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Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
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Re: Gentlemen, The Dummy Factory.
That would be a bad bad fix. The proper fix is to just edit the mod (not the vanilla content) to solve the problem. The sound file this mod is trying to call for is still in the vanilla content, it has just been renamed or moved like a lot of the sound files. In this case this file was renamed, but not moved, and is called RemoteExplosiveDetonate.wav
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Fri Sep 23, 2011 5:36 pm |
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scrdest
Joined: Sun Aug 28, 2011 1:47 pm Posts: 105
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Re: Gentlemen, The Dummy Factory.
No, I was doing it. Just copy the old vanilla file to MOD's .rte and specify a path in the mod's rte instead of base or any other vanilla .rte. This way you get vanilla sounds vanilla and mod ones - specifically for that one.
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Fri Sep 23, 2011 6:07 pm |
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Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
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Re: Gentlemen, The Dummy Factory.
Coalition.rte/Effects/Sounds/DetonateC-4.wav (from b24) and Coalition.rte/Effects/Sounds/RemoteExplosiveDetonate.wav (from b26) are the exact same file (file size 4,454 bytes) the exact same and sound (waveform as viewed in audio editing software matches)
Therefor, the file still exists in vanilla content. So there is no point to copying the file RemoteExplosiveDetonate.wav from b26 or DetonateC-4.wav from b24 and pasting it into the DummyFactory.rte somewhere and then editing the .ini(s) in DummyFactory.rte to point to the exact duplicate file just pasted into DummyFactory.rte, when the file exists in Coalition.rte
So while it works to either copy the old b24 DetonateC-4.wav into the b26 Coalition.rte or into the DummyFactory.rte and modify the ini pointers, these are both bad bad fixes, because the exact file still exists, just with a different name.
tl;dr = Just update the .ini pointers in DummyFactory.rte
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Fri Sep 23, 2011 6:32 pm |
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Savvic
Joined: Fri Sep 23, 2011 2:32 am Posts: 7
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Re: Gentlemen, The Dummy Factory.
In case anyone needs it explicitly stated.
Change two repeated lines in DummyFactory.rte/tools that look like this:
FilePath = Coalition.rte/Effects/Sounds/DetonateC-4.wav
To this:
FilePath = Coalition.rte/Effects/Sounds/RemoteExplosiveDetonate.wav
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Sat Sep 24, 2011 10:51 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Gentlemen, The Dummy Factory.
I can fix these and re-upload it to avoid any confusion.
EDIT: Done. If there are any further issues feel free to post them here.
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Sat Oct 08, 2011 1:46 am |
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RaidenX
Joined: Fri Oct 07, 2011 6:40 am Posts: 2 Location: HERE
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Re: Gentlemen, The Dummy Factory.
Does this mod work on B26? Because most of the old mods do not work on it.
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Wed Oct 12, 2011 2:34 am |
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Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
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Re: Gentlemen, The Dummy Factory.
RaidenX wrote: Does this mod work on B26? Because most of the old mods do not work on it. Please read the posts above, or even the OP.
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Wed Oct 12, 2011 4:11 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Gentlemen, The Dummy Factory.
ARE YOU RETARDEDAre you perchance deficient in brain capacity, fellow connoisseur of internets? Because your posts apparent lack of both effort and intelligence baffles my mind.
User was warned for this post - Flaming - p3lb0x
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Wed Oct 12, 2011 4:24 pm |
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Hotshot3434
Joined: Wed Aug 31, 2011 11:32 pm Posts: 46
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Re: Gentlemen, The Dummy Factory.
Abortion in file .\Managers\PresetMan.cpp, line 162, because: Failed to find the DummyFactory.rte Data Module! this is the b26 file
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Sat Oct 15, 2011 4:30 am |
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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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Re: Gentlemen, The Dummy Factory.
Hotshot3434 wrote: Abortion in file .\Managers\PresetMan.cpp, line 162, because: Failed to find the DummyFactory.rte Data Module! this is the b26 file Ok, the Basic Run Down. Do you have any mods install? if so uninstall them and try again if that dosen't work uninstall game, and reinstall. Then Try Again.
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Sat Oct 15, 2011 9:58 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Gentlemen, The Dummy Factory.
Hotshot3434 wrote: Abortion in file .\Managers\PresetMan.cpp, line 162, because: Failed to find the DummyFactory.rte Data Module! this is the b26 file Usually means it cant find the index. Make sure you unzipped the mod correctly, and moved the right folder into the Cortex Command directory.
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Sat Oct 15, 2011 10:19 am |
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Xery
Joined: Sat Feb 26, 2011 10:29 am Posts: 163
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Re: Gentlemen, The Dummy Factory.
Kettenkrad wrote: Usually means it cant find the index. Make sure you unzipped the mod correctly, and moved the right folder into the Cortex Command directory. This is because there's another DummyFactory.rte inside the DummyFactory.rte. You just need to cut the inside one and replace its parent folder with the same name.
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Sat Oct 15, 2011 10:53 am |
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Hotshot3434
Joined: Wed Aug 31, 2011 11:32 pm Posts: 46
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Re: Gentlemen, The Dummy Factory.
Fixed that. turns out there was also a typo in the tools.ini file. The sound file for Coalition.rte/Effects/Sounds/RemoteExplosiveDetonate.wav was listed 2 times on line 128 (or there about).
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Sat Oct 15, 2011 11:27 am |
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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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Re: Gentlemen, The Dummy Factory.
Huh, Bad Installer?
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Sat Oct 15, 2011 2:54 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Gentlemen, The Dummy Factory.
Blah. Sloppy me. Double Ctrl+V. Uploaded a fix for the fix.
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Thu Oct 20, 2011 2:32 am |
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