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[0.9.17.1] GTO's MLG Mod continued by Aimdrol | Marks of Mailand_PL

MLG 420 blaze it hitmarker swag doritos 6th sense yolo illuminati 8/8

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Aim_Drol #301 Posted 16 March 2017 - 05:28 PM

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View PostAslain, on 15 March 2017 - 09:29 AM, said:

 

Thank you for update, could you tell if normal behaviour that after a player receives in-game award it always stays on screen under enemy player's panel for the rest of battle?

 

It's not. Gotta check what's wrong there.

 

View PostWillster419_NA, on 16 March 2017 - 12:42 PM, said:

Your installer extracts to 0.9.17.1 as well as 0.9.17.0.1, i'm guessing this is not the intent.

Also the engine_config.xml is only extracted into 0.9.17.0.1

For some reason this one 0.19.17.0.1 did not get replaced by 0.9.17.1 in the installer script. It's fixed now.



Yastrab #302 Posted 16 March 2017 - 11:32 PM

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Hi, I have a problem with Daniel voice, the voice notifications (e.g. target locked, learn to aim scrub etc...) work only ~40% of the time, other 60% of the game I get no voice notifications at all. But voice notifications at the start of battle (e.g. tomato team again, let's go) and when I get destroyed work 100%. Also all other features of the mod ( marks of excellence, companion) work without problem.

I tried to reinstall mod either with installer and by unpacking ZIP from Github, but it didn't solve the problem.

I have no other mods installed (and never had any).

I tried to find something in python.log and all errors I get is this error [SOUND_ERROR] Sound fail: 3944980085 - ErrorCode: 15 ( the 10 digit number is different each time),

and also there warnings WARNING: [WARNING] (scripts/client/account_helpers/CustomFilesCache.py, 36): Method "__run_read" takes too much time 0.101999998093

Any ideas what did I do wrong (or what went wrong) ? Thanks.

 

Oh and also a big thanks for doing what you're doing, I really enjoy this mod.

 

 


Edited by Yastrab, 16 March 2017 - 11:32 PM.


Aim_Drol #303 Posted 17 March 2017 - 08:27 PM

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I also have this issue sometimes but I cannot figure out why it's not working. For some reason the games sometimes cannot find the sound event (resulting in the SOUND_ERROR) although it can find it just fine at other times. I tried playing around with the values Willster suggested but that did not help.
 
 


Willster419_NA #304 Posted 07 April 2017 - 04:27 AM

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I have noticed this as well. The reason that some sounds work 100% of the time is because they are from a different sound bank, MLG.bnk vs voiceover.bnk. I think that some like the vehicle destroyed are in voiceover.bnk, so why those are working 100% but the penetration sounds don't baffles me. What I find interesting is that my sound mod has more sound files than yours, yet yours is having the errors and not mine: I decided to analyze the difference between your sound mods and my sound mods. We both use the same event names, and we both (i assume) use the same version of wwise, and the same conversion settings as stated in the korean random sound thread post. However, there are two key differences:

My sound mod audio bank (in file name and in wwise sound bank name) name is RelHaxVoiceover.bnk, and I load it from engine_config.xml as <name>RelHaxVoiceover.bnk</name>, and remove the voiceover.bnk refrence

Your sound mod audio bank name is voiceover.bnk, and you load it from engine_config.xml as the standard voiceover.bnk

 

It could be theorized that it is trying to load both bnk files and is eithor (a) running out of sound pool memmory or (b) is not liking two sound events being loaded in the same sound bank name, but having different ID's. You could try renaming your sound bank from voiceover.bnk to something like MLGvoiceover.bnk, file name and wwise soundbank name.

 

I will continue to research further into this, but here are some other possible options:

(along with changing the project name) Try loading the mod bank from audio_mods.xml instead and not souce engine_config.xml at all.

(along with the above) remap every event for audio_mods.xml. I know it will be a long and painfull process, but I can at least provide a started version, one in xml node format and the other with events spaced out. Taken from simple crew sounds mod:

 

What I suggested worked for my mod, I assumed it would work for your mod, but I was wrong, my bad, i should have tested it first.

Attached Files

  • Attached File   audio_mods_node.xml   7.22K
  • Attached File   audio_mods_spaced.xml   9.27K

Edited by Willster419_NA, 07 April 2017 - 04:29 AM.


HemanathanRX7 #305 Posted 13 May 2017 - 08:54 AM

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Will the MLG modpack be updated for 9.18? Looking forward to using it on my new desktop

Aim_Drol #306 Posted 13 May 2017 - 03:24 PM

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I am currently busy with my Replay Analyzer and a lot of other stuff, so it might take a while. But yes it will be updated eventually.

HemanathanRX7 #307 Posted 17 May 2017 - 04:54 PM

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View PostAim_Drol, on 13 May 2017 - 02:24 PM, said:

I am currently busy with my Replay Analyzer and a lot of other stuff, so it might take a while. But yes it will be updated eventually.

 

Thanks for your hard work in making mods, will wait for it eagerly :D




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