




Arkham wrote:When you say you can't get the sounds running, what happens exactly? Do they just not play at all, or is there a crash or something?

Webbstre wrote:...does that make any sense?
Phanjam wrote:Sixshot, the ogre.log error messages would almost always mention the "missing state" for the die animation, so that issue seems to still be around.

Phanjam wrote:So to remove the new build as a variable, I started over on 0.5. I couldn't really hear if the new worm sounds were there (seemed not though) because of all the spawn sounds and their volume, so I tried replacing that but it didn't take - no crashes though.
My replacement method was to make a new sound, define it with its own [SOUNDDATA] .dat (as a skill) and GUID, then re-point the 'convert.layout' particle file (in particles/monsters/splitters/) to use the new sound.
If you'd like to play around with the new sound I've uploaded it to mediafire.


SixshotOverdrive wrote:You could try separating the models into they're own mod and setting it to load first. Sometimes that helps.
SixshotOverdrive wrote:...and I'll see about making the conversion skills take longer to cast (so you have a window to stop it.)
Arkham wrote:...have you tried getting a different, really loud sound effect, like of a blaring alarm or heavy machinery or something, and using that as a temporary replacement, just to differentiate whether the problem is the sound itself not loading vs the sound just not being heard?




Arkham wrote:Are the crashing-related problems fixed yet? I haven't tried it, and I do want to try it out, but I hate things that make programs crash.




Terry Pratchett wrote:"I will, of course, be dead at some future point, as will everybody else. For me, this maybe further off than you think - it's too soon to tell."

Webbstre wrote:You guys ready for a different kind of challenge?


Brixtan wrote:Webbstre wrote:You guys ready for a different kind of challenge?
lol this soooooooooo sounds like a trap!



Webbstre wrote:I'll write it up all prettily later, but your challenge is to make a town healer. I don't care if it's automatic when you walk by, or you have to pay him or talk to him, or what, but the town needs a healer.

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