No cruise_loop for Pirate Transport - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: No cruise_loop for Pirate Transport (/showthread.php?tid=22474) Pages:
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No cruise_loop for Pirate Transport - Bazza - 06-28-2009 Just bought a Pirate transport... found out it doesn't play a a cruise_loop sound. Every other engine-related sound plays fine so far as I can tell. Is the problem with the mod or my install? I tried copying over engine_equip.ini and that had no effect. Better yet, can someone tell me which engine the Pirate Transport uses so I can find it? edit: read below No cruise_loop for Pirate Transport - Bazza - 06-28-2009 So I went for a look myself and found this engine, which is the one the Pirate Transport uses. Code: [Engine] Anyone notice the problem? Code: cruise_loop_sound = engine_pi_fighter_loop Now, what I want to know is: would I get banned from the server for changing it to read: Code: character_start_sound = engine_br_freighter_start ? Flying with no proper cruise sound is rather depressing. No cruise_loop for Pirate Transport - Spidervlad - 06-28-2009 I honestly wouldn't try it before I would message one of the admins about it. Honestly, after five years of playing Freelancer I'm fed up as hell with the sounds and the music and star spheres. It's just the game play I'm in for. No cruise_loop for Pirate Transport - Bazza - 06-28-2009 Well I have noticed that editing sound files, but retaining the filename and filetype (.wav) goes entirely undetected. I've been running custom sound effects on the Freelancer Universe PvP server since I started there without issue. All I did was replace the standard engines with something more interesting (TIE fighter noises). The issue here is I'm actually editing the engine_equip.ini file, the effects of which are unknown. No cruise_loop for Pirate Transport - tansytansey - 06-28-2009 All you can do is report it as a bug and hope the Devs fix it, because modifying the ini files can lead to server bans. I fly a Pirate Transport and I haven't noticed what you've described at all... No cruise_loop for Pirate Transport - CCI45-px/Probe149 - 06-28-2009 There are others.... just can't remember which it is... i know i fly it. I'll check when i can. No cruise_loop for Pirate Transport - Fellow Hoodlum - 06-28-2009 Alter any .inis, you will find your stay here short lived I'm afraid. Hoodlum No cruise_loop for Pirate Transport - Bazza - 06-28-2009 ' Wrote:Alter any .inis, you will find your stay here short lived I'm afraid. In that case, how does swapping the engine_pi_fighter_loop and engine_br_cruise_loop files sit with you? Nothing else changes, just the data in the file on my end only. As I mentioned above changing the sound files has absolutely no effect on gameplay or the server, it only changes what I hear. Other people will still hear engine_pi_fighter_loop if they get close enough. No cruise_loop for Pirate Transport - CCI45-px/Probe149 - 06-28-2009 Honestly? I don't see Hoodlum or any Admin saying "Yay" to that. No cruise_loop for Pirate Transport - Bazza - 06-28-2009 ' Wrote:Honestly? I don't see Hoodlum or any Admin saying "Yay" to that. Please do not interpret what I'm about to say as being arrogant or offensive, but I could have just gone and swapped the files around and the admins would have absolutely no way of detecting the change. cruise_loop_sound = engine_pi_fighter_loop still exists, is still in the same location and still has the same references as it would otherwise. Short of actually opening my local file (which would be quite illegal) there is no way for anyone else to know what data the file actually contains. I could have changed it to Microsoft Sam going "LOLOLOLOLOLOLOL" for a civvy cruise_loop and it would only effect me, everyone else on the server still plays and hears the standard cruise_loop. |