Author Topic: Help modding a craft weapon  (Read 10635 times)

Offline guille1434

  • Colonel
  • ****
  • Posts: 123
    • View Profile
Re: Help modding a craft weapon
« Reply #15 on: September 02, 2014, 12:52:19 am »
Falko: Thanks! It worked all right with the file type GEO.CAT

Now I can fire and hear very well my new weapons!

I am finishing my first play test, then I will upload the mod files!

Thanks again!

Offline Falko

  • Commander
  • *****
  • Posts: 802
    • View Profile
Re: Help modding a craft weapon
« Reply #16 on: September 02, 2014, 10:47:53 am »
thank warboy he told you (and me) the problem already :)
i changed the wiki to make the sound description less confusing

Offline guille1434

  • Colonel
  • ****
  • Posts: 123
    • View Profile
Re: Help modding a craft weapon
« Reply #17 on: September 08, 2014, 01:37:12 am »
Ok, here I am again testing the patience of this community!
I wish to change the walking sound of the X-Com made Sectopods, I wanted to replace the original sound by a .wav file taken form a mod that had the sounds from the PSX version of the X-Com game... After making the necessary changes, when trying to load the game it will show the following message: Mix_loadWAV_RW with NULL src... Anyone can give me an idea about what is wrong?

I also attach the .wav file and the related parts of the ruleset...


  - type: STR_SECTOPOD_PLASMA
    race: STR_SECTOPOD_PLASMA
    stats:
      tu: 80
      stamina: 100
      health: 100
      bravery: 110
      reactions: 30
      firing: 60
      throwing: 0
      strength: 60
      psiStrength: 100
      psiSkill: 0
      melee: 0
    armor: SECTOPOD_ARMOR3
    standHeight: 15
    kneelHeight: 15
    loftemps: 4
    value: 20
    deathSound: 23
    moveSound: 23

#extraSounds:
#  - type: BATTLE.CAT
#    files:
#      23: Resources/FmpAddon/Sectopod/Sound/SectopodWalk.wav

Any help will be much appreciated!  :-)

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
Re: Help modding a craft weapon
« Reply #18 on: September 08, 2014, 05:15:14 am »
Why are your death and move sounds the same, and why do you have the extra sounds commented out?

Offline guille1434

  • Colonel
  • ****
  • Posts: 123
    • View Profile
Re: Help modding a craft weapon
« Reply #19 on: September 08, 2014, 06:06:28 am »
Well, the number 23 refering to the move and death sounds were not modded by me, this is the original data from the FMP mod, and the extra sound commented out is because if I do not comment out that lines, the program gives me the error message I described in the previous post when loading and the game will not start...

Offline smexyvami

  • Captain
  • ***
  • Posts: 82
    • View Profile
Re: Help modding a craft weapon
« Reply #20 on: September 08, 2014, 06:38:51 am »
have  you pointed the game to the new sound file ? and checkd all spots where it refures to the sound ?

Offline guille1434

  • Colonel
  • ****
  • Posts: 123
    • View Profile
Re: Help modding a craft weapon
« Reply #21 on: September 08, 2014, 07:26:13 am »
Yes, I think that I had all the references correct, but the strange thing for me is that the game is not crashing when this files is about to get played (i.e. when a Sectopod is going to move), but instead it gives me an error message before completing the program load. That is, the game does not even start when I point to that file (see some posts above for the error message I obtained).

Thanks guys for your assistance! :-)