More music

Could someone else confirm whether the download works or not, please?

I have just tried the MoreMusic.rar and it works fine for me. This is purely with a browser, no dropbox app installed.
 
@Sogroon, Sorry to upset you , My internet issue is caused by my browser settings. I downloaded just fine from another computer.

As for the music, I wanted to ask you, Can I just drop a mp3 selection into one of your folders or is it more than that?
 
As for the music, I wanted to ask you, Can I just drop a mp3 selection into one of your folders or is it more than that?

...as you probably tried that already: No, it is a bit more than that :)
But you just gave me a good idea...
;)
 
I remember that when Shinto and Asatru were first introduced, with your sound mod the audio for the two religions (the various sounds like the religion spreading, the sound of a missionary converting a city, etc) were not working.
Have you added them in the meantime?
I know I should just DL and check, but I really haven't had any free time lately...
 
I remember that when Shinto and Asatru were first introduced, with your sound mod the audio for the two religions (the various sounds like the religion spreading, the sound of a missionary converting a city, etc) were not working.
Have you added them in the meantime?
I know I should just DL and check, but I really haven't had any free time lately...

:blush: Oooops...
I just forgot about that. Sounds are not changed too often, but sometimes they do.
Uploading new version now...
 
More Music v1.4


v1.4
- "Add your own music" placeholder blank files added.


NEW FEATURE

I have added a simple "Add your own music" mechanic, by adding blank, placeholder files and lines to the right xml files. This allows players to add their own era related music choises to the mod.
To do so you must do the following:
1. Rename your files to XX.mp3 where XX can be a number from 01 to 20.
2. Go to your Rise of Mankind - A New Dawn\Assets\Sounds\NEW folder.
3. Choose one of the 7 era labeled folders and copy yourmusic files into it overwriting the blank music files. Files 01.mp3 to 20.mp3 are all of 0sec length, they have no real use until you replace them with some real music.
4. Run the game and enjoy :)
 
@Sogroon: With the current behavior of the launcher, the mod file are overwritten by default on update. To avoid this, i've created two files:
- checker/exclusions.default.xml; which contains default files that shouldn't be overwritten / removed during update. This file IS checked / updated during update.
- checker/exclusions.custom.xml; which contains path to some custom files that player don't want to be overwritten / removed . This file ISN'T checked / updated during update.

The behavior of the launcher is to check if the mod folder is EXACTLY the same as the copy from the server, with the exception of the excluded files. So it could remove / add / overwrite files to ensure this is a perfect copy.

So, to avoid more music files to be removed / overwritten, you need to add your mod files to exclusions.custom.xml.
In a future update (i will introduce this before mod management from the launcher), you should be able to add a file "exclusions.moremusic.xml" (for example) to be able to deliver the mod and the exclusion list at the same time.
Sorry for the inconvenience but it was needed to ensure the integrity of the mod files. I'll try to hurry that but i don't have much time at the moment.
 
You should just update your original post - and have links to the most up to date version there.

THX, I'll update that post too.
But link in it is always up to date, since it's always the same. I always replace the whole rar file.
 
So I did what the instructions said with the more music but with the exception of the main menu music nothing from it is playing.

Did you use the luncher or the rar file from dropbox?
Maybe your problem is what dbkblk has stated?



@dbkblk

Does your luncher handle Woc installer? Maybe it could run it every time when there is something updated. If that is possible, than I will make MM even more modular (in the pattern of megaciv pack), so it can always be up to date with the original files.
 
@sogroon: Could you explain to me briefly how Woc works ? Last time i've read some docs, i didn't really understood what is technically done. I understand that woc files inject values to xml but i need more explanations.
When i run woc_installer, does it copy audio and xml files from the "modules" subfolder and dispatch it trought mod folders ?
If i run woc_installer, does it mean that mods are able to only unpack files into the 'modules' folder then it would be dispatched trought mod folders ?
If yes, that could make mod support a whole lot easier !

At the moment, the launcher doesn't handle that but if woc is usable with commandline, i'll try to use it.
 
@sogroon: Could you explain to me briefly how Woc works ?
The best I can is to copy-paste its readme file:

Spoiler :

-------------------------------------
WoC INSTALLATION AND CONVERTER NOTES
-------------------------------------

The application woc_installer.jar adds extra functionality to standard WoC.
The installer does not have to be run because basic WoC functionality has
not been inhibited. To run the application, double click the jar file.
If the application interface does not appear, a Java SE Runtime Environment(JRE)
will be required. A Java runtime can be downloaded from http://java.sun.com/.


--------
Credits:
--------

Big thanks to the WoC team for supplying the underlying structure for this
application and their "WoC Converter" application which provides a highly
flexible, recursive, portable and object oriented xml tool.


-------
Author:
-------

Glider1, WoC Team


------------------------
Instructions for player:
------------------------

1) Add your module to the modules folder as per normal.

2) If you want "extra" module functionality to be installed (like audio),
double click the woc_installer.jar file and close the application after
it says it is "done". Otherwise ignore the woc_installer.

3) The woc_installer can be run as many times as you like, but it needs to
be executed only when you install a new module that you want extra
functionality for.

4) To uninstall the module, delete the module folder or move the module
to the unloaded modules folder as per normal WoC practice.
The woc_installer is not required for un-installing modules.
After uninstalling, the mod will contain extra xml, but this
does not matter. To clean the mod, just reinstall the mod.


---------------------------------
Instructions for module creators:
---------------------------------

1) If you want your module to run audio, you need to include an audio folder
under your module's directory. It does not matter where the audio folder goes
so long as it is installed under your module folder, but a most practical
suggestion is /modules/Your Module/Your Module's xml folder/audio.

2) The name of the xml audio data file is flexible as per the WoC standard.
The format of the xml audio data file is as per the WoC standard.
You can shortcut if you want so long as your audio data is enclosed
by it's immediate tag. It does not need to be enclosed by any deeper levels
of tags, but it is nice to stick to WoC practice.

3) For examples of the a module, download the RevolutionDCM
sample modules from CivFanatics.com.


----------------------------
Instructions for developers:
----------------------------

1) The source files are included in the jar. A standard java project can be
reconstructed from these sources.

2) The standard BTS xml is included in the jar, for the sake of the future
where the application will read the jar's contents and install standard
xml if needed.

3) The application could easily be extended to merge any or all a modules xml
by adding extra implementations of the CvDefines interface and including
the implementation in the info definitions. However this functionality
is already covered by the WoC SDK.

4) The application can be run from the command line:
java -jar "woc_installer.jar"


---------------------------
What woc_installer DOES do:
---------------------------

1) Searches the entire modules folder for /audio directories and merges the
xml content of those folders into the mod/assets/xml/audio contents.
This gives WoC modules complete independence from the mod itself.


-------------------------------
What woc_installer DOES NOT do:
-------------------------------

1) If the module contains audio xml files that are not present in the mod,
the merge will be unsuccessful.

2) The merge engine does not order the audio xml according to the MLF yet.
If you want a specific order for merge information in your mod, install
each woc module, one at a time.

3) If module xml is seperated out by extra tabs or spaces, it can make the
merged mods xml look a little "ugly". This can be tidied up by hand if desired.


---------------------------
What woc_installer WILL do:
---------------------------

1) It will be made to install a default xml file if it is not present in the mod.

2) It will be made to install python functionality to a woc module.

3) It will be made to install an appropriate interface tab for the module.
allowing the module to be configured in game.

4) It will enable a python mechanism for laying dormant to a module's
python code and interface, if the module is removed.


--------------------------
WoC Converter notes
--------------------------

When you build an Java application project that has a main class, the IDE
automatically copies all of the JAR
files on the projects classpath to your projects dist/lib folder. The IDE
also adds each of the JAR files to the Class-Path element in the application
JAR files manifest file (MANIFEST.MF).

To run the project from the command line, go to the dist folder and
type the following:

java -jar "woc_converter.jar"

To distribute this project, zip up the dist folder (including the lib folder)
and distribute the ZIP file.

Notes:

* If two JAR files on the project classpath have the same name, only the first
JAR file is copied to the lib folder.
* Only JAR files are copied to the lib folder.
If the classpath contains other types of files or folders, none of the
classpath elements are copied to the lib folder. In such a case,
you need to copy the classpath elements to the lib folder manually after the build.
* If a library on the projects classpath also has a Class-Path element
specified in the manifest,the content of the Class-Path element has to be on
the projects runtime path.
* To set a main class in a standard Java project, right-click the project node
in the Projects window and choose Properties. Then click Run and enter the
class name in the Main Class field. Alternatively, you can manually type the
class name in the manifest Main-Class element.

-------------
Build Issues:
-------------

1) So long as woc_installer and woc_converter is used as explained here, none have been found yet.


------------
Build Notes:
------------

v0.1
- Basic audio merging engine in woc_installer.jar
v0.2
- v0.64 WocConv.jar renamed to woc_converter.jar

----Glider1 and WoC team-----
 
@Lord Bigfoot
So, does it work for you now?

@oldnoob (and everyone else)
I am really curious what music you add on your own, what music you would like to hear ingame. I am still looking to improve the atmosphere of some eras. Ancient and Industrial (and maybe Renaissance too) could have a few more tracks IMO, but I am ot of ideas.
 
Hi Sogroon, I am sorry that I have been unable to use More Music because of the corrupted download fiasco caused by Dbkblk. I have not been able to get a current game since you issued the new version.
 
Ancient I'd like to hear some new tracks for, but I haven't bothered adding in any new music since I'm having some.... Issues... With music that I haven't been able to get answered yet =/

Ctrl-M is supposed to stop the music from playing, and hitting it again is supposed to start it once more (This only applies to the background music, not the Leader's themes, so it's not the same thing as simply muting the Music in the Game Options)

Why is this a big deal? Well, there's a few tracks I don't like listening to (Several Industrial and Modern tracks, and one Ancient/Classical track) so I Ctrl-M to cycle past it, and once in the Classical I'll often mass Ctrl-M to get to the Peloponnesian track I love so much (I've placed it in the Modern era too hehe...)
During the Classical sometimes the music won't play again after a track finishes. Does this in base BTS too. Hitting Ctrl-M twice starts it back up again.


However, right now - and only in AND - Ctrl-M does nothing. Ever. I can hit it as much as I can, and the music just keeps playing regardless. Now some dozen revisions back I'd often have this problem but only when the Industrial rolled around. Now I have it from start of a game to the finish - can't cycle through the music tracks or restart them when the Classical era decides to just stop playing the soundtrack.


So I haven't bothered with adding new music in just yet, and won't until I can find a way to solve this.
 
Ancient I'd like to hear some new tracks for, (...)

Me too, and after some search I have found some good tracks to include. Will do some more research, but in a few days there will be a new version :)

I understand your problem about CTR-M, too bad I cannot do anything about it :(
but, did you know that changing your civ's color in the bug menu will also start a new track? ;) I know it's not that simple as CTR-M, but at least there is some temporary solution.
 
MoreMusic v1.5

v1.5
- add 4 more tracks for the Acient era
- add 11 more tracks for the Industrial era
- removed some music from the Industrial era track list, that were also present in the Modern era. Now every track is only present in only one era (except for Future era, which is the same as Trans-human
- the archive is now self-extracting
 
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