linuxgurugamer Posted May 16, 2017 Share Posted May 16, 2017 (edited) I was made aware that an optional part of KWRocketry was actually overwriting a stock Squad file, so I'm trying to fix it. The part is the launchClamp1, and the specific code is: PART { name = launchClamp1 module = Part . . . sound_decoupler_fire = activate It's the last line, which is very strange. It really looks backwards, in that the file is to the left of the equals sign. Easy enough, so I wrote a MM patch to make it look like this: PART { name = launchClamp1 . . . sound_decoupler_fire_quietkw = activate The file in question is: sound_decoupler_fire_quietkw.wav It doesn't seem to be seen when I put it into KWRocketry/Sounds I would rather not have the file go into any other location, but I can't figure out how to properly specify the new file's location The log shows it loading the audio file, and then it says no sound file (because I added the 2nd line). When I remove that and put in EFFECTS instead, no error, but no sound Here is the latest version of the patch, I tried putting in an effect with the name activate @PART[launchClamp1] { -sound_decoupler_fire = activate %sound_decoupler_fire_quietkw = activate %EFFECTS { activate { AUDIO { clip = KWRocketry/launchClamp1/Sounds/sound_decoupler_fire_quietkw volume = 1.0 pitch = 1.0 loop = false } } } } Help? Edited May 16, 2017 by linuxgurugamer Link to comment Share on other sites More sharing options...
Mecripp Posted May 16, 2017 Share Posted May 16, 2017 34 minutes ago, linuxgurugamer said: It's the last line, which is very strange. It really looks backwards, in that the file is to the left of the equals sign. Why you say that just look at a stock engine that don't use ModuleEnginesFX Spoiler PART { name = microEngine module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.2816985, 0.0, 0.0, -1.0, 0.0, 0 fx_exhaustFlame_white_tiny = 0.0, -0.2816985, 0.0, 0.0, 1.0, 0.0, running sound_vent_medium = engage sound_rocket_mini = running sound_vent_soft = disengage sound_explosion_low = flameout TechRequired = propulsionSystems entryCost = 1500 cost = 110 category = Engine subcategory = 0 title = LV-1 "Ant" Liquid Fuel Engine manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = What is this, an engine for ants? attachRules = 1,0,1,0,0 mass = 0.02 // heatConductivity = 0.06 // half default emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 // = 3600 bulkheadProfiles = size0 MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 2 heatProduction = 25 fxOffset = 0, 0, 0.02 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 315 key = 1 85 key = 3 0.001 } } MODULE { name = ModuleTestSubject environments = 8 useStaging = False useEvent = True } } Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 16, 2017 Author Share Posted May 16, 2017 It's strange because the data is on the left. Not because it is in the file. And, how can I replace it with my own sound file? Link to comment Share on other sites More sharing options...
Mecripp Posted May 16, 2017 Share Posted May 16, 2017 1 hour ago, linuxgurugamer said: It's strange because the data is on the left. Not because it is in the file. And, how can I replace it with my own sound file? Tried many thing and none worked and remember there have been alot of sound plugins and looking back they all kind of just stop getting worked on here is one Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 16, 2017 Author Share Posted May 16, 2017 19 hours ago, MeCripp said: Tried many thing and none worked and remember there have been alot of sound plugins and looking back they all kind of just stop getting worked on here is one Sounds like you put a fair amount of time into this. Thanks I'd rather not include another DLL just to replace one sound. So if no one has any ideas, I'll probably end up putting the new file into the Squad folder. At least this won't overwrite any stock files anymore. Link to comment Share on other sites More sharing options...
Phineas Freak Posted May 17, 2017 Share Posted May 17, 2017 @linuxgurugamer There are two problems with the sounds: KSP has a bug that does not allow any sound files outside of the part folder to be used. Because of the above bug, it is not possible to replace neither the FX or the sounds of parts that use the "old" conventions via MM (i.e. "@sound_decoupler_fire = my_activation_sound). Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 17, 2017 Author Share Posted May 17, 2017 Just now, Phineas Freak said: @linuxgurugamer There are two problems with the sounds: KSP has a bug that does not allow any sound files outside of the part folder to be used. Because of the above bug, it is not possible to replace neither the FX or the sounds of parts that use the "old" conventions via MM (i.e. "@sound_decoupler_fire = my_activation_sound). Ok. I've solved this by using MM to patch the cfg, and dropping a new sound file into the part folder. Not perfect, but at least it doesn't change any files. Thanks for confirming that my solution is essentially the only way to do it. Link to comment Share on other sites More sharing options...
Phineas Freak Posted May 17, 2017 Share Posted May 17, 2017 @linuxgurugamer The worst thing about this bug it is that it has been there...forever. I am sure that it has been reported before but why it was never fixed is something that i do not understand. Small fix as i wrote the wrong thing: MM cannot replace FX and/or sounds that are not in the same folder as the part config. Link to comment Share on other sites More sharing options...
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