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Dol Guldur
03-17-2007, 21:31
I'm sure someone must have pointed this out before and I hate to seem like on of those noobs - but here goes:

The Accensi (Republican Light Reserves) have the unit fire sound of a bow and not slings.

I went to correct it and discovered you do not seem to have the file in the modfolder. So I copied descr_sounds_units_fire.txt from the vanilla RTW data folder into the EB data folder and added the "roman missile accensi" type at line 112.

The correct unit fire sound is now used in-game. You'll need to add in any other slingers to that file if you did not do so already and forgot to put the file in the modfolder!


:laugh4:

Juvenal
03-19-2007, 09:25
@Dol Guldur

Many thanks for describing the remedy - I can now fix my personal E.B. installation.

It also applies to at least Hellenic and Celtic slingers in my experience.

I posted about this myself just after EB 0.80. I remembered it having been a problem in RTR5 that had been fixed (Roman Fundatores) - but no one here could remember what the fix was.

I use slingers a lot, so the bow sound at launch is rather irritating.

:2thumbsup: :2thumbsup: :2thumbsup:

Watchman
03-19-2007, 14:39
It applies to all slingers that haven't been specifically listed in the correct category in descr_sounds_units_fire.txt, methinks. Dol has my gratitude for mentioning this, as it was a bit irritating detail. :bow:

Foot
03-19-2007, 14:49
Oh yeh, that thing! Thanks Dol Goldur. :2thumbsup:

Foot

Dol Guldur
03-19-2007, 19:30
No problem - if I had the time I'd try and get those files and folders into the modfolder that you currently have spilling over into the vanilla data: it would make EB a lot more attractive than perhaps you realize as most players want to play multiple mods and vanilla without having to make multiple installs. Almost everything can go into that modfolder if you're crafty enough :)

bovi
03-19-2007, 19:41
Do you mean you know how to have vegetation work correctly without having them in the vanilla folder? It caused our pre-battle CTD.

Dol Guldur
03-19-2007, 20:03
Well, I have the FATW vegetation stuff all working from within a modfolder - which 'stuff' is the palm tree forests. Took me ages to get that working. :wall:

bovi
03-19-2007, 22:00
The thing is, it worked fine in EB too, up to a point. Then, some games started crashing while loading the battle, but never the first battle after loading the game. Using Filemon I found that the game accessed Prometheus' grass files only from the vanilla folder when it crashed. There was no reason why it should look there at all, as they were inside the mod subfolder. When we copied those to the vanilla folder, it never crashed again during loading... I figured that there's a bug somewhere that makes it forget to check the mod folder, which is reset on reload. If you have any tips on what we could have missed, I'd love to know.

Dol Guldur
03-19-2007, 22:44
How strange. I have never used that grass mod but I made my own about the same time Prom. did - though mine's pretty basic.

Here's what I did:

Put my new texture files in the modfolder's data/textures folder

Put the descr_grass.txt file into the modfolder and repath the texture lines referencing the modfolder texture (and left the ones referencing vanilla grass the same).

Pretty simple.

Never had the CTD problem you related - I have always worked in a BI modfolder (which in my experience usually creates more hassle than a rtw one!)

bovi
03-19-2007, 23:55
Then it would first try to find it under EB/EB/blah, fail, and go find it under EB/blah, and when the bug kicks in it would look directly under EB/blah and find it... Great, that should work, thanks a bunch :2thumbsup:!

I really have to get around to trying FATW sometime soon... It's been on my to-do list since I first saw you here :beam:.

Dol Guldur
03-20-2007, 00:25
You already have all of Prometheus's grass tga files in your modfolder (though older versions than those in the rome data folder), but I deleted them all from the rome data folder (after copying them over the modfolder ones (as they, the rtw data ones, were of later date) and adjusted the descr_grass as described - I've played some campaign and custom battles. No CTD.

Yeah, I try to play other mods sometimes but always spend most of my time looking at the code and wondering how it could be improved or done differently (or what I could learn).

Addict that I am . :inquisitive:

bovi
03-20-2007, 00:43
The CTD would normally come after some 20-30 battles the first time, then somewhat irregularly after 2-5 battles from then on, except some instances where it could last for another 10-30 battles again. In other campaigns, there was not a single CTD for more than a hundred battles. Probably depending on where the battles were fought out.

I too changed the descr_grass and tested it out now, it worked fine. What surprised me most though, was that there was no entry in Filemon trying to read from eb/eb/blah! If the game always ignores the -mod switch for vegetation, how could it even have worked at all previously?! Or, maybe it hasn't really been working since we started using the switch :inquisitive:.

I'll dig up an old 0.8 save where the pre-battle CTD was rampant and see if the descr_grass change fixes that, it definitely should. Hoping I still have a clean 0.8 copy somewhere :laugh4:. Thanks again!

Dol Guldur
03-21-2007, 18:50
Yeah, that is weird! I hope it all works - maybe something else was wrong in the old build. Let me know.

And let me know if you want to know how other elements could be put into the modfolder. I'm not sure I'll get much time to post here to often - darn, so many projects on the go! :)