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  #1  
Old February 28th, 2004, 11:27 AM

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Default Re: EditPad Pro

Well, that didn't work either. If I replaced the 'effect1' bitmap with 'weapons.bmp', it just kept on using 'SpellFXMissiles'. And when I added an extra effect (effect7), it wouldn't work (when I fired, it didn't show anything). But I CAN add extra frames to the original SpellFXMissiles, so that's how I'll have to do it then.

well, now that's fixed (somewhat ) I can move on to the next little problem I'm having now.
You see, I tried adding a new sound to the 'health potion' (in this case a wrench ). But somehow it just won't use it, in fact, it STILL uses the old sound. I just don't get it, I fear it's some typo, but I can't find it . Same goes for the 'food' (fuel).

[ February 28, 2004, 09:36: Message edited by: ace joh ]
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Old February 28th, 2004, 01:57 PM
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Default Re: EditPad Pro

Adding sounds should work, I added some extra sounds (just a few) to my own mod. (the sheep and wolf sounds). Did you put the sounds in the correct directory of your module?
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  #3  
Old February 28th, 2004, 01:57 PM
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Default Re: EditPad Pro

Oops double post...

[ February 28, 2004, 11:58: Message edited by: henk brouwer ]
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Old February 28th, 2004, 04:38 PM

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Default Re: EditPad Pro

Hmm, the sound works fine when I add it as a monster sound like in your mod. but it just won't work with items? Well, I still don't understand how it can still play the original sound when there's no mention of it anymore...
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Old February 28th, 2004, 05:35 PM
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Default Re: EditPad Pro

Hmm.. there seem to be two files related to items that both refer to sound files, probably one of them overrides the other one... which one did you change?

There's Main_ItemClasses.txt in the DO\modules\modulename\tiles folder, and Classes_ItemClasses.txt in the DO\Data folder.
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Old February 28th, 2004, 09:32 PM

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Default Re: EditPad Pro

I changed them both. I tested both items too, the ones I got in the beginning and the ones I picked up, but they both didn't work...
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Old March 2nd, 2004, 09:46 AM
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Default Re: EditPad Pro

Weird, but there might be another less elegant way. You could copy the wrench sound inside the "sounds" directory of your own module and rename it to whatever the healtpotion sound is in the standard Version. The game should check for the soundfile in the mod folder before it checks the base folder.

I hope that works, I'm out of ideas :-(
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