Thank you for help but that file is only half way where I need it.There is SGa file which we need but second part is stil not in Sga but data .i need both diles in Sga format but the main problem for people who made it is those sga files are about 800mb big and if u dont have good internet connection you want by able upload that big file quick enough
I reuploaded the version you can just put in and play online to filefront, since 2shared doesnt work for some people, didnt work for me when i first tried it.
Loran Korn, so you changed every sound now?
Unfortunatelly it doesnt work that way. Instead of using one BSC for vehicle armaments Relic has so many BSCs and some are still not changed. It is a painstaking process and a long one. I really dont understand why it was designed like this. For coding and weapon stats purposes every weapon has to be a separate entity but soundwise it is needless to link a separate sound for the same kinda weapon. Like why should a frontal mg and a rear mg or a hull mg and a coaxial mg have separate BSCs is beyond me.
For EF I made one BSC for a custom weapon and applied that to every custom vehicle that was armed with that particular weapon. It works out perfectly, also it is much more coherent that way and smaller in folder size.
I will eventually change all sounds. Right now I only have access to internet and pipe in time to time but I am on a leave. I will pick up my projects when I get home in mid-April.
Dev-Team member of Normandy 44
Dev-Team member of Eastern Front
For me the DataSoundHigh is being loaded, but the Data folder seems to do nothing.
I have tried a lot of methods trying to make this sound mod work with the mod I play (OMG), and sometimes it simply has no effect at all, and the other times I get to hear new sounds (AT guns sound impressive for example ), but it seems no old sounds are loaded at all. I can not hear a sound when mortar rounds land/hit, and panzerschrecks or Recoiless Rifles make no noise either. A 5 man squad with MP40s only has a rifle-fire sound every second or so, not SMG or bursts at all. Also details such as the sounds CoH makes when you hear a Pak38 AT-gun roll, or when they drop it after moving it, it's all silent now.
I have tried it again, simply withuot using the Data folder at all, and I heard no difference from my earlier tries, which is why I assume that is the issue.
The mod structure look like this:
c:\Games\Company of Heroes\OMGmod\Archives\
c:\Games\Company of Heroes\OMGmod\Locale\
There is no data folder. So I assumed "Copy the Data folder in your mod's Data" means I should end up with:
c:\Games\Company of Heroes\OMGmod\Data\sound\vehicles and so forth. But that doesn't work.
Does someone know what the correct path would be here? Or what would need to be change in the module to support it?
Thanks in advance.
P.S.: The files I used were the Lorankorn_soundmod_balanced most of the time, or the packed SGA+Data download.
Could it be that to use 'open folders' (as opposed to sga archives), you need to run the game/mod with -dev? I started the mod with -dev, and I can't play any games this way, but I could start the CoH tutorial. And the mortar rounds still make no sound when they land/hit, but I did notice burst-weapons worked and actually sounded like burst. The PE Infantry Halftrack's MG34 (I guess?) sounded tinny, and the Engineer's Grease Gun sounded nicely appropriate .
I archived the Data folder too, turned off the -dev, and checked a replay. Several burst-weapons seem to work better than before, but RRs, schrecks, mortar hits and AT gun movement is still soundless. I haven't heard any vanilla-CoH sounds. Maybe I should ask an OMG dev about implementation.
Also, it was only after posting this message that I noticed how old the topic is... If anyone could recommend any other (more alive or more recent) sound mods, that would be cool .
Last edited by jjwa; 16th May 10 at 4:09 PM.
A few years ago most mods were open file mods. It caused a lot of complains among people who simply wanted to enjoy a mod without knowing or learning too much about modding itself. This is cool.
Now most mods are packed in sga files. So to integrate a mod with another is poses more trouble then when mods were open file. You make a step forward and two backwards.
Fortunately there are many mods without custom sounds. But if the mod you are playing had its own SoundHigh and SoundLow sga archived it is a bummer.
Most mods now come with a desktop icon and with one click you can play. As a modder I never do that of course. I run the game in dev mode from Corsix and then pick what I wanna play with. Everything depend on pathing. If the path set one way in a mod's module file the mod will not read or recognize any other filepath meaning it does not exist as far as the sound engine is concerned.
The structure is not that difficult to understand: every model' RGO file has a path to a BSC sound command file which is found in the Data folder. The the BSC links SMF actual sound files to the model when triggered. So not only the path to the sga has to be set but also the path for between models (vanilla and custom). Care has to be taken not to effect the unedited vanilla stuff also.
If the mod you are playing doesnt have sound sga files, simple use my sga and rename itto the mod and thats that.
Hello to you all. Im writing here to ask if someone can explain step by step tutorial about how can i put this sound mod in the original company of heroes. Here it is explained how it works with other mods but no one tells you what you have to do to make it work for the regular COH. If someone could help i will be gratefull, thanks beforehand!
Does anybody still have that Loran's sound mods? I cant find them on my hdd. And links arent working...
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