[#41]Erlking main weapon/L turrets have no shot sounds [BUG] (and how to fix it) - fixed after 6.0 beta 1

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errorname1002
Posts: 99
Joined: Fri, 30. Nov 18, 23:54
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[#41]Erlking main weapon/L turrets have no shot sounds [BUG] (and how to fix it) - fixed after 6.0 beta 1

Post by errorname1002 » Thu, 21. Apr 22, 23:03

the current TOA Effects and sound library are missing the sounds for the Erlking main weapon/L turrets as seen below:
Effects.xml:

Code: Select all

 <!-- Erlking main weapon effect-->
<effect name="muzzle_pir_xl_laser_01_mk1" alignment="object">
      <elements>
        <!-- Muzzle Smoke-->
        <element id="1" ref="dummyemitter_macro" forkeffect="laser_muzzle_smoke_04" alignment="object" duration="1.0" minscale="4.0" maxscale="4.0" forklod="none"/>
        <!-- Geometry -->
        <element id="2" ref="muzzle_pir_xl_laser_01_mk1_macro" forkeffect="none" duration="0.5" minscale="1.0" maxscale="1.0" fadein="0.1" fadeout="0.2"  forklod="none"/>
        <element id="5" ref="effect_dummy_macro" forkeffect="none" delay="0" duration="0.2" forklod="none">
          <force range="20000" falloff="0.0">
            <rumble>
              <camera>
                <component frequency="2" attackduration="0.1" sustainduration="0" releaseduration="1">
                  <amplitude randomize="false">
                    <position x="0.02" y="0.02" z="0.02" />
                  </amplitude>
                </component>
              </camera>
              <controller>
                <low amplitude=".025" attackduration="0.1" sustainduration="0" releaseduration="1" />
              </controller>
            </rumble>
          </force>
        </element>
      </elements>
    </effect>
    
     <!-- Erlking L turret effect -->
        <effect name="muzzle_pir_l_laser_01_mk1" alignment="object">
      <elements>
        <!-- Muzzle Smoke-->
        <element id="1" ref="dummyemitter_macro" forkeffect="laser_muzzle_smoke_04" alignment="object" duration="1.0" minscale="4.0" maxscale="4.0" forklod="none"/>
        <!-- Geometry -->
        <element id="2" ref="muzzle_pir_l_laser_01_mk1_macro" forkeffect="none" duration="0.350" minscale="1.0" maxscale="1.0" fadein="0.1" fadeout="0.24"  forklod="none"/>
        <!--element id="5" ref="effect_dummy_macro" forkeffect="none" delay="0" duration="0.2" forklod="none">
          <force range="20000" falloff="0.0">
            <rumble>
              <camera>
                <component frequency="2" attackduration="0.1" sustainduration="0" releaseduration="1">
                  <amplitude randomize="false">
                    <position x="0.02" y="0.02" z="0.02" />
                  </amplitude>
                </component>
              </camera>
              <controller>
                <low amplitude=".025" attackduration="0.1" sustainduration="0" releaseduration="1" />
              </controller>
            </rumble>
          </force>
        </element-->
      </elements>
    </effect>
    
also the weapon system asset macro file for the main weapon:

Code: Select all

<macros>
  <macro name="weapon_pir_xl_battleship_01_mk1_macro" class="weapon">
    <component ref="weapon_pir_xl_battleship_01_mk1" />
    <properties>
      <identification name="{20105,9034}" basename="{20105,9031}" shortname="{20105,9035}" makerrace="argon" description="{20105,9032}" mk="1" />
      <bullet class="bullet_pir_xl_laser_01_mk1_macro" />
      <heat overheat="10000" cooldelay="1.13" coolrate="2000" reenable="9500" />
      <rotationspeed max="93.3" />
      <rotationacceleration max="186.6" />
      <reload />
      <hull max="12000" />
      <sounds>
        <firing ref="wpn_impulse_l" />
      </sounds>
    </properties>
  </macro>
</macros>
the ship is both missing shot sounds and have a very low firing sound for the main gun, so we should replace these with the following :
for the effects.xml :

Code: Select all

<!-- Erlking main weapon effect-->
   <effect name="muzzle_pir_xl_laser_01_mk1" alignment="object">
      <elements>
        <!-- Muzzle Smoke-->
        <element id="1" ref="dummyemitter_macro" forkeffect="laser_muzzle_smoke_04" alignment="object" duration="1.0" minscale="4.0" maxscale="4.0" forklod="none"/>
        <!-- Geometry -->
        <element id="2" ref="muzzle_pir_xl_laser_01_mk1_macro" forkeffect="none" duration="0.5" minscale="1.0" maxscale="1.0" fadein="0.1" fadeout="0.2"  forklod="none"/>
        <element id="5" ref="effect_dummy_macro" forkeffect="none" delay="0" duration="0.2" forklod="none">
          <force range="20000" falloff="0.0">
            <rumble>
              <camera>
                <component frequency="2" attackduration="0.1" sustainduration="0" releaseduration="1">
                  <amplitude randomize="false">
                    <position x="0.02" y="0.02" z="0.02" />
                  </amplitude>
                </component>
              </camera>
              <controller>
                <low amplitude=".025" attackduration="0.1" sustainduration="0" releaseduration="1" />
              </controller>
            </rumble>
          </force>
        </element>
        <!-- Sound -->
		<element id="6" ref="effect_dummy_macro" forkeffect="none" duration="1.5" forklod="none">
          <sound ref="erlking_xl"></sound>
        </element>
      </elements>
    </effect>
    
<!-- Erlking L turret effect -->
        <effect name="muzzle_pir_l_laser_01_mk1" alignment="object">
      <elements>
        <!-- Muzzle Smoke-->
        <element id="1" ref="dummyemitter_macro" forkeffect="laser_muzzle_smoke_04" alignment="object" duration="1.0" minscale="4.0" maxscale="4.0" forklod="none"/>
        <!-- Geometry -->
        <element id="2" ref="muzzle_pir_l_laser_01_mk1_macro" forkeffect="none" duration="0.350" minscale="1.0" maxscale="1.0" fadein="0.1" fadeout="0.24"  forklod="none"/>
        <!--element id="5" ref="effect_dummy_macro" forkeffect="none" delay="0" duration="0.2" forklod="none">
          <force range="20000" falloff="0.0">
            <rumble>
              <camera>
                <component frequency="2" attackduration="0.1" sustainduration="0" releaseduration="1">
                  <amplitude randomize="false">
                    <position x="0.02" y="0.02" z="0.02" />
                  </amplitude>
                </component>
              </camera>
              <controller>
                <low amplitude=".025" attackduration="0.1" sustainduration="0" releaseduration="1" />
              </controller>
            </rumble>
          </force>
        </element-->
        <!-- Sound -->
		<element id="6" ref="effect_dummy_macro" forkeffect="none" duration="1.5" forklod="none">
          <sound ref="erlking_l"></sound>
        </element>
      </elements>
    </effect>
for the asset macro :

Code: Select all

<macros>
  <macro name="weapon_pir_xl_battleship_01_mk1_macro" class="weapon">
    <component ref="weapon_pir_xl_battleship_01_mk1" />
    <properties>
      <identification name="{20105,9034}" basename="{20105,9031}" shortname="{20105,9035}" makerrace="argon" description="{20105,9032}" mk="1" />
      <bullet class="bullet_pir_xl_laser_01_mk1_macro" />
      <heat overheat="10000" cooldelay="1.13" coolrate="2000" reenable="9500" />
      <rotationspeed max="93.3" />
      <rotationacceleration max="186.6" />
      <reload />
      <hull max="12000" />
      <sounds>
        <firing ref="erlking_xl" />
      </sounds>
    </properties>
  </macro>
</macros>
and now new sounds added to the sound_library.xml file, I have noticed that setting the volume to 50 for the erlking gives good volume :

Code: Select all

<!-- Erlking L turret sound-->
    <sound id="erlking_l" description="erlking_l turret" repeat="1" is3d="1" preload="0">
      <sample selection="random">
	      <select start="sfx\weapons\turret\turret_plazma_muzzle_01"/>
	      <select start="sfx\weapons\turret\turret_plazma_muzzle_02"/>
	      <select start="sfx\weapons\turret\turret_plazma_muzzle_03"/>
	      <select start="sfx\weapons\turret\turret_plazma_muzzle_04"/>
	      <select start="sfx\weapons\turret\turret_plazma_muzzle_05"/>
	      <select start="sfx\weapons\turret\turret_plazma_muzzle_06"/>
      </sample>
      <volume start="1.0" distance="50"/>
    </sound>
    
 <!-- Erlking main weapon sound-->
	<sound id="erlking_xl" description="erlking_xl laser" repeat="1" is3d="1" preload="0">
      <sample selection="random">
	      <select start="sfx\weapons\laser_l\wpn_impulse_l_01"/>
	      <select start="sfx\weapons\laser_l\wpn_impulse_l_02"/>
	      <select start="sfx\weapons\laser_l\wpn_impulse_l_03"/>
	      <select start="sfx\weapons\laser_l\wpn_impulse_l_04"/>
	      <select start="sfx\weapons\laser_l\wpn_impulse_l_05"/>
      </sample>
      <volume start="1.0" distance="50"/>
    </sound>
    
The main weapon and the turrets should now have firing sounds and be loud enough so they can be heard :D

lubatomy
Posts: 234
Joined: Mon, 29. Dec 03, 15:22
x4

Re: [#41]Erlking main weapon/L turrets have no shot sounds [BUG] (and how to fix it)

Post by lubatomy » Sat, 6. Aug 22, 15:02

Just noticed today that my up to date game still suffers with this problem.

I have not taken the dive into trying to mod the game to fix as listed above.

Kintanar
Posts: 112
Joined: Tue, 11. Dec 18, 05:02
x4

Re: [#41]Erlking main weapon/L turrets have no shot sounds [BUG] (and how to fix it)

Post by Kintanar » Mon, 15. Aug 22, 04:15

Very nice work! I am a bit dissapointed that i can't hear the sound of the Erlking weapons, but... how can I use those scrips you kindly crafted? I need a hint please, I am not in to modding or such stuff. Thank you in advance.

Buddahxx
Posts: 1
Joined: Sat, 17. Apr 21, 20:09
x4

Re: [#41]Erlking main weapon/L turrets have no shot sounds [BUG] (and how to fix it)

Post by Buddahxx » Fri, 2. Sep 22, 05:20

Anyone know how to do this? The lack of sound is really unfortunate.

Shuulo (EGO)
EGOSOFT
EGOSOFT
Posts: 27
Joined: Fri, 1. Apr 22, 17:56

Re: [#41]Erlking main weapon/L turrets have no shot sounds [BUG] (and how to fix it) - fixed after 6.0 beta 1

Post by Shuulo (EGO) » Fri, 20. Jan 23, 16:50

Confirmed and fixed in future version

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