hi, im having a problem with certain sound effects in a MOD im playing which is the sacrifice of angels 2 mod. Some .ogg weapon sound files wont play in the game itself although i can get them to work in the SINS game folder. I contacted the mod creators about this issue and since no once else using the MOD has had this problem, and my original game sound files for SINS all work in game, they forwarded me here. What seems to be happening is that certain weapon effects sounds work in the game
Ryan060981
[quote]I have no clue whats going on with your sounds. The sounds are working fine for me, and we havnt changed a thing with sounds since the release. Check the ship entitys and make sure there is an entry for the weapon sounds. I already checked mine, and the backup of the mod, and they are all good. What fix you did dragoon seems to be some sins wierdness. I am wondering if what hardware people are using is having something to do with this. I use crappy built in realtec sound.[/quote]
hmm not sure whats wrong with my sounds then, i have a stock realtek card also with updated drivers, but for some reason its only the romulan disruptors that wont play for me in the game, although i can get them to play in the mod's sound folder which is odd, i switched out the romulan sound files with the klingon ones in the entity folder and they work fine, so it must be something my system doesnt like about the romulan ones, i suppose ill have to do more research with i
the romulan sounds still arent working for me, did you change any files at all dragoon?
i have done as you suggested and wound up testing all romulan ships for sound effects, what i found is that all pulse disruptor weapons on all romulan ship types have no sound to them, the only ship that does have any weapon sound effect at all is the sparrowhawk, and thats only when it fires the disruptor beam which i can hear clearly, but its the pulse disruptors that have no sound
ive noticed 1 issue with the .03a2 release you may or may not be aware of, the romulan priate T-10 vessel seems to have no weapon sound effects when it fires its pulse disruptors/torpedoes, not sure if anyone else is experiencing this. As for my opinions on the balancing, i did some experimenting by doubling the shield/armor hitpoints on most ships with a few exceptions while leaving most of the weapon strengths alone, and i agree there should be a middle ground between slow drawn
hi, i just installed the .03a1 fix and im having a few issues with it, namely it seems both the weapon effect/dialogue sounds for both races dont work now. Also another thing i noticed is that the starting frigate factory yard at the start has disappeared which is no big deal to me, i was just curious if this was intended or not. I reinstalled the .03a file thats without the fix to make sure i didnt install the .03a1 file incorrectly, and it the weapon/dialogue sounds work fine, just curious
hi, nice initial release in terms of ships, detail and substance, excellent job. As far as the balancing goes in my opinion, it seems that the weapons seem a little overpowered and the combat goes much too quickly to focus on any ship tactics. Especially in massed battles that feature anywhere from 50-100 ships, i find that even the capital ships are destroyed within seconds of approaching the enemy, it could be that the weapons are either firing too quickly from each ship, they are overpower