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Post by swiftfoxmark2 on Sept 17, 2009 12:32:58 GMT -6
So I've been looking over the gs.mpq file and I've found that all of the sound files are referenced in soundfx.gs. I noticed that in the original Lords of Magic, the ships had their own sounds referenced, even though the sndfx.mpq didn't contain those files. In the Special Edition, it looks like they just referenced sounds that did exist, which amounted to using mostly Death Galley sounds.
I think I could use the original soundfx.gs as a reference to create the sounds for the Special Edition version. I will probably develop one for GS5R2 first and maybe one for the original, if people are still interested in it.
As for the sounds that were left out of the Special Edition, I have to identify about 39 remaining sounds. I found a bunch of useless test sounds for use in Spells (impact.wav, launch.wav, aura.wav), but most of the other additional sounds seem to have merit.
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Post by Mischief Maker on Oct 24, 2009 17:14:32 GMT -6
I played the original release of LOM years back and remember loving the insane voice samples for the chaos lord. Now I've bought SE off gog and using the GS5R mod and I'm getting only two samples for him.
Did they cut most of his voice samples in SE, or is this change done by GS5R?
Is there currently a lost sound effect recovery mod available?
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Post by Boaster on Oct 24, 2009 18:17:43 GMT -6
I played the original release of LOM years back and remember loving the insane voice samples for the chaos lord. Now I've bought SE off gog and using the GS5R mod and I'm getting only two samples for him. Did they cut most of his voice samples in SE, or is this change done by GS5R? Is there currently a lost sound effect recovery mod available? To do a "sound recovery" mod it would be as extensive as the PIC5R component. It could be done.
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Post by swiftfoxmark2 on Oct 26, 2009 14:59:11 GMT -6
I played the original release of LOM years back and remember loving the insane voice samples for the chaos lord. Now I've bought SE off gog and using the GS5R mod and I'm getting only two samples for him. Did they cut most of his voice samples in SE, or is this change done by GS5R? Is there currently a lost sound effect recovery mod available? To do a "sound recovery" mod it would be as extensive as the PIC5R component. It could be done. I have been working on that off and on for the past few months as my time allows. I was able to identify all but 12 sounds in the old LOM sndfx.mpq file (the list file you get for MPQ Editor only works for LOMSE) and I've got a list of all the "lost" sounds. A whole bunch in the spell section were actually placeholder sounds (impact, range, aura, and conjure), but a lot are actually useful. I can post a complete list later tonight when I am at home of all the sounds that I've managed to find. The next step would be adding them into sndfx.mpq and altering soundfx.gs in gs.mpq to ensure that these sounds are used. I would also like to add in ship sounds, as I have stated before. This will take some time, however, as I would have to created whole new sounds based on old ones. Hopefully I can extract the background noises for ships and water and combine them with some of the regular unit sounds for this.
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Post by swiftfoxmark2 on Oct 26, 2009 17:08:18 GMT -6
Here they are:
wav\ambient\mountainamb5.wav wav\ambient\plains2.wav wav\building\air\a_brk3.wav wav\building\air\a_mag3.wav wav\building\air\a_thg3.wav wav\building\chaos\c_brk3.wav wav\building\chaos\c_mag3.wav wav\building\chaos\c_thg3.wav wav\building\death\d_brk3.wav wav\building\death\d_mag3.wav wav\building\death\d_thg3.wav wav\building\earth\e_brk3.wav wav\building\earth\e_mag3.wav wav\building\earth\e_thg3.wav wav\building\fire\f_brk3.wav wav\building\fire\f_mag3.wav wav\building\fire\f_thg3.wav wav\building\life\l_brk3.wav wav\building\life\l_mag3.wav wav\building\life\l_thg3.wav wav\building\order\o_brk3.wav wav\building\order\o_mag3.wav wav\building\order\o_thg3.wav wav\building\water\w_brk3.wav wav\building\water\w_mag3.wav wav\building\water\w_thg3.wav wav\die\didie2.wav wav\move\d4mov2.wav wav\rally.wav wav\range\l4rng.wav wav\range\llrng.wav wav\range\o3rng.wav wav\range\ocrng.wav wav\range_impact\arrow.wav wav\range_impact\axe.wav wav\range_impact\catapult.wav wav\range_impact\knife.wav wav\range_impact\knife2.wav wav\range_impact\rock.wav wav\spells\air\c_ice2.wav wav\spells\earth\C_clyearth2.wav wav\spells\earth\I_shands2.wav wav\spells\Fire\C_Fire2.wav wav\spells\Fire\I_meteor2.wav wav\spells\Life\C_createpl2.wav wav\spells\order\C_Odispell2.wav wav\spells\order\C_spirit2.wav wav\spells\water\C_guardwav2.wav wav\spells\water\C_guardwav3.wav wav\spells\water\createri2.wav wav\spells\water\I_rust2.wav wav\unit_ack\air\a2atkack.wav wav\unit_ack\chaos\c2atkack5.wav wav\unit_ack\chaos\c2sel5.wav wav\unit_ack\chaos\c3movack4.wav wav\unit_ack\chaos\c3sel4.wav wav\unit_ack\chaos\ccatkack3.wav wav\unit_ack\chaos\cfatkack.wav wav\unit_ack\chaos\cfatkack4.wav wav\unit_ack\chaos\cfmovack5.wav wav\unit_ack\chaos\cfsel5.wav wav\unit_ack\chaos\cfsel6.wav wav\unit_ack\chaos\cmatkack.wav wav\unit_ack\chaos\cmatkack2.wav wav\unit_ack\chaos\ctatkack.wav wav\unit_ack\chaos\cwsel.wav wav\unit_ack\chaos\cwsel5.wav wav\unit_ack\chaos\ld_cfatkack5.wav wav\unit_ack\chaos\ld_cfatkack6.wav wav\unit_ack\chaos\ld_cfatkack7.wav wav\unit_ack\chaos\ld_ctatkack3.wav wav\unit_ack\chaos\ld_ctatkack6.wav wav\unit_ack\chaos\ld_ctsel5.wav wav\unit_ack\chaos\ld_cwmovack4.wav wav\unit_ack\chaos\ld_cwsel4.wav wav\unit_ack\death\d2sel3.wav wav\unit_ack\death\d3atkack2.wav wav\unit_ack\death\d3sel4.wav wav\unit_ack\death\dfatkack3.wav wav\unit_ack\death\dfatkack4.wav wav\unit_ack\death\dfmovack2.wav wav\unit_ack\death\dfmovack5.wav wav\unit_ack\death\dfmovack6.wav wav\unit_ack\death\dfsel4.wav wav\unit_ack\death\dfsel5.wav wav\unit_ack\death\diatkack3.wav wav\unit_ack\death\disel2.wav wav\unit_ack\death\dmatkack4.wav wav\unit_ack\death\dmsel2.wav wav\unit_ack\death\dtatkack3.wav wav\unit_ack\death\dtsel3.wav wav\unit_ack\death\dwatkack3.wav wav\unit_ack\death\dwatkack6.wav wav\unit_ack\death\ld_dfatkack5.wav wav\unit_ack\death\ld_dfmovack4.wav wav\unit_ack\death\ld_dfsel4.wav wav\unit_ack\death\ld_dtatkack4.wav wav\unit_ack\death\ld_dwatkack2.wav wav\unit_ack\death\ld_dwatkack6.wav wav\unit_ack\death\ld_dwsel5.wav wav\unit_ack\earth\e4movack1.wav wav\unit_ack\life\ld_lfatkack2.wav wav\unit_ack\life\ld_lfatkack3.wav wav\unit_ack\life\ld_lfatkack4.wav wav\unit_ack\life\ld_lfmovack2.wav wav\unit_ack\life\ld_lfmovack3.wav wav\unit_ack\life\ld_lfsel2.wav wav\unit_ack\life\ld_lfsel3.wav wav\unit_ack\life\lfsel4.wav wav\unit_ack\life\lfsel6.wav wav\unit_ack\life\lisel3.wav wav\unit_ack\life\lmsel3.wav wav\unit_ack\life\ltsel4.wav wav\unit_ack\life\ltsel5.wav wav\unit_ack\life\lwsel4.wav wav\unit_ack\order\ld_ofatkack4.wav wav\unit_ack\order\ld_ofatkack5.wav wav\unit_ack\order\ld_ofmovack4.wav wav\unit_ack\order\ld_otsel3.wav wav\unit_ack\order\ocmovack2.wav wav\unit_ack\order\ofatkack3.wav wav\unit_ack\order\ofmovack4.wav wav\unit_ack\order\oiatkack3.wav wav\unit_ack\order\oiatkack5.wav wav\unit_ack\order\oimovack4.wav wav\unit_ack\order\omatkack4.wav wav\unit_ack\order\osatkack.wav wav\unit_ack\order\osmovack.wav wav\unit_ack\order\otsel3.wav wav\unit_ack\water\ld_wtatkack3.wav
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gunther
Member LVL 8
"War does not determine who is right - only who is left."
Posts: 128
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Post by gunther on Nov 15, 2009 11:36:08 GMT -6
id like more sound more so with the ships i miss old ship sounds
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Post by swiftfoxmark2 on Nov 17, 2009 11:29:57 GMT -6
id like more sound more so with the ships i miss old ship sounds The only missing ship sounds from LOM that aren't in LOMSE are for the Order Faith. The rest of the faiths had no sounds for their ships and they did not use a combination of Death and Chaos sounds. As for the progress of modification, I've been going through soundfx.gs and adding back in the missing sounds, that will be added to sndfx.mpq, but I've noticed a lot of units have redundant sound references. In order to fix that, I'm going to have to modify the unit sound references in the Unit GS files. All of these modifications are being done on GS5R2 because it's the superior version and it's the version I play.
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Post by Boaster on Nov 17, 2009 15:14:44 GMT -6
I ripped these SFX files from the archive with LADIK's MPQ Viewer. WinMPQ would not cooperate.
For now, they're all unnamed. About 8 MB of uncompressed audio.
I'm too busy to match and rename files. If someone wanted to send me all the sound files in a RAR file then I might be willing to add them as part of a sndfx6.mpq.
The GS6 is next in line with major additons in graphics for spells and artifacts. With the possibility of adding these old SFX in addition to some new might be nice.
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gunther
Member LVL 8
"War does not determine who is right - only who is left."
Posts: 128
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Post by gunther on Nov 17, 2009 16:56:03 GMT -6
what i ment was my ships ALL the ships sound like theyv bin boarded by dark elves
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Post by swiftfoxmark2 on Nov 18, 2009 8:27:17 GMT -6
I ripped these SFX files from the archive with LADIK's MPQ Viewer. WinMPQ would not cooperate. For now, they're all unnamed. About 8 MB of uncompressed audio. I'm too busy to match and rename files. If someone wanted to send me all the sound files in a RAR file then I might be willing to add them as part of a sndfx6.mpq. The GS6 is next in line with major additons in graphics for spells and artifacts. With the possibility of adding these old SFX in addition to some new might be nice. I'm currently working on a new sndfx.mpq file with all the old sounds combined with some new ones for the ships. The problem is that soundfx.gs doesn't reference those sounds, so I have to change that as well. And sometimes the unit GS files need some tweaking because they reference sounds that are redundant (the reference points to the same sound a couple of times). Anyway, I'm currently working on new sounds for the ships so they don't all sound like they are run by Golgathians and Barbarians (currently ship sounds are a combination of Death and Chaos faiths). Hopefully I should have something soon (I did promise late Fall).
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Post by Boaster on Nov 18, 2009 9:51:24 GMT -6
The redundancy in some of the sound references is actually helpful.
In fact, if I really wanted, I could add some sound references now by redundantly referencing them to sound files the currently exist and then change those when I release the GS6 mod with a PIC5 and sndfx6.
Just saying it can be useful.
This is a long way off.
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Post by swiftfoxmark2 on Nov 18, 2009 10:00:17 GMT -6
The redundancy in some of the sound references is actually helpful. In fact, if I really wanted, I could add some sound references now by redundantly referencing them to sound files the currently exist and then change those when I release the GS6 mod with a PIC5 and sndfx6. Just saying it can be useful. This is a long way off. soundfx.gs already has the various sound references pointing to the same sound reference right now, for the most part. I can leave the existing redundancies then and just focus on adding the new stuff. By the way, does the semicolon serve as a comment line in .gs files? I want to categorize the different sound sections so it's easier to find certain sound references for a certain object in the game.
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Post by Boaster on Nov 18, 2009 10:13:43 GMT -6
Yes, ; is for comments.
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Post by swiftfoxmark2 on Dec 1, 2009 21:30:31 GMT -6
OK, I've managed to integrate a lot of the lost sounds from LOM into LOMSE.
The only snag is the new sounds I created for the ships. They work but have static, so I may have to tweak them a bit in order to get them to work. It is probably because the sounds are two channel stereo and they need to be a single channel mono.
I should have something by the end of this week for people to test.
There are 11 unit files I had to modify in order for them to use some of the sounds. When I upload the package with the new sndfx.gs file, I'll include the soundfx.gs and the unit .gs files. You'll have to add those manually yourself using Ladik's MPQ Editor.
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Post by swiftfoxmark2 on Dec 1, 2009 21:31:53 GMT -6
Oh, and on another note, this will be only for GS5R2 and not any other mod or the original version.
GS5R2 is superior to the original in just about every way anyway, in my opinion.
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Post by Boaster on Dec 1, 2009 23:20:32 GMT -6
As far as what's on my end, I can add the sound [references in the unit data file] you've re-added to the game as comments. This way if a unit's data is updated, you won't have to do as much copy/paste as you might otherwise do.
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gunther
Member LVL 8
"War does not determine who is right - only who is left."
Posts: 128
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Post by gunther on Dec 2, 2009 13:20:13 GMT -6
yay the old sounds may be back soon i missed em alot ;D
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Post by swiftfoxmark2 on Dec 2, 2009 13:37:05 GMT -6
Boaster,
One thing I noticed is that in soundfx.gs, it has some logic to detect if the 'special.mpq' is present in your LOMSE directory. If not, the game supposedly assumes that it is a DEMO version and a second set of sound files are loaded.
If we had the 'special.mpq' file in the directory, would GS5R2 still work? For some reason, I don't have that file in my installed directory.
If not, how can we remove that logic, since nobody who plays GS5R2 is playing a demo version. I tried just removing the if-ifelse statements along with the second set, but the game crashed when I loaded it.
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Post by Boaster on Dec 2, 2009 15:06:34 GMT -6
The Special.mpq is specifically for alternate sound references and for smaller installs. Back then, people were more conscience about storage of up to 500 MB, about a full CD's size, for a game. With this in mind the special.mpq was an alternative for those who wanted to play the game, without drawing data from the CD, but also conserving space. I've tried using the special.mpq to add new game data without needing the download of entire archives (i.e. PIC5R2.mpq). I tried and learned, it cannot be done. From what you've looked at in the 'gs/soundfx.gs' file, it looks to see for two things. Is the game the demo? Does special.mpq exist? If either of those two exist, it will use the second set of sound files listed, as found in special.mpq. I just had an idea... there may be the possibility of adding the new sound files without the need of an entire download of the special.mpq. Just might work. Add new sound references. Link them to blank sounds or whatever, or something. Then if the special.mpq exists, it will link the sound references to sounds from the special.mpq. I'll have to do some testing over this. Just might work
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Post by swiftfoxmark2 on Dec 4, 2009 8:53:30 GMT -6
The Special.mpq is specifically for alternate sound references and for smaller installs. Back then, people were more conscience about storage of up to 500 MB, about a full CD's size, for a game. With this in mind the special.mpq was an alternative for those who wanted to play the game, without drawing data from the CD, but also conserving space. I've tried using the special.mpq to add new game data without needing the download of entire archives (i.e. PIC5R2.mpq). I tried and learned, it cannot be done. From what you've looked at in the 'gs/soundfx.gs' file, it looks to see for two things. Is the game the demo? Does special.mpq exist? If either of those two exist, it will use the second set of sound files listed, as found in special.mpq. I just had an idea... there may be the possibility of adding the new sound files without the need of an entire download of the special.mpq. Just might work. Add new sound references. Link them to blank sounds or whatever, or something. Then if the special.mpq exists, it will link the sound references to sounds from the special.mpq. I'll have to do some testing over this. Just might work I'll run my own tests with this. If it works, I can just give you the unit files and soundfx.gs and require people to merely name the new mpq sound file 'special.mpq'. It would also make sound testing much easier.
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