Shrike 'N' AssumedPseudonym's Superior Sounds (Alpha)

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Re: Shrike 'N' AssumedPseudonym's Superior Sounds (Alpha)

Post by Shrike » Fri Nov 25, 2016 10:41 pm

I've started work on hiteffect sounds. It will, however, be quite some time before they're implemented into SNAPSS. There's a lot of sounds to make, they're much harder to make than the basic weapon sounds, and the way explosions use the same sounds as impacts causes some issues for us.


In the shorter term, I'll hopefully take a break and do some extra weapon sounds soon so SNAPSS can be updated with some minor improvements.
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Shrike's Mines and Missiles++. Includes parts of the old Auton Overhaul and Allegedly Superior Sounds mods as well as an updated version of the MOTM-winning SM&M! Designed for Version 1.6.3

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Re: Shrike 'N' AssumedPseudonym's Superior Sounds (Alpha)

Post by Latheos » Mon Feb 27, 2017 2:42 am

There's an interesting bug I've run into with this mod: X-ray lasers no longer make any sound when fired if this mod is enabled. So far it's the only "missing" sound that I've encountered, but it has me wondering if it's perhaps a conflict with something in either AssumedPseudonym's Avian Enterprises mods (I'm running Player Ships and Scuttle) or Shrike's Mines and Missiles, since it is implied that there's some shared code between this and M&M.

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Re: Shrike 'N' AssumedPseudonym's Superior Sounds (Alpha)

Post by AssumedPseudonym » Mon Feb 27, 2017 10:19 am

 I’ll confer with Shrike on this next time they’re on IRC and try to sort this out. SNAPSS hasn’t been poked at in a while — and shouldn’t really need to be; it’s coded to be more or less futureproof — so the issue is almost going to have to be in SM&M++ somewhere. I’m just not sure where. The only thing that readily comes to mind is that they’ve done some odd scripting to X-ray lasers (which is unlikely, given their abilities or, more specifically, the lack thereof with TLisp). We may have something sort of strange on our hands.

 Any chance you could you try running SNAPSS without anything other mods active and see if the X-ray laser still acts up? That might help narrow down the problem.
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Re: Shrike 'N' AssumedPseudonym's Superior Sounds (Alpha)

Post by Latheos » Mon Feb 27, 2017 12:42 pm

AssumedPseudonym wrote:
Mon Feb 27, 2017 10:19 am
 I’ll confer with Shrike on this next time they’re on IRC and try to sort this out. SNAPSS hasn’t been poked at in a while — and shouldn’t really need to be; it’s coded to be more or less futureproof — so the issue is almost going to have to be in SM&M++ somewhere. I’m just not sure where. The only thing that readily comes to mind is that they’ve done some odd scripting to X-ray lasers (which is unlikely, given their abilities or, more specifically, the lack thereof with TLisp). We may have something sort of strange on our hands.

 Any chance you could you try running SNAPSS without anything other mods active and see if the X-ray laser still acts up? That might help narrow down the problem.
Next time I start a new game (which, given my standard rate of dying, shouldn't be long now...) I'll look into it and let you know.

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Re: Shrike 'N' AssumedPseudonym's Superior Sounds (Alpha)

Post by Latheos » Mon Feb 27, 2017 5:37 pm

Oops. I was confused. It wasn't the X-ray, but the Blu-Ray Laser Cannon from the Drake Tech mod that's missing sounds. Oddly. only when this mod is running. I'll post this over on that mod to see if PM's got any ideas. Sorry 'bout that. :-/

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Re: Shrike 'N' AssumedPseudonym's Superior Sounds (Alpha)

Post by AssumedPseudonym » Mon Feb 27, 2017 7:11 pm

 Nah, you’re fine. Better a false alarm than none at all. I’ve run into that one, too, and just posted an explanation over there about what’s going on. Oh good, I don’t need to pick through my code and try to remember what all does what again. <.< >.> ^.^;
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Of all the things I’ve lost in life, I miss my mind the least. (I’m having a lot more fun without it!)

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