Wait... am I missing something? (0.90 gun sounds in 0.93)
#1

Edit:
Edited the subject to include the topic
Also check out this thread

I installed the new wrapper.dll as soon as it was uploaded and even ran the wrapper.exe patch, just in case (IIUC, that simply replaced the new wrapper I'd manually installed with... itself)

As I'm the kind of guy who always does unnecessary things 'just in case' I continued to add parths to my filelist as I installed new mods. Just in case.
Everything was going fine and I was enjoying the bliss of my ignorance (and possibly some mods that weren't working as they're supposed to) until 5 minutes ago, when browsing the AAA forums I found a reference to the new MODS folder used with the new wrapper.

I don't have any MODS folder!!!
What am I supposed to do?
Rename the Files folder to MODS, create a new MODS folder and put the Files folder into it, or something else?
I mean is it \MODS\Files or is it simply \MODS\, or what?
And by the way, does it need to be MODS? Wouldn't Mods or mods do the same? (Windows is not case-sensitive AFAIK)

Please someone help me figure this out. Thanks.
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#2

1. make a new folder in your IL2 dir called "MODS"

2. open up the "files" folder in IL2 and copy all the files in there

3. make a new folder in your "MODS" dir and called it "Sound Mod"

4. past ever thing you copied from the "files" folder into your "Sound Mod" folder

It should work now and any other mod you download just unzip to the "MODS" folder, no need to make or add lines to the "filelist.txt". Big Grin

PS just to add the new wrapper.dll reads the folder in the "MODS" folder alphabetical. So if you download some new sounds don't name it like "Z sounds" because it will read the "Sounds Mod" folder first and any files that are the same in "Z sounds" will not be read as i under stand it.
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#3

Oh. OK, I guess I get it.

The new wrapper reads all the folders in the MODS folder in alphabetical order, which means that I can have a separate folder for each mod, with separate 3DO, Effects, Samples, (etc) folders.

Is that correct?
If it is, that means that uninstalling or tweaking mods becomes much easier! To uninstall, simply delete that mod's folder, no need to hunt files down the directory tree, no need for uninstaller, no more mods reverting each other (unless you get the alphabetical order wrong)

I think I will actually delete my Files folder instead of moving it into the MODS folder, and reinstall all the mods one by one, each in its separate folder inside MODS.
But before I do, I'll wait for someone to confirm that I have actually understood correctly how it works.

I might even install two different versions of the sound mod, say 0.90 and 0.93 and swicth back and forth between them by changing the folders' names (really? would that work?)


Thanks for the quick answer, and thanks in advance for the next one.
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#4

lucky_luke Wrote:I might even install two different versions of the sound mod, say 0.90 and 0.93 and swicth back and forth between them by changing the folders' names (really? would that work?)
I do this and name my sound mods as follows;

A1_BaseSoundMod93
-A1_BaseSoundMod92

A1 at the start of the name just makes sure it's the 1st folder read. The - (dash) character before the 92 version, prevents the folder from being read.

My Mods folder for illustration, as can be seen many mods have more than one version with a - (dash) before their name

[Image: modsfolder.jpg]
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#5

OK, I'm reinstalling all the mods so I can have them each in its own folder under MODS.

Now the question is, if I install a mod that changes a sound, should the folder with the new sound be placed before or after the main soundmod folder?
What sounds are actually used in the games, those that are read first, or last?

I think that the last sound read is used in the game and that's how I'm installing my mods. that nmakes sense: files are read, then more files are read and the new ones replace the old ones. I hope I guessed right. (I hope it's not 'the new ones can't be loaded because their slots are taken'. )
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#6

here's how I've orginezed my MODS folder. I've made 6 categories:

00_soundmod
01_sounds
02_effects
03_fixes
04_planes
05_cockpits
06_gunsights

and named my folders as seen in the screenie:

[Image: 2234481645_57735ff8d0_o.jpg]

Now the big question is: Will it work?
Notice the four 00_soundmod folders, three regular and one cusotm which is the active one. If I customize it too much I can simply delete it and activate another one.

Right now, the custom soundmod folders is 0.93 with the samples from 0.90 overwriting their .93 counterparts, and breda guns sounds replaced.


[edit]
It does work but I needed to do some modifications: switched 99 and 01, no the first two categories are 00_sounds and 01_soundmods because the first files to be read are loaded in the game, not the last.
Also I had to delete i18n folders from all the soundmod folders to make the one in the gui mod folder load (modified HUD)

No problems so far, besides these small finetuning things.

[edit2]
Now running with .93 as-it-is. It may well be some kind of placebo effect but the guns seem to sound a little better now (after reinstalling everything)
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#7

OK, now I know I did right; I'm using only the words like 'fixes' sounds' 'cockpits' for categories, and moving folders upper or lower in the alphabetical order (actually alphanumerical).

example:

00_effects_slipry-mods
00_fixes_gearsound-fix
00_sounds_browning303
...
01_soundmod_093


(etc)
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#8

lucky_luke Wrote:OK, I'm reinstalling all the mods so I can have them each in its own folder under MODS.

Now the question is, if I install a mod that changes a sound, should the folder with the new sound be placed before or after the main soundmod folder?
What sounds are actually used in the games, those that are read first, or last?

This is the reason I haven't yet switched to the wrapper.

With the filelist.txt method I know that if there is an entry in the filelist it will look in the files directory for that file. I can use the filelist fixer to ensure that there are no duplicate entries.

With the wrapper method you can have multiple instances of the same file being read. Which file is used, the first or the last one? Also, doesn't this make loading the game unnecessarily slow?
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#9

my god, you probably got the most organized mods folder out of every one here lol.

Should of worked, so did it?

Huxley_S Wrote:This is the reason I haven't yet switched to the wrapper.

With the filelist.txt method I know that if there is an entry in the filelist it will look in the files directory for that file. I can use the filelist fixer to ensure that there are no duplicate entries.

With the wrapper method you can have multiple instances of the same file being read. Which file is used, the first or the last one? Also, doesn't this make loading the game unnecessarily slow?

Not true, the wrapper will not read any duplicate entries because it reads the the files in your mod folder alphabetical.

So say "merlin engine.wav" is in folder "B" and you download a new sound with the same name and put this in folder "C", the wrapper will read "B" first and "C" seconded and you will not hire the new sound. So to fix this your have to put the new sound in a new folder called "A" for the wrapper to read this first.
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#10

ok ive not read all this but you dont have to move your files from the files folder into mods folder... you just leave them where they are & then new wrapper will find them
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#11

Here's a screenie of my current MODS folder.
Notice how categories are identified by the descriptive word after the first underscore, and number codes are independent from categories and only used to easily tell the wrapper what to read first and what later.

[Image: 2236118085_cb214e08e4_o.jpg]

I reinstalled all my mods becuase I wanted to have a nice, well organized MODS folder, but that's not really necessary. The new wrapper can read from the Files folder just like tha old wrapper did (I don't know if the filelist is still needed in this case. I used to keep that updated, just in case).
Another quick solution would be to move your whole Files folder into the MODS folder.
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#12

Huxley_S Wrote:Which file is used, the first or the last one?

- The first one

Huxley_S Wrote:Also, doesn't this make loading the game unnecessarily slow?

- No
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#13

A bunch of experiments later, I've found out that running .93 with gun sounds from .90 is the best solution so far. Here's how to do it:

- Install 0.93
- install 0.90 in a temporary folder
- copy gun sounds from 0.90\samples (they include MG_ (or) mgun (or) gun (or) cannon in the filename
- paste the 0.90 gun sounds in 0.93\samples and overwrite
- copy all the files that include 'weapon_gun' in the filename from 0.90\presets\sounds
- paste them in 0.93\presets\sounds and overwrite
- done

I'm not completely satisfied with some guns and expecially the mk108 cannon (sounds better than it does with the original .93 sound anyway) but in my opinion the .93/.90 'hybrid' sounds better than the 'vanilla' .93.
Besides, I think that .93 sounds good, the problem is only that the guns should be louder, without soundsing too loud when other planes shoot, expecially from a distance.
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#14

lucky_luke Wrote:Besides, I think that .93 sounds good, the problem is only that the guns should be louder, without soundsing too loud when other planes shoot, expecially from a distance.
Use some sound editor and add dB for guns. Distance sound it's only spl parameter(for guns, for plane it also value parameter) For my SFX mod i will be use spl - 120 for all guns.
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#15

I tried the .91 sounds with [spl] lowered to 100 and some to 105,, I also tried only using files marked i and another couple of combinations, but I couldn't get rid of the problem I described (guns from distance sounding too close) so now I'm back on this configuration.

.93 installed.
guns sounds and weapon.gun* presets from .90
sample file mgun_mk108si.wav from .91
weapon.gun mk108 preset file edited, [spl] set to to 100

I think I'll stick with this configuration or I risk to spend all my free time trying to get IL2 to sound the way I like it instead of actually playing it.
The 50mm cannon on the 262 U4 is too quiet even with .90 sounds. Using a .91 sounds doesn't seem to change anything, I don't use that thing so often anyway, and as long as it's oly once in a while I can well live with the sound not being loud enough.

The 30mm cannons in the 262 sound good.
Italian fighters are using small MG sounds from .90 renamed to breda12 and breda12x.
the machine gun on the 109E sounds like a toy, I guess I'll switch the sample for something else as soon as I figure out what file I have to switch.

[EDIT] More update

yet another update Reply with quote Edit/Delete this post Delete this post
bk73 and bk37i sounds replaced with .91 versions, [spl] set to 105. Sounds good so far but it's not complettly tested yet.

Also replaced some gun sounds that weren't included in 0.90 with similar sounds from 0.90 renamed, in order to sovle the too-low-volume problem.

I tried a sound editor to set a higher voulme in the files but I couldn't figure it out. Ir was Gnome sound or something.

If someone made new gun sounds by simply setting a higher voulme in _all_ the guns sounds, that would make a nice update for sound mod .93.
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