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Post by Boaster on Feb 10, 2013 13:00:06 GMT -6
After extensive testing, I have learned (once again) that the special.mpq does absolutely nothing for LOMSE.
What it was intended to do: offers saving hard drive space by re-using sound effects through linked references.
This was back in the day of limited hard drive space of less than 2 gb.
When SNDFX.mpq is present, and special.mpq is present, the game uses the repeated audio files. When special mpq is not present in the game directory, it will not re-use audio files.
Special.mpq is garbage, does nothing, and offers nothing. It takes up space.
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Post by Boaster on Feb 11, 2013 14:13:54 GMT -6
Create a text file and rename it to 'special.mpq' and place it into the LOMSE directory. Game still works, nothing is missing, however there is a condition in 'gs\soundfx.gs' that will recycle the use of certain sound files.
For example, instead of the Dark Warrior having 4 unique sounds for selection, may instead have just 2 as a result of any file named 'special.mpq' being present.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 5, 2020 7:56:10 GMT -6
Create a text file and rename it to 'special.mpq' and place it into the LOMSE directory. Game still works, nothing is missing, however there is a condition in 'gs\soundfx.gs' that will recycle the use of certain sound files. For example, instead of the Dark Warrior having 4 unique sounds for selection, may instead have just 2 as a result of any file named 'special.mpq' being present. Holy sh*t, I was just looking into why all of the units were using the same audio lines while I did hear many others from videos. Getting rid of that particular mpq made everyone says different things! I've been playing a solid decade like this so I can't believe it was really just that simple. As you say, not only does it takes additional hard drive space, it also limits the game functionality, insane. Thanks for the tip, what a life changer.
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Post by Boaster on Sept 5, 2020 8:45:33 GMT -6
Create a text file and rename it to 'special.mpq' and place it into the LOMSE directory. Game still works, nothing is missing, however there is a condition in 'gs\soundfx.gs' that will recycle the use of certain sound files. For example, instead of the Dark Warrior having 4 unique sounds for selection, may instead have just 2 as a result of any file named 'special.mpq' being present. Holy sh*t, I was just looking into why all of the units were using the same audio lines while I did hear many others from videos. Getting rid of that particular mpq made everyone says different things! I've been playing a solid decade like this so I can't believe it was really just that simple. As you say, not only does it takes additional hard drive space, it also limits the game functionality, insane. Thanks for the tip, what a life changer. The "special.mpq" was supposed to be an implement to allow for basically a second sound MPQ, but for systems with limited space. It wasn't ever tested, it seems.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Sept 5, 2020 9:41:09 GMT -6
Holy sh*t, I was just looking into why all of the units were using the same audio lines while I did hear many others from videos. Getting rid of that particular mpq made everyone says different things! I've been playing a solid decade like this so I can't believe it was really just that simple. As you say, not only does it takes additional hard drive space, it also limits the game functionality, insane. Thanks for the tip, what a life changer. The "special.mpq" was supposed to be an implement to allow for basically a second sound MPQ, but for systems with limited space. It wasn't ever tested, it seems. I remember pirating LOMSE a long time ago when I used to play for a long time either on the Lords of Magic original game demo or the special edition demo ; It came without a special.mpq, and units were speechless in the game, so I've been thinking up until now special.mpq were the voices lines while sndfx was the noises like spell effects etc. I've seen in another thread looking for this one that it might have been specifically because the game was pirated and some things wouldn't "get through" the crack, units being speechless just being one of the side effect.
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Post by Frodo Baggins on Sept 5, 2020 18:46:46 GMT -6
The "special.mpq" was supposed to be an implement to allow for basically a second sound MPQ, but for systems with limited space. It wasn't ever tested, it seems. I remember pirating LOMSE a long time ago when I used to play for a long time either on the Lords of Magic original game demo or the special edition demo ; It came without a special.mpq, and units were speechless in the game, so I've been thinking up until now special.mpq were the voices lines while sndfx was the noises like spell effects etc. I've seen in another thread looking for this one that it might have been specifically because the game was pirated and some things wouldn't "get through" the crack, units being speechless just being one of the side effect. Even 22+ years later, more to discover about this game. Thank you once again Boaster!
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