StormyRange

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Posts posted by StormyRange


  1. So the work music functions slightly differently and there's also no tutorial which covers it.  However I've setup an fmod project which should help you get what you want.  Basically, the work songs are started as soon as the game starts and then the volume(intensity) is adjusted dynamically as things happen in the game.

     

    All you need to do is open the attached fmod project, right click on the sound events and click replace sound and then add your sound as you would before.  Also I replaced your changes to dynamicmusic.lua with a couple of extra calls to remapsoundevent which should reduce the changes of your mod breaking with future updates.  

     

    Let me know how this works out for you!

    Wow thanks, well it works... I ran into a few kinks but I managed to smooth it out; I had originally used your change of the work things in Fmod for the danger ones too but that messed it up so I used Danger stuff as I had before, AKA normal event stuff like SFX, while this means it doesn't fade out and doesn't turn off on death, it at least lets itself, the work music, and the custom SFX to work together and that's good enough for me.

     Thank you very much Cheerio, you've done it again c:


  2. Ok so I think it has something to do with those music tracks being complex fmod events driven by in game parameters.  In short, I'll need to figure out exactly what's going on once I get back to the office next week.  Sorry about the trouble, I'll let you know once I've figured out what's going on.

    Hmm okay, I'm glad I asked otherwise I'd still be messing around with it without hope of fixing it. Thanks for looking into it and yeah, take as long as you need :3


  3. That music is awesome :-).  Do you think you could give me your fmod project as well so I can see how that's setup?  That's the fdp file you open in FMOD designer.

    Hah yeah the game has some amazing music :V

    https://dl.dropboxusercontent.com/u/5285727/Drawings/mods/sfphil.fdp

    There's my fdp c:

    Also Space Funeral is here if you ever get interested, it's like an hour of gameplay but it's worth every second c:


  4. It sounds like that should work fine.  Would you be ok with uploading your mod for me to take a look?

    Yeah sure, I'd love that, I've PM'd you the link, thanks for much for being friendly and helpful to us modders C:

    EDIT: Okai PMing doesn't seem to work with you :T

     

    Please excuse the left over art of The Batter mod, it's still in development :U

    https://dl.dropboxusercontent.com/u/5285727/Drawings/mods/phillip.zip

    The character is meant to look the way he is, the game he's from is incredibly trippy and weird (full credit to him and I'm going to link him the Steam Workshop page when it's done). Thanks much c:


  5. Thanks for all the tutorials, it's helped me and a lot of other people out, one thing I've been trying to do though to to have a custom work music track and a danger track to work properly in a character mod... (Also I hope this is an okay thread to post this, sorry if it isn't)

     When I get it right (ish) then what happens is the custom work track plays as soon as you start the game and it doesn't stop when in danger (the custom danger track works with the ques although it doesn't fade in/out) or death.

     It'd be really nice to have work music to come in when cutting trees or making a new invention or mining rocks, I've tried a few different things, currently I've got a components folder containing a edited dynamicmusic.lua file inside the prefabs folder, referencing my custom tracks when it's assigning the music to "busy" and "danger", like it is literally just dynamicmusic.lua with the file pathes changed. I don't see why the files won't play the way they're meant to when it's been changed and uses the same code...


  6. Hmm, I'm trying to use this but it always fails and says my file is too big:

    21:39:11: Progress: Writing mod data file...
    21:39:11: WriteFileToCloud() Writing [C:\Users\Range\AppData\Local\Temp\modDD22.tmp] to [mod_publish_data_file.zip]
    21:39:11: File too big!
    21:39:11: EndProgress FAILED: Failed to write mod data file!
    21:39:11: MainFrame::OnPublishComplete FAILED: Failed to write mod data file!
    21:39:13: RefreshPublishedModInfo
    21:39:13: EnumerateUserPublishedFiles(0)

     

    It's a character mod with one music track replacement and is 11.5MB. Is there a way around this or should I lower quality on the track?

     

    EDIT: I turned down the quality of custom SFX and music, all of them together come to 482kb, but the FSB file is 10MB by itself for some reason, it hasn't got any other sounds in it's bank than the ones I'm using.