Secrets told me she fixed the bug. I will get in contact with her and see if she can send me the file necessary. Will report back.
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Her fix didn't work.
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Also, i've noticed that when I create a .emt file for a zone, no more ambient sounds play like (forest wildlife sounds, swamp wildlife sounds, rain, etc.) Is it possible to reference the files that play those sounds the same way I would reference the mp3's?
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I don't know what the issue you're reporting is, exactly. All three clients appear to play eqtheme.mp3 during character selection and creation. Verified by renaming elddar.mp3 to eqtheme.mp3 and firing up the client. pickchar.xmi appears to be completely ignored. Not referenced anywhere. May be an orphan file from old versions of the client, and is no longer used. Quote:
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Looks like eqtheme.mp3 is hard-coded, too, as is deaththeme.mp3, combattheme2.mp3, combattheme1.mp3, opener4.xmi, and gl.xmi. Not sure when the last two play.
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So you should just be able to overwrite those files? Or are you saying the mp3's are actually part of the client?
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Yeah, overwrite the files and you've got custom death, combat, and character picker music.
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The only bandaid I can think of to fix the atmospheric/ambients sounds within the zone is to add another mp3 into the sounds folder, and make the emt file trigger it within the entire zone. However, temporary atmosphere effects like rain won't be triggered.
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I'm onto something. The old ambient sounds were stored in ZoneNick_sounds.eff, referencing the sound files listed in ZoneNick_soundbank.eff.
It looks like ZoneNick.emt is simply a plain text version of the combination of these two files. If ZoneNick.emt is found, the game ignores the old ZoneNick_soundbank.eff and ZoneNick_sounds.eff. My next step is to reverse engineer ZoneNick_sounds.eff and make a quick little program that'll create any ZoneNick.emt from ZoneNick_sounds.eff. It looks like at least Lavastorm and Nektulos are zones that have both the old .eff files and the new .emt file, so that should be very helpful in reverse engineering the _sounds.eff file format. Gonna be a fun project when I get home from work today. |
Excellent news!!!
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I've got the file format partially figured out. X/Y/Z/Radius of sounds is good, some static sounds are good, some time-of-day-limited sounds I'm figuring out.
It's a complicated little file format with the fields not being named and described. |
I've got it. I've finally actually got it.
There are three sound types in a ZoneNick_sounds.eff file. Type 0 - Different sounds for day and night, from ZoneNick_sndbnk.eff Type 1 - Background Music (with a pointer to which tune from ZoneNick.xmi to play) Type 2 - Same sound any time of day, from ZoneNick_sndbnk.eff I also figured out the fields in the .emt files to match up with the different sound types above. Everything. A straight up direct conversion from .eff files to a .emt file should be completely possible. This will be awesome for anyone who wants to customize their zones' sound effects and background music. We'll see if I can get it done before I have to turn in for the night. |
There are a few more side cases. Type 3 sounds are randomized, but I haven't quite figured it out yet, and some sounds show a radius of 0, but they still play within a certain radius. Gonna have to do some more h4xxing.
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Good news all around! If there's anything I can do, let me know. About to start testing the fade in/out's of the themes. Hopefully one of those numbers controls that parameter.
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