It is currently 18 Apr 2024, 19:12
   
Text Size

Question About Sounds

Moderator: CCGHQ Admins

Question About Sounds

Postby NEMESiS » 24 Jan 2018, 03:37

Hey, so I was playing with a few cards and noticed that Chain Reaction and Crackling Doom both didn't have any visual effects but after looking at the cards I noticed that they had <SFX text="GLOBAL_CHAIN_PLAY" /> in their code which basically does nothing in 2014. So I went back to Duels 2013 where I knew this code works, copied all of the effects and converted the .OGG to .MP3 and made corresponding files for calling for that info into a 2014 folder. So I got visuals to work minus the sound, I just can't figure out why no sound will play. :/ I made a folder called SOUNDS where all the other Folders are and put a file called CHAIN.MP3 and the code that references it is:

Code: Select all
  <SpecialFX name="GLOBAL_CHAIN_PLAY" playfromgraveyard="1">
    <Emitter name="default_resolving" watchStackForEnd="1" dontAddEndTurnTrigger="1" finishTime="0.97" sound="Sounds\default_resolving" start="STACK_PUSHED" />
    <Emitter name="global_chain" waitToFinish="1" dontAddEndTurnTrigger="1" highDecay="True" highStrength="1f" highDuration="3" rumbleTarget="EVERYONE" sound="Sounds\Chain" start="SPELL_RESOLVED" attachToWorld="1" lowStrength="0.6f" lowDuration="5" />
  </SpecialFX>
Anyone have any input on this? I usually leave stuff on a folder and tried creating a WAD but the same thing happens, the MP3 file works fine.
User avatar
NEMESiS
 
Posts: 460
Joined: 03 Jan 2013, 04:02
Location: Pools of Becoming
Has thanked: 70 times
Been thanked: 21 times

Re: Question About Sounds

Postby NEMESiS » 24 Jan 2018, 03:52

Why is that as soon as I ask for help I figure things out? lol Well seems that the issue all along is that sound="Sounds\Chain" is only supposed to be sound="Chain" *facepalm* it works now.
User avatar
NEMESiS
 
Posts: 460
Joined: 03 Jan 2013, 04:02
Location: Pools of Becoming
Has thanked: 70 times
Been thanked: 21 times

Re: Question About Sounds

Postby Xander9009 » 24 Jan 2018, 04:04

That's how it works for all of us lol. So we could potentially add new sounds from the other games? Cool. Might make that a project at some point.
_______________________________
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
User avatar
Xander9009
Programmer
 
Posts: 2905
Joined: 29 Jun 2013, 07:44
Location: Indiana, United States
Has thanked: 121 times
Been thanked: 445 times

Re: Question About Sounds

Postby NEMESiS » 24 Jan 2018, 04:07

Xander9009 wrote:That's how it works for all of us lol. So we could potentially add new sounds from the other games? Cool. Might make that a project at some point.
Yeah you can, I actually imported Wrath of God effect from 2013 (which another modder I think had ported over from 2009) to 2012 because I love archenemy I needed it. I haven't check but I might need to add it to 2014 as well. ^_^ Not all are compatible though, I tried to add two effects from 2013 to 2012 to create Supreme Verdict and one of the effects looked kind of weird.
User avatar
NEMESiS
 
Posts: 460
Joined: 03 Jan 2013, 04:02
Location: Pools of Becoming
Has thanked: 70 times
Been thanked: 21 times

Re: Question About Sounds

Postby Splinterverse » 24 Jan 2018, 10:42

That would be so awesome if we could add additional FX to the game. Sometimes when I'm coding and looking at the available FX, I wish we had more options.

Using AstroGrep on the loose files, I put together a list of all of the (currently) available FX in 2014:

FX | Open
<SFX text="CASTER_BUFF_PLAY" />
<SFX text="CASTER_GHOST_DRAGON_PLAY" />
<SFX text="CASTER_RETETHER_PLAY" />
<SFX text="CASTER_SUCKALL_2012_PLAY" />
<SFX text="CASTER_SUCKALL_PLAY" />
<SFX text="GLOBAL_AETHER_PLAY" />
<SFX text="GLOBAL_BIORHYTHM_PLAY" />
<SFX text="GLOBAL_BLACK_SUN_PLAY" />
<SFX text="GLOBAL_CHAIN_PLAY" />
<SFX text="GLOBAL_DAMNATION_PLAY" />
<SFX text="GLOBAL_DEATH_PLAY" />
<SFX text="GLOBAL_DISASTER_PLAY" />
<SFX text="GLOBAL_DISTORTION_PLAY" />
<SFX text="GLOBAL_EPIPHANY_PLAY" />
<SFX text="GLOBAL_EVACUATE_PLAY" />
<SFX text="GLOBAL_FORM_OF_DRAGON_PLAY" />
<SFX text="GLOBAL_JUDGEMENT_PLAY | GLOBAL_BLACK_SUN_PLAY" />
<SFX text="GLOBAL_JUDGEMENT_PLAY" />
<SFX text="GLOBAL_KERALIA_PLAY" />
<SFX text="GLOBAL_LAVA_PLAY" />
<SFX text="GLOBAL_MAGMA_PLAY | GLOBAL_BLACK_SUN_PLAY" />
<SFX text="GLOBAL_MAGMA_PLAY" />
<SFX text="GLOBAL_MASSACRE_PLAY" />
<SFX text="GLOBAL_NORN_PLAY" />
<SFX text="GLOBAL_NOVABLAST_PLAY" />
<SFX text="GLOBAL_PERNICIOUS_PLAY" />
<SFX text="GLOBAL_PHOENIX_PLAY" />
<SFX text="GLOBAL_PREVENT_PLAY" />
<SFX text="GLOBAL_SHAPING_PLAY" />
<SFX text="GLOBAL_SUNBLAST_PLAY | GLOBAL_BLACK_SUN_PLAY" />
<SFX text="GLOBAL_SUNBLAST_PLAY" />
<SFX text="GLOBAL_TIDE_PLAY" />
<SFX text="GLOBAL_WARP_PLAY" />
<SFX text="GLOBAL_WIND_PLAY" />
<SFX text="KEV_WRATHOFGOD_PLAY" />
<SFX text="TARGET_ADMONITION_ANGEL_PLAY" />
<SFX text="TARGET_ANGEL_PLAY" />
<SFX text="TARGET_BITE_PLAY" />
<SFX text="TARGET_BLACK_MAGIC_PLAY" />
<SFX text="TARGET_BLADE_PLAY" />
<SFX text="TARGET_BLUE_MAGIC_PLAY" />
<SFX text="TARGET_BLUNT_PLAY" />
<SFX text="TARGET_CHOP_PLAY" />
<SFX text="TARGET_CLAW_PLAY" />
<SFX text="TARGET_FANG_PLAY" />
<SFX text="TARGET_FIREBALL_PLAY" />
<SFX text="TARGET_FLAME_PLAY" />
<SFX text="TARGET_FROST_TITAN_PLAY" />
<SFX text="TARGET_GREEN_MAGIC_PLAY" />
<SFX text="TARGET_LAST_GASP_PLAY" />
<SFX text="TARGET_LEAVES_PLAY" />
<SFX text="TARGET_LIGHTNING_PLAY" />
<SFX text="TARGET_MAELSTROM_PLAY" />
<SFX text="TARGET_PESTS_PARENT_PLAY" />
<SFX text="TARGET_PESTS_PLAY | TARGET_GREEN_MAGIC_PLAY" />
<SFX text="TARGET_PESTS_PLAY" />
<SFX text="TARGET_PIERCE_PARENT_PLAY" />
<SFX text="TARGET_PIERCE_PLAY" />
<SFX text="TARGET_PLASMA_PLAY | TARGET_PESTS_PLAY" />
<SFX text="TARGET_PLASMA_PLAY" />
<SFX text="TARGET_PLAYER_LIFE_PLAY" />
<SFX text="TARGET_PLAYER_PEACE_PLAY" />
<SFX text="TARGET_PLAYER_WAR_PLAY" />
<SFX text="TARGET_SLIVER_PLAY" />
<SFX text="TARGET_SPARKS_PLAY" />
<SFX text="TARGET_STORM_PLAY" />
<SFX text="TARGET_SUN_PLAY" />
<SFX text="TARGET_TENDRILS_PLAY" />
<SFX text="TARGET_VINES_PLAY" />
<SFX text="TARGET_WHIP_PLAY" />
<SFX text="TARGET_WHITE_MAGIC_PLAY" />
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
Splinterverse
 
Posts: 918
Joined: 04 Sep 2016, 13:32
Has thanked: 150 times
Been thanked: 75 times

Re: Question About Sounds

Postby Splinterverse » 24 Jan 2018, 10:46

On a semi-related note, you can also change the music the game plays.

All you have to do is place the MP3 files in the Audio folder and make sure that they have the same name as one of the existing files (which I would back-up first).

I replaced most of mine with the music from past DOTP games, Duels, console MTG, etc. (all of which is available on YouTube).

One note though, I did find that if you use a file that is unusually long in duration, it can cause performance issues.

And, just in case you are unfamiliar, when you are building a deck in the mod deck builder, you can select the song that plays by editing the personality. I have learned though that when you are playing against opponents that have different songs selected, the game may pick any one of the 2 to 4 songs associated with the decks in play (depends on the number of players).
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
Splinterverse
 
Posts: 918
Joined: 04 Sep 2016, 13:32
Has thanked: 150 times
Been thanked: 75 times

Re: Question About Sounds

Postby NEMESiS » 24 Jan 2018, 13:21

Thanks for the tip, I actually did that already. I have music from YouTube and the other games there. I want see if I can bring over the effects from 2013, it’s a pain that everything is scattered in 70 wads though. :/ I want to make new avatars too, I did that in the old games.
User avatar
NEMESiS
 
Posts: 460
Joined: 03 Jan 2013, 04:02
Location: Pools of Becoming
Has thanked: 70 times
Been thanked: 21 times

Re: Question About Sounds

Postby Xander9009 » 24 Jan 2018, 19:04

I've got all 88 wads from 2013 combined into one folder structure. Want a link?
_______________________________
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
User avatar
Xander9009
Programmer
 
Posts: 2905
Joined: 29 Jun 2013, 07:44
Location: Indiana, United States
Has thanked: 121 times
Been thanked: 445 times

Re: Question About Sounds

Postby NEMESiS » 24 Jan 2018, 19:17

Xander9009 wrote:I've got all 88 wads from 2013 combined into one folder structure. Want a link?
Sure, anything that makes the job easier. Thanks

Do we know if we can get items from 2015 or Duels.
User avatar
NEMESiS
 
Posts: 460
Joined: 03 Jan 2013, 04:02
Location: Pools of Becoming
Has thanked: 70 times
Been thanked: 21 times

Re: Question About Sounds

Postby Xander9009 » 24 Jan 2018, 19:22

_______________________________
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
User avatar
Xander9009
Programmer
 
Posts: 2905
Joined: 29 Jun 2013, 07:44
Location: Indiana, United States
Has thanked: 121 times
Been thanked: 445 times

Re: Question About Sounds

Postby NEMESiS » 25 Jan 2018, 00:03

Xander9009 wrote:https://drive.google.com/file/d/1PsZokOvo9dpZMB3pm1Ijs5tC4pMYQH9_/view?usp=sharing
Thanks, although I must let you know that is not all the files, right off you are missing Chain.OGG and Wurmcoil.OGG which I know are in 2013. I went ahead and opened all the wads and compiled them, thanks either way.
User avatar
NEMESiS
 
Posts: 460
Joined: 03 Jan 2013, 04:02
Location: Pools of Becoming
Has thanked: 70 times
Been thanked: 21 times

Re: Question About Sounds

Postby Xander9009 » 25 Jan 2018, 01:43

The loop I used to collect them all only got the ones from DATA_*.wad files, so it missed the DECK_*.wad files, which is... most of them lol. You've already fixed it on your end apparently, so this won't help you, but I've corrected it now. Thanks for the tip.
_______________________________
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
User avatar
Xander9009
Programmer
 
Posts: 2905
Joined: 29 Jun 2013, 07:44
Location: Indiana, United States
Has thanked: 121 times
Been thanked: 445 times

Re: Question About Sounds

Postby NEMESiS » 26 Jan 2018, 00:03

So good news and bad news. First the bad news is that there really is not much in 2013 that is not already in 2014 for effects. :/ The good news is that I think I know why GLOBAL_CHAIN_PLAY was not working in the first place and more. So after comparing what effects are already in 2014 thanks to Splinterver's FX list and the files that are in both games I quickly noticed that some effects that are supposed to in 2014 simply put do not exist, anywhere. So my first thought is; if the files do not exist how come they are listed as available on that list and cards have it??? After more digging I think I know what happened. A long time ago thefiremind ported over the missing effects from 2013 into his own mod, which were compiled to the Community Mod. However, nobody ever copied over the files he compiled into the Community Wad that made the effects work and thefiremind didn't properly convert the files either, so now we have phantom effects that do not exist... they may be in other mods but I was under the belief the this mod was a stand alone. Fear not, I will compile everything and will test the effects to make sure that everything actually works. I will upload it so you can add it to the community wad.
User avatar
NEMESiS
 
Posts: 460
Joined: 03 Jan 2013, 04:02
Location: Pools of Becoming
Has thanked: 70 times
Been thanked: 21 times

Re: Question About Sounds

Postby Xander9009 » 26 Jan 2018, 01:25

Well, that wouldn't surprise me. The mods from other modders were imported mostly automatically. There was some manual work that went into it (thank you migookman), but a lot of the files were handled programmatically, so it would have missed ones if I wasn't aware they might exist. If you compile everything that needs added to the CW, that'd be really helpful. :)
_______________________________
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
User avatar
Xander9009
Programmer
 
Posts: 2905
Joined: 29 Jun 2013, 07:44
Location: Indiana, United States
Has thanked: 121 times
Been thanked: 445 times

Re: Question About Sounds

Postby NEMESiS » 26 Jan 2018, 02:14

Xander9009 wrote:Well, that wouldn't surprise me. The mods from other modders were imported mostly automatically. There was some manual work that went into it (thank you migookman), but a lot of the files were handled programmatically, so it would have missed ones if I wasn't aware they might exist. If you compile everything that needs added to the CW, that'd be really helpful. :)
Here you go:

http://www.mediafire.com/file/j0tqn3mb3 ... FFECTS.zip

I checked all of the effects to make sure they all work, made a few new ones and added some combat animations. Replace the current SFX_627 with the one I made, nothing was deleted from the original just fixed.
User avatar
NEMESiS
 
Posts: 460
Joined: 03 Jan 2013, 04:02
Location: Pools of Becoming
Has thanked: 70 times
Been thanked: 21 times

Next

Return to 2014

Who is online

Users browsing this forum: No registered users and 23 guests

cron

Who is online

In total there are 23 users online :: 0 registered, 0 hidden and 23 guests (based on users active over the past 10 minutes)
Most users ever online was 4143 on 23 Jan 2024, 08:21

Users browsing this forum: No registered users and 23 guests

Login Form