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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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No cruise_loop for Pirate Transport

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No cruise_loop for Pirate Transport
Offline Bazza
06-28-2009, 05:19 AM,
#1
Member
Posts: 826
Threads: 56
Joined: Jun 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

[Image: DatAssSig.gif]
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Offline Bazza
06-28-2009, 06:47 AM,
#2
Member
Posts: 826
Threads: 56
Joined: Jun 2009

So I went for a look myself and found this engine, which is the one the Pirate Transport uses.

Code:
[Engine]
nickname = dsy_pitran_engine
ids_name = 263881
ids_info = 264881
volume = 0.000000
mass = 10
max_force = 96000
linear_drag = 1199
power_usage = 0
reverse_fraction = 0.200000
flame_effect = gf_co_smallengine01_fire
trail_effect = gf_co_smallengine01_trail
trail_effect_player = gf_co_smallengine01_trail
cruise_charge_time = 5
cruise_power_usage = 20
character_start_sound = engine_pi_fighter_start
character_loop_sound = engine_pi_fighter_loop
character_pitch_range = -50, 25
rumble_sound = rumble_pi_fighter
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
engine_kill_sound = engine_pi_fighter_kill
cruise_start_sound = engine_bw_cruise_start
cruise_loop_sound = engine_pi_fighter_loop
cruise_stop_sound = engine_bw_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 60
outside_sound_cone = 180

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
character_loop_sound = engine_br_freighter_loop
character_pitch_range = -50, 25
rumble_sound = rumble_pi_fighter
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
engine_kill_sound = engine_br_freighter_kill
cruise_start_sound = engine_br_cruise_start
cruise_loop_sound = engine_br_cruise_loop
cruise_stop_sound = engine_br_cruise_stop


?

Flying with no proper cruise sound is rather depressing.

[Image: DatAssSig.gif]
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Offline Spidervlad
06-28-2009, 08:55 AM,
#3
Member
Posts: 122
Threads: 8
Joined: Aug 2006

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.

[Image: cloud5ty.jpg]

Skype: vladshafran
Chars: Radiel
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Offline Bazza
06-28-2009, 08:59 AM,
#4
Member
Posts: 826
Threads: 56
Joined: Jun 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.

[Image: DatAssSig.gif]
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Offline tansytansey
06-28-2009, 10:28 AM,
#5
Member
Posts: 4,099
Threads: 67
Joined: Aug 2008

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...

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Image turned into a URL because it made your sig too tall. -Zuke
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Offline CCI45-px/Probe149
06-28-2009, 08:50 PM,
#6
Member
Posts: 1,233
Threads: 29
Joined: Dec 2007

There are others.... just can't remember which it is... i know i fly it. I'll check when i can.

In a brilliant tactical movement, i charged backwards.
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Offline Fellow Hoodlum
06-28-2009, 10:16 PM,
#7
Bodacious Cowboy
Posts: 6,386
Threads: 1,038
Joined: Feb 2006

Alter any .inis, you will find your stay here short lived I'm afraid.

Hoodlum

[Image: sighoodlumkb4.jpg]
Some say he is a proud member of: "The most paranoid group of people in the Community."
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Offline Bazza
06-28-2009, 10:36 PM,
#8
Member
Posts: 826
Threads: 56
Joined: Jun 2009

' Wrote:Alter any .inis, you will find your stay here short lived I'm afraid.

Hoodlum

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.

[Image: DatAssSig.gif]
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Offline CCI45-px/Probe149
06-28-2009, 10:40 PM,
#9
Member
Posts: 1,233
Threads: 29
Joined: Dec 2007

Honestly? I don't see Hoodlum or any Admin saying "Yay" to that.

In a brilliant tactical movement, i charged backwards.
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Offline Bazza
06-28-2009, 10:46 PM,
#10
Member
Posts: 826
Threads: 56
Joined: Jun 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.

[Image: DatAssSig.gif]
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