aliens

Author Topic: [submod]X-Com X-Files Resound Mod  (Read 45428 times)

Offline Trojan Rabbit

  • Squaddie
  • *
  • Posts: 4
    • View Profile
Re: [submod]X-Com X-Files Resound Mod
« Reply #15 on: December 26, 2020, 06:09:44 pm »
1) Thank you for this AWESOME mod!
2) Small problem: in 'openxcom.log':
...
[26-12-2020_17-59-40]   [INFO]   - x-com-resound v2.0
...
[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!

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11771
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [submod]X-Com X-Files Resound Mod
« Reply #16 on: December 26, 2020, 07:53:31 pm »
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: *".

Offline Ksenni

  • Sergeant
  • **
  • Posts: 26
    • View Profile
Re: [submod]X-Com X-Files Resound Mod
« Reply #17 on: December 26, 2020, 11:47:01 pm »
2) Small problem: in 'openxcom.log':

All issues fixed. Thanks for bugreport.

New version in the first post.

Offline HT

  • Colonel
  • ****
  • Posts: 456
    • View Profile
Re: [submod]X-Com X-Files Resound Mod
« Reply #18 on: December 27, 2020, 01:18:32 am »
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.

Offline Trojan Rabbit

  • Squaddie
  • *
  • Posts: 4
    • View Profile
Re: [submod]X-Com X-Files Resound Mod
« Reply #19 on: December 27, 2020, 01:23:45 pm »
small bug detected!

file: items_XCOMFILES.rul
...
  - 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 :'(



Offline BlackStaff

  • Colonel
  • ****
  • Posts: 336
    • View Profile
Re: [submod]X-Com X-Files Resound Mod
« Reply #20 on: December 27, 2020, 03:13:30 pm »
+ missing :

     reloadSound: 2609
and
    reloadSound: 2610

in section  extraSounds: number 2609 and 2610 not defined !
« Last Edit: December 27, 2020, 03:24:30 pm by BlackStaff »

Offline Ksenni

  • Sergeant
  • **
  • Posts: 26
    • View Profile
Re: [submod]X-Com X-Files Resound Mod
« Reply #21 on: December 27, 2020, 05:38:40 pm »
small bug detected!

+ missing :

Fixed. New version is avaliable in the first post. Thanks for bugreports.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11771
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [submod]X-Com X-Files Resound Mod
« Reply #22 on: December 28, 2020, 04:31:30 pm »
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".

Offline HT

  • Colonel
  • ****
  • Posts: 456
    • View Profile
Re: [submod]X-Com X-Files Resound Mod
« Reply #23 on: December 28, 2020, 07:57:20 pm »
Then instead of "*", try "xcom1".
I also tried this, but it didn't work as well. Still, thanks for the help.

Offline flanker84

  • Squaddie
  • *
  • Posts: 5
    • View Profile
Re: [submod]X-Com X-Files Resound Mod
« Reply #24 on: February 20, 2021, 09:21:53 pm »

https://yadi.sk/d/6GqLh7ZHIjuHhg

this link doesn`t work

Offline BlackStaff

  • Colonel
  • ****
  • Posts: 336
    • View Profile
Re: [submod]X-Com X-Files Resound Mod
« Reply #25 on: February 20, 2021, 09:50:46 pm »
this link doesn`t work
Strange!
This link works very well!

Offline Ksenni

  • Sergeant
  • **
  • Posts: 26
    • View Profile
Re: [submod]X-Com X-Files Resound Mod
« Reply #26 on: February 26, 2021, 08:41:25 pm »

Offline Dr.Crowley

  • Colonel
  • ****
  • Posts: 194
  • Saving data in the name of the Emperor!
    • View Profile
Re: [submod]X-Com X-Files Resound Mod
« Reply #27 on: March 24, 2021, 12:28:00 am »

Offline AlicePaws

  • Colonel
  • ****
  • Posts: 146
    • View Profile
Re: [submod]X-Com X-Files Resound Mod
« Reply #28 on: June 19, 2021, 10:30:06 am »
Can I use some of these sounds for the PTRS1941 rifles in my submod? I'm creditting you and your mod of course  :)

Offline Ksenni

  • Sergeant
  • **
  • Posts: 26
    • View Profile
Re: [submod]X-Com X-Files Resound Mod
« Reply #29 on: June 22, 2021, 10:04:47 am »
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.