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Discussion Music question..?

Discussion in 'Hoist the Colours (Jack Sparrow)' started by Jones, May 6, 2017.

  1. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    I think 'UpdateRelations' in quest code pretty much serves zero purpose these days.
    That function is now automatically called whenever needed by the Sea Relations code.
    There is actually a lot of "common" code in quest sea battles now that serves no purpose.
    But it doesn't do any harm being there either, so whatever. :shrug

    :( :( :(

    Still... Points for trying! :onya


    "Barbossa is Hungry" is definitely the correct music for the battle between the Interceptor and Black Pearl! :onya

    ("The Black Pearl" is confusingly titled, because in the film it has absolutely nothing to do with the Pearl, nor with a sea battle.
    If I recall, it is the music for Jack's escape from the British early in the film. :confused: )

    AWESOME! Good timing too; possibl some players will want to play it again, now that a new PotC film is in cinemas. :woot
     
  2. Jones

    Jones Sailor

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    Another small question ... I would like to include music as I enter the treasure cave and then fight with Barbossa. A unique music, because the present ones are not 'suitable'.
    The code starts from here:
    Code:
    case "equipage":
                sld = LAi_CreateFantomCharacter(false, 0, false, true, 0.25, "Soldier_Eng4_18", "goto", "goto1"); // TALISMAN model corrected
                LAi_SetCitizenType(sld);
                sld = LAi_CreateFantomCharacter(false, 0, false, true, 0.25, "Soldier_Eng2_18", "rld", "loc3"); // TALISMAN model corrected
                LAi_SetCitizenType(sld);
                sld = LAi_CreateFantomCharacter(false, 0, false, true, 0.25, "Soldier_Eng3_18", "rld", "loc11"); // TALISMAN model corrected
                LAi_SetCitizenType(sld);
            break;
    And ends here (I think):
    Code:
    case "justapresfight3":
                Characters[GetCharacterIndex("Will Turner")].dialog.currentnode = "begin_25";
                LAi_ActorDialog(characterFromID("Will Turner"), pchar, "", 20.0, 10.0);
                SetNextWeather("Blue Sky");
    The codes 'Pchar seamusic' and 'Pchar seabattlemusic' will not work because they only work at sea.
    So, is there a way to do this?
     
  3. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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  4. Jack Rackham

    Jack Rackham HoO Team Member Quest Writer Storm Modder

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    Yes:
    Code:
    PauseAllSounds();//stops music
                locations[FindLocation("wr_church_outside")].type = "silent_jungle";// new temp sound type
                PostEvent("LoadSceneSound", 0.1);//starts music
     
    Jones and Pieter Boelen like this.
  5. Jack Rackham

    Jack Rackham HoO Team Member Quest Writer Storm Modder

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    Talking about music etc. I have changed (made a new soundtype) for Turks old Fort.
    It's now jungle music + sounds from the sea. The sea wasn't heard.
     
  6. kiri

    kiri Powder Monkey

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    Hello sorry to bother you I saw your discussion me too I would like help. I would like to put music when I sail, sailor songs. How I have to do with 'Pchar seamusic'
     
  7. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    If you just want to add regular music, you don't need that feature.
    That is purely intended for quest-specific music.
     
  8. kiri

    kiri Powder Monkey

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    Ah I understand then to just put some music when I navigate what are the steps. First convert to ogg then put in the music folder then the step where you have to edit the file "music_standard.c" I have not very well grasped. Must replace the line tmpref.music_day_sailing.f2.name = "MUSIC \ Sailing01.ogg";
     
  9. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    Replace if you don't like the existing music.
    If you want to keep the existing, add an extra "f3" line instead.
    As far as I know, there is no limit to the number of tracks you can add.
     
  10. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

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    There are several such lines:
    Code:
       tmpref.music_day_sailing.f1.name = "MUSIC\Spokplavanie.ogg";
       tmpref.music_day_sailing.f2.name = "MUSIC\Sailing01.ogg";
       tmpref.music_day_sailing.f3.name = "MUSIC\Sailing02.ogg";
       tmpref.music_day_sailing.f4.name = "MUSIC\Sailing03.ogg";
    The system cycles through them. The first time you go sailing in daytime, you'll hear whatever is defined by "tmpref.music_day_sailing.f1.name". The second time, you'll hear whatever is defined in "tmpref.music_day_sailing.f2.name". And so on. If you don't have four different pieces of music, you won't need all four lines, so delete the ones you're not using, otherwise sometimes you'll hear your music files and other times you'll hear some of the standard music.

    Conversely, if you have five pieces of music, you can also define 'tmpref.music_day_sailing.f5.name = "MUSIC\<fifth music name>.ogg";'. (Replace "<fifth music name>" with the name of whatever additional music file you want to use.)

    You may also want to edit the 'tmpref.music_night_sailing' lines, which control the music you hear while sailing at night, otherwise when darkness falls at 22:00, you'll start hearing standard music again. Likewise the 'tmpref.music_fog_sailing' and 'tmpref.music_storm' lines control the music you hear in fog and in storms. The same principle applies - the game cycles through the "f1", "f2", "f3" lines, or as many lines as are defined, so either delete lines if you don't have enough music files, or add lines if you have more than the standard set.
     
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  11. kiri

    kiri Powder Monkey

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    Can you give me an example of the line of code if I want to put several track. Thank you Roger
     
  12. kiri

    kiri Powder Monkey

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    Example if I have to put 10 music "tmpref.music_day_sailing.f5.name =" MUSIC \ <music name> .ogg
    "Tmpref.music_day_sailing.f6.name =" MUSIC \ <music name> .ogg
    Until the last


    Here is my file I try with two. I replaced the first two by default but without success.
     

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    Last edited: May 31, 2017
  13. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    Exactly. :yes
     
  14. kiri

    kiri Powder Monkey

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    I replaced the default sailing by ogg file to me and I changed the line of code but its not working

    Here is my music-standart file
     

    Attached Files:

  15. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

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    Have you started a new game? The new music files won't be registered until you do.
     
  16. kiri

    kiri Powder Monkey

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    No, I continued my game. I should launch a new. This is probably the cause. Thank you for your patient
     
  17. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

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    You can also delete the comment at the end of "tmpref.music_day_sailing.f4.name". It isn't the theme from "Cutthroat Island" any more. ;)

    Anything after "//" on a line is a comment. You can add your own to say something about the music, or whatever else you like - if it's after "//" then the system will ignore it.
     
  18. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    You mean in kiri's files or in the main mod files? Hopefully not the second; I added that on purpose. :wp
     
  19. kiri

    kiri Powder Monkey

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    I start a new game but it is always the same any music when I sail. There is no music that triggers :'(
     
  20. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

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    Which is it - you always get the same music while sailing, or you get no music while sailing?

    Could you start a new game, put to sea, quit the game, and then post "compile.log", "system.log", and "error.log" if there is one?
     

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