Real Sound Mod

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VPaulus
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Real Sound Mod

Post by VPaulus »

After countless hours of hard work (cutting, editing, cleaning and filtering), Razz and VPaulus are pleased to announce the Real Sound Mod.
The purpose of this mod was to add new sounds to the vanilla Panzer Corps and add a little more immersion feeling. We have tried to use real and accurate sounds as much as possible. In some cases we've used similar sounds for similar sounding equipment. Some it was not possible and we left with the original Panzer Corps sounds.
The mod it's not finished, it's still work in progress. We plan to add more sounds.
The movement sfx is almost complete. Unfortunately the attack sfx is very far from being completed. It's harder to get real and accurate firing sounds. Regarding this matter, we will have to relax a little our accuracy policy.

To install, just unzip the files and folders to the correspondent Panzer Corps subfolders "Audio" and "Graphics".
The only file replaced from the original, is the "efx.pzdat". So please do a backup of this file in the "Graphics" subfolder.
Strongly advised the use of Generic Mod Enabler.

We are releasing the mod in two formats, MP3 and Wav.
To be honest I don't think there are much difference between the two formats, only the size of the file is smaller, in the MP3 case. Anyway the choice belongs to the user.

Version 0.50:
MP3 version 0.5: http://www.gamefront.com/files/20820862 ... 29+MP3.zip
Wav version 0.5: http://www.gamefront.com/files/20823128 ... 29+Wav.zip

Updates:
Update 0.51 for Mp3 version: http://www.gamefront.com/files/20848639 ... +-+MP3.zip
Update 0.51 for Wav version: http://www.gamefront.com/files/20848633 ... +-+WAV.zip

Update 0.52 for Mp3 version: http://www.gamefront.com/files/20952301 ... ___MP3_zip
Update 0.52 for Wav version: http://www.gamefront.com/files/20952306 ... ___WAV_zip


* Installation Notes for updates:
- With "Generic Mod Enabler" installed
Deactivate the "Real Sound Mod" from "Generic Mod Enabler". Extract the update zip file. Copy/replace the file(s) from the
"Panzer Corps\MODS\Real Sound Mod" subfolder with the ones extracted. Activate the "Real Sound Mod" in "Generic Mod Enabler".
- Without "Generic Mod Enabler" installed
Extract the update zip file. Copy/replace the file(s) from the "Panzer Corps\MODS\Real Sound Mod" subfolder with the ones extracted.

List of compatible mods:
- Panzer General Classical Mod (v0.15)
- Italian Campaign (v0.52)


Remember, that this is still work in progress.

Thanks to El Condoro, Xerkis and dshaw for testing a smaller version of the mod.
Last edited by VPaulus on Wed Nov 02, 2011 3:13 am, edited 19 times in total.
VPaulus
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Post by VPaulus »

Combining the Real Sound Mod with other mods using Generic Mod Enabler (ex. Panzer General Classical Mod)

First you've to activate the mod with which you want to combine Real Sound Mod (RSM), in this case is Panzer General Classical Mod (PGCM)
Image

Second we will activate RSM
Image

When we try to activate a message warning about the conflict between two mods will popup.
Press "Yes" to overwrite the file(s) in question.
RSM is compatible with other mods after patched. (Please take the a look at list of compatible mods, in the first post of this thread)
Image

The game is ready to play with the two mods.

If you want to deactivate PGCM, just deactivate in the inverse order. First RSM and then for last PGCM.
Last edited by VPaulus on Mon Sep 26, 2011 11:13 pm, edited 2 times in total.
MajVonRyan
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Post by MajVonRyan »

Thanks Razz and VPaulus.
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Post by massi »

great! i love sound mods!
Xerkis
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Post by Xerkis »

Finally – the day is here…. Or should I say “hear”
:lol:

If the whole is anything like the parts - this is awesome work!
Thanks you two.
VPaulus
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Post by VPaulus »

Erased.
Instructions for patching are on the first post of this thread.
Last edited by VPaulus on Mon Sep 26, 2011 11:00 pm, edited 1 time in total.
VPaulus
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Post by VPaulus »

Attention:
Inside Audio\MoveSfx there is a file with a bad filename. Please rename "Gloster_Gauntlet_.wav" or "Gloster_Gauntlet_.mp3" to "Gloster_Gauntlet_1.wav" in case of the wav version, and "Gloster_Gauntlet_1.mp3" in the mp3 version.

After updating to version 0.51, please disregard this attention note.
Last edited by VPaulus on Sat Oct 01, 2011 9:59 pm, edited 1 time in total.
Razz1
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Post by Razz1 »

Special thanks to dshaw who test the file for a few weeks in multi-player and single player.
VPaulus
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Post by VPaulus »

Xerkis wrote:OK, maybe it’s not a problem but more of an opportunity to come up with some sort of utility like the Gen Mod Editor that merges mods and not just overlays them:?
It can be done, but it not a simple matter of merging. The merge would have to be selective. And how you do that without a human selecting which parts to add and which parts to keep?
I'm afraid that the game wasn't created with the possibility of complete modding, and with the possibility of combining mods. It seems that modding was conceived with thought in getting new campaigns and new scenarios, where each mod was self-sufficing, and there wouldn't be a sound mod, for example, that could be combined with other mods.
But I'm speculating, and we know that, some mod support, will be available in the future. So let us see how things evolve.

Razz1 wrote:I think the Mod enabler will work in parallel. Where the second Mod loaded will only over wright the first file where applicable.

Paulus should know or it would have to be tested.
You'll have a collision, but you're right. If you activate the mods in the right order, no problem.

Razz1 wrote:If this doesn't work then the only way to use a Modification with new units is to add them to the EFX Sound file at the end of the list.
That's one of the possibilities, and probably the best one. But all the work would be on the side of the modders of the Real Sound Mod.
Most of campaigns, so far, don't add new units, and have an efx file, so that isn't a big problem for now.

Razz1 wrote:Once Von Paulus agrees on which new units to be added to the game, we can include these in the sound Mod.
This probably should be added by user or modder request.
We have already two requests (from Xerkis and me) for Panzer General Classical Mod.
Last edited by VPaulus on Sun Sep 25, 2011 1:41 am, edited 1 time in total.
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Post by AgentX »

VPaulus wrote:This probably should be added by user or modder request.
We have already two requests (from Xerkis and me) for Panzer General Classical Mod.
VPaulus, just thought I'd let you know that your Historical Insignia mod also clashes with PG Classic mod when trying to activate both with the Generic Mod Enabler. I believe it's due to both your mods using some Briefing files with the same names. So far, this is the only mod that has clashed with your Insignia mod. For a quick fix, I made a special version of your mod (deleted the conflicting files and renamed it) that I use only for the PG mod. I use your standard mod with the other campaign mods or the original campaign.
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VPaulus
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Post by VPaulus »

You're right, AgentX.
The files which are in conflict are just scenarios images. If you activate first the PG mod and then HI mod, Generic Mod Enabler will prompt you to ask if you want to go on, in spite this mod *may* have adverse effects in your game. If you answer yes, it will just go on and replace the files in conflict. In this case, AgentX, you'll not have any adverse effects. You don't need to erase any of the files in conflict. The only important thing is the sequence. First the PG mod and after HI mod.
Thanks, for pinpointing that, because now I know, that like in the case of Real Sound Mod, the important thing is the sequence in which the mods are activated.

Between the translation for Portuguese and the production of the Real Sound Mod, I haven't had much free time for playing Panzer Corps. So only now I'm testing some things. The two scenarios I've played with PG mod, so far, was without any of my mods activated. So I wasn't aware of this situation.
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Post by Xerkis »

Did a little testing on my own and here’s what I found. I think it is sort of how a Gen Mod Merger should work. But as VPaulus has said, it will take some effort to do so – not imposable though.

Through Gen Mod:
• Loaded the PG Mod (obviously efx file is now from PG Mod)
• Loaded the Sound Mod (efx file is now from sound mod) prompts for the ok to overlay the PG Mod version of the file.
• Manually made a separate combination efx file of the PG and Sound Mode versions and loaded it. Same message to overlay the efx file. (efx file is now the combo one.)

End result is that the full version of PG Mod and Sound Mod – including the efx file – are loaded. Also what this gains you is if any changes (new releases) are made in the PG Mod, you don’t have to remerge the efx file. Obviously this assumes the changes are not in the efx file and just scenario based – which most likely they will be. Plus if you want to play just the PG Mod with no Sound Mod, or just the Sound Mod, you can easily do that since the combination is now in a new Mod file.

Main drawback is when there are more changes made to the efx file from a new Sound Mod released. You will have to remake the combined file.

Now… let’s make a Gen Mod Editor that does the combining for you, because I’m sure this will – if it hasn’t already – happen with other files as well.
:wink:

Side note:
Also, when backing out the Mods through Gen Mod Editor – it only will let you back them out in reverse order that you installed them. good thing too, or you would end up with an efx file from one of the Mods in the PzC permanently.
VPaulus
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Post by VPaulus »

[quote="Xerkis"]
• Manually made a separate combination efx file of the PG and Sound Mode versions and loaded it. Same message to overlay the efx file. (efx file is now the combo one.)
/quote]
You didn't look well, because yesterday, I had already told you that I've done the combined file.
It's at the six post. The difference is that my combined file, changed the sounds of two of the 5 new units that "Panzer General Classical Mod" adds. Now these two units have the movement sound of the Real Sound Mod.
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Post by Xerkis »

No, it’s not that. I like to do my own research to better understand the situation. Plus there may be other Mods like Sound Mod that we will have to deal with this very thing.
:D
VPaulus
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Post by VPaulus »

Xerkis wrote:No, it’s not that. I like to do my own research to better understand the situation. Plus there may be other Mods like Sound Mod that we will have to deal with this very thing.
:D
Not yet, I suspect. But there will be.
Because Real Sound Mod is one of the first generic mods, if not the first, that is intended to be used with other mods.
Xerkis
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Post by Xerkis »

What about the insignia mod? I haven’t downloaded that one (yet) so I don’t know what all is in it.
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Post by Razz1 »

The sound mod is there for you to develop a scenario or modification around it.

Just state your modification uses the sound mod when you release it.
VPaulus
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Post by VPaulus »

Xerkis wrote:What about the insignia mod? I haven’t downloaded that one (yet) so I don’t know what all is in it.
Just activate in the right order, first PG mod, Insignia mod and then Real Sound. It will use the scenarios images of the Insignia mod instead, which are the ones that have the historical flag.
The Insignia and Real SOund don't have common files.
Xerkis
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Post by Xerkis »

VPaulus wrote:
Xerkis wrote:What about the insignia mod? I haven’t downloaded that one (yet) so I don’t know what all is in it.
Just activate in the right order, first PG mod, Insignia mod and then Real Sound. It will use the scenarios images of the Insignia mod instead, which are the ones that have the historical flag.
The Insignia and Real SOund don't have common files.
I didn’t state that clearly.
I meant the issue with the Sound Mod and PG - would there be something similar with the Insignia Mod and PG (or any other campaign mods) with either the efx or any other file?
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Post by VPaulus »

The issue with Insignia mod is similar, only instead of a efx file in common, its the scenario images which both mods share.
PG mod is very complete, it adds new units besides new campaign and a new scenarios. So the chance of having common files with other mods is bigger.
I hope to have answer your question, Xerkis.
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