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Post by Pseudorizer on Aug 27, 2017 23:30:42 GMT
is there any way to add custom music or effects? I tried converting a sample piece of audio into the adio format ghost master uses and renamed it to the thing i replaced but i just get silence.. I was also thinking it would be cool to give the rejected ghosts their own voices. Another idea I had was maybe as a alternative when we can edit missions or make our own easier we could make the rejected ghosts unlockable like most of the other ghosts im sorry to say but the rejected ghosts are actually pretty overpowered if you level them up early lol You have to use a specific encoder to get audio to work. If you ever see audio under the ogg vorbis codec/lib from an old game you'll need to use this piece of software download the generic download. Extract the exe and navigate to the folder via cmd (I.E. "cd C:\ogg" or if it's on a different drive just put "letter of drive (D:)" then use cd to get to the folder) Once you're in the folder just put 'ogg' and then press tab to finish it. NOW, you need to encode the audio into the wav format, there's probably other formats that work but ik it works. This is the code you need oggenc2.exe inputname.wav -q 10 -o outputname.snd and that's it. Make sure there are no spaces in the file name.
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Post by Pseudorizer on Aug 27, 2017 23:47:26 GMT
There are some soundtracks from Ghost Master in higher quality: mega.nz/#!EN5AkIZa!2yUOsSymqFHTEyqNOA8DgmemapvFRsaJ3wiQAMuB5Q4 some of them(like title music) are a bit diffent. The first two sound pretty crap if you ask me. Ran it through spectrum analyser and MAP & NAME_ENT only peak at 11kHz whereas a legitimate 1412kbps flac file i have peaks out at 22kHz, a 320 kbps mp3 file will peak @ around 20kHz. Have a look at this download that i got off GOG. drive.google.com/drive/folders/0B4z5RbQ3ddcMQUllc0xERjJ3UE0. The other two seem better though, even if TITLE sounds drunk asf.
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Post by Twintania on Aug 28, 2017 0:47:18 GMT
Thank you for the info Its more a suggestion then a plan right now.. the only audio I think we could add is for the unused ghosts and eventually unused mortals, new scenarios etc. But I dont know if anybody will ever match the awesome voice the announcer in game has
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Post by Woitek on Aug 28, 2017 12:18:09 GMT
Why are you converting these soundtracks? Game detect without any problems even wav files, you just have to rename for example MAP.WAV to map.snd, and that's it. Some of the soundtracks can be a bit longer, or thicker than orginal one, then you have to replace time in txt file.
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Post by Woitek on Aug 28, 2017 12:22:53 GMT
Also, Rejected Ghosts mod is just a temporary name, I have another one that will fit better after I finish it completely.
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Post by Pseudorizer on Aug 28, 2017 14:47:40 GMT
Why are you converting these soundtracks? Game detect without any problems even wav files, you just have to rename for example MAP.WAV to map.snd, and that's it. Some of the soundtracks can be a bit longer, or thicker than orginal one, then you have to replace time in txt file. Tried that, didn't work. Renamed a .wav file to .snd, renamed it to title and changed the time. The time might be where i messed up. What is it measuring it it? Milliseconds? Anyway, my method works and you don't have to change the time so we have two options now.
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Post by Woitek on Aug 28, 2017 17:02:53 GMT
Time it's time in miliseconds when sound be ended. So, if music is 9 seconds long then it should end at 9000(9*1000). Maybe, but by converting wav to ogg you are dropping quality by almost 2/3.
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Post by Pseudorizer on Aug 28, 2017 19:53:35 GMT
Time it's time in miliseconds when sound be ended. So, if music is 9 seconds long then it should end at 9000(9*1000). Maybe, but by converting wav to ogg you are dropping quality by almost 2/3. True about the quality loss, i think 2/3 is too high. Cause i have converted songs over to .snd through the container and they sound great. That's why i put '-q 10' in the command so it's encoded at the highest quality. The default quality setting in the encoder appears to be 3 which does sound a little worse. Here's the title music converted through my method drive.google.com/drive/u/0/folders/0B4z5RbQ3ddcMcnlvVGhQdVRZWTgI put the perfect time in milliseconds in and it still does not play in-game. I used a .wav file, got the exact length down to the milliseconds and then renamed it to title.snd and it still did not work.
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Post by Woitek on Aug 29, 2017 11:07:47 GMT
Time doesn't change anything with music. I don't know, maybe it's depended on sound driver.
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Post by foxfiend on Aug 30, 2017 19:07:25 GMT
I personally think the original ghosts powers should not be changed. They have perfect move pools, each is obviously specialized in certain ways. It is only powers that actually that should get some fine tuning or straight up fixing. I am only saying this because I am sure there have been people who's minds have crossed that ghost move pools should be changed.
Here are a few power stuff that I can point out off the top of my head, possibly can say more later.
Wild & Crazy needs to be improved. As a matter of fact there is a slight chance that it actually just straight up not working at all. If you read the official strategy guide it actually says it is meant to cause medium belief increase (so roughly the same as something like haunted hail) and light terror to all mortals which would make sense since in context it is essentially a more extreme strange behavior which is the same way a move to increase belief. Also Sparkstorm which is a same level electric move is a straight up terror move so it also would make sense that Wild & Crazy is the opposite that is for increasing belief. But as anyone could tell Wild & Crazy does absolutely nothing outside of some damage to electric device in the room. And no it is not like with certain other types of powers where it only works under certain conditions, no matter if the mortal have a fear electricity also does not have a high enough belief requirement to work either it just never does anything. This power should have the highest priority to fix up.
Seeping Blood actually have a small bug. If it is used outside your ghost will just never stop using it until you force it to. An obvious problem because your ghost will be stuck in it and will be wasting time. It should stop the same way it does when you use it inside. Wavemaster is the easiest one to test it with.
Powers are far more complex then most people would think. Sound powers for example in general require A)a high enough belief or B) Fear of sounds in order to have their terror effect on a mortal. So one possible thing to make such powers better would be to slightly decrease the belief requirement to make them more efficient. Removing the requirement completely would be bad since sound powers are meant to be one of the primary ways to attract mortals, we do not want to remove their important utility usage.
I am not sure if this would be technically possible to do but I really wish trapped moves and also cold moves like frozen stiff would work on running mortals. It really decreases their usefulness since once chaos breaks loose it is really hard to use them efficiently.
That's all I got for now. I hope they are useful suggestions.
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