not really an issue, but here goes. I was on a UAC mission, and when I killed one of the UAC units, he said "Does everybody hate me?" in a really fast and high-pitched voice. Whose idea was that, because it was really hilarious.
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Once again, this mod causes an error with STR_SECTOPOD_ARMOR2 when running the latest X-COM Files.
[ERROR] During linking rulesets of armors:
Error for 'STR_SECTOPOD_ARMOR2': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Deleting it from Armors rul fixes the issue.
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Hello
Does anyone else get a delay on load and save games with this mod in use?
Or am I imagining it?
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Hello
Does anyone else get a delay on load and save games with this mod in use?
Or am I imagining it?
Only a longer loading at the start of the game.
The longer you play, the more information is written to the save file and the longer it takes to load and save.
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Ahhh... makes sense. I just did a mass expansion from 30 troops to nearly 80. More troops have more data. I might have to do some Dagon style human sacrifices to speed up the loading time.
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I might have to do some Dagon style human sacrifices to speed up the loading time.
Getting rid of soldiers does not delete data about them. All records of all soldiers, what missions they participated in, how many and what enemies they killed in what mission, and so on, all remain in the save, even if that soldier is killed or fired. Reducing the army will only slow down the growth of information.
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Once again, this mod causes an error with STR_SECTOPOD_ARMOR2 when running the latest X-COM Files.
[ERROR] During linking rulesets of armors:
Error for 'STR_SECTOPOD_ARMOR2': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Deleting it from Armors rul fixes the issue.
It's not this mod, it's Arsenal Additions.
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It's not this mod, it's Arsenal Additions.
Both of these sub-mods contain this error because they are curently designed for XCF version 2.5.
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Getting rid of soldiers does not delete data about them. All records of all soldiers, what missions they participated in, how many and what enemies they killed in what mission, and so on, all remain in the save, even if that soldier is killed or fired. Reducing the army will only slow down the growth of information.
Oh...
Ah...
Ok...
*whistles guiltily*
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It doesn't even slow it down much, since the biggest amount of data comes from listing all the different kills. And presumably the number of enemies killed per month is relatively constant.
If you want to reduce your save size by killing less alines, well... I wonder if there's a procedure for declaring the Commander a traitor to the human race? :D
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What if I just punch them a bit?
Anyway... I am totally appreciating many of the new gun sounds.
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Then they either go down and count as killed for purposes of save-bloating, or don't and therefore make you lose the mission. The latter is certainly one way to keep the kill count down. :D
More on topic: I also truly appreciate all the hard work that's gone into this mod. Thank you, Ksenni, especially for "whydoeseverybodyhateme!?" ;D
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Looks like all you need to do is edit STR_SECTOPOD_ARMOR2 to STR_SECTOPOD_ARMOR in armors_XCOMFILES.rul to make it work (as that's the correct definition of that item). Sounds seem to work fine on newest version after that.
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Do I install this by placing the folder in the MODs folder and activating it along x-com files?
edit : Oh i got it, i manually activate it, also thanks for the tip above with the armor2 txt, it runs perfectly.
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I have a question. I noticed that one of the tracks is apparently something from one of the warhammer games, I think. Like it has Latin sounding lyrics is what I am saying.
Which one is that? I am asking because it's the only one I don't like and I don't know where to find it.
The rest of the sounds are Awesome with a capital A.
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This mod doesn't work form me (XCF 2.7, Linux), during loading it says something about conflict and armor, then crashes to desktop.
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it says something
If that something is about STR_SECTOPOD_ARMOR2, go into the resound mod's armors_XCOMFILES.rul and delete this block:
- type: STR_SECTOPOD_ARMOR2
moveSound: 5010
deathMale: [5012, 5013]
deathFemale: [5012, 5013]
Doesn't look like there's anything else, unless your error was different.
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If that something is about STR_SECTOPOD_ARMOR2, go into the resound mod's armors_XCOMFILES.rul and delete this block:
- type: STR_SECTOPOD_ARMOR2
moveSound: 5010
deathMale: [5012, 5013]
deathFemale: [5012, 5013]
Doesn't look like there's anything else, unless your error was different.
It worked, thanks.
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Hi All!
Mod updated for 2.8. Sounds for new weapons appears in mod later.
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Thanks for keeping it alive!
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Nothing to thank for. I don’t have much free time, but I will try to catch up as much as possible and work on the new content you added in the latest updates. I also want to thank the members of this great forum for helping me keep my mod up and running.
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Nice job! Thank you!
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Awesome! Thank you!
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Hi all. The mod runs well on version 3.0. Added sounds for all melee weapons.
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Thank you! Such variety does not allow you to experience fatigue from the game!
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Hi everyone. New Version is done. Enjoy.
Version 2.0 - 22.12.2020
What we have here:
- About 500 new monster sounds for all monsters and creatures;
- About 400 new death sounds for male and female persons;
- About 300 new weapon sounds (now 95% weapons has it own firing and reload sounds);
- About 100 new explosive sounds;
- More powerfull sounds for AA ammo;
- Individual firing sounds for all HWP (X-Com and Enemies);
- New engine sounds for ground tanks;
- Some other sounds;
Totally add to game about 1500 sounds.
https://yadi.sk/d/4qt4zdjgd8QNYA
Attach mod archive to forum post is impossible, beacuse after attaching and modifying message redirection occurs to start new topic screen.
This link is dead. Any possibility anyone could reshare this updated version?
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I don't know if anyone is still maintaining the mod, but one bug I've noticed is that for the BlackOps Spy Pistol, most of the time, the sound is that of a silenced pistol, but once in a while, the sound is a super loud magnum or other large pistol. A minor issue, but it's surprisingly distracting.
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I don't know if anyone is still maintaining the mod, but one bug I've noticed is that for the BlackOps Spy Pistol, most of the time, the sound is that of a silenced pistol, but once in a while, the sound is a super loud magnum or other large pistol. A minor issue, but it's surprisingly distracting.
Looking at the ruleset, the spypistol is able to use one of the LMG firing sounds, which would be the loud sound you mentioned.
You can use this edited version of items_XCOMFILES.rul which has that removed. Just delete items_XCOMFILES.rul in XFilesResound\Ruleset in your mods folder and extract this one to that folder in its place.
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This link is dead. Any possibility anyone could reshare this updated version?
Do you need exactly version 2.0? This is a very old version for older versions of XCF.
Use the latest version 2.80 from the first message.
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Thanks everyone. The error has been fixed, the archive will be re-uploaded
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Thank you for this mod very much.
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I apologize, I don’t know how to work with Google Drive very well and apparently I clicked something wrong as a result of which people were unable to download the mod. Everything should be normal now.
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Maybe, when I start going through them. I am now completely in X-Files.
I would be very happy 8n that case. Maybe merging eventually with xpiratez itself, It really deserves, along with xcomfiles
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avast keeps chucking openxcomex.exe away for having "idp.generic", whatever that is.
just fyi.
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I really like this mod, it adds atmosphere to the game.
Can we expect an update soon?
Thank you!
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Hello kenshi I am working on porting XCF (by solarius) and XCFA (alice/8mono) with resound mod into one XCF mod port to FTA custom OXCE made by finnik. am I allowed to use and play around with the resound mod files and include it in my Xcom files mod port?
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Hello kenshi I am working on porting XCF (by solarius) and XCFA (alice/8mono) with resound mod into one XCF mod port to FTA custom OXCE made by finnik. am I allowed to use and play around with the resound mod files and include it in my Xcom files mod port?
As a technical assistant to the author of this mod and having alternative ways to contact her, I inform you that you can use any parts of this mod as you wish, because all sounds used are taken from other old games and other open sources.
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As a technical assistant to the author of this mod and having alternative ways to contact her, I inform you that you can use any parts of this mod as you wish, because all sounds used are taken from other old games and other open sources.
Ha, nice i was afraid the mod author would just be not notified of change needed nor could allow someone to do it
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Attaching the localization of this mod into Russian language.