[MODCOMP] Rockdrums2RocknRoll Soundtrack overhaul mod

I am not using any modmods with python modifications.
The My Games\Beyond the Sword\MODS folder is empty.
I was planning on using the terrain texture pack and no latitude and longitude modmods, but those aren't installed, and didn't affect anything when they were.
 
I am not using any modmods with python modifications.
The My Games\Beyond the Sword\MODS folder is empty.
I'm gonna try installing this modmod on latest SVN revision now, perhaps something changed since I last tested it 2-3 revisions ago.

Edit: Huh, now I get the errors too.

I figured out how to fix it, strange that this is only an issue on SVN and not when using the version from GIT, but I think I understand why. I'll have it fixed in revision 11173.
 
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The fix is quite easy, so you could do it yourself right away instead of waiting the hour it takes for a new SVN revision to be ready.
Move this file
"...\Caveman2Cosmos\Assets\Python\Screens\Worldbuilder\CvWorldBuilderScreen.py"
to
"...\Caveman2Cosmos\Assets\Python\Screens\CvWorldBuilderScreen.py"
Don't copy-paste it, cut-paste it.
 
No problem, this was a weird technical issue I've never seen before, gave me some insight into how the exe initialize the game files.
Now I can load this modmod on Github (I have assert DLL) without Windows compatibility mode too :D
I have Windows 7.

So that assert I got before was completely misleading.
It was general file loading issue.
 
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Just stopping by to ask if this modmod is still up to date with the current SVN? Is no update since May mean no update has been necessary?

Edit: I can now confirm that as of SVN 11211 there is now a change to XML/Audio/Audio2DScripts.xml that needs to be included into this mod.

Edit2: Just recently got to the Ancient era in my game and saw this error message pop up at the top of the screen : Could not find file Sounds/Soundtrack/Ancient/AncORFull
 

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Also found another Could not find file error this time it's Sounds/Soundtrack/Ancient/CivIIIAncientMidEast:
 

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Would this be compatible with the latest SVN? It seems there were some changes to the audio files since the last update.
Also, the linked files (from the forum - the file and folder, not the mediafire) give me an error when I try to download them. Are they ok?
 
Ah, I did do some extensive changes to the organization of the tech audio files, but only those. If this modmod touched them at all there may be a conflict, otherwise if it's just background sound it should work fine.
 
Weird I don't hear the tech quotes audio in my game with the latest svn and this sound mod mod. I reapplied raxo2222 update that he did in August 27, 2020. See if that fixes it.
 
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Oof, if that's the case it's probably because this modmod installation works by overwriting the base game sound defines. Erm, yeah, if that's the case it's just not going to play tech audio from this svn onward until it's fixed.

@raxo2222 A git merge style master-into-this-branch fix shouldn't be hard to do though, as I don't think this modmod actually alters tech audio right?

I don't think I'll be altering names of tech quote filed from here on out, just the mp3 files, but there may be one or two that get changed.
 
Oof, if that's the case it's probably because this modmod installation works by overwriting the base game sound defines. Erm, yeah, if that's the case it's just not going to play tech audio from this svn onward until it's fixed.

@raxo2222 A git merge style master-into-this-branch fix shouldn't be hard to do though, as I don't think this modmod actually alters tech audio right?

I don't think I'll be altering names of tech quote filed from here on out, just the mp3 files, but there may be one or two that get changed.
It adds era music, doesn't change existing stuff.
 
It adds era music, doesn't change existing stuff.
Right; what I'm saying is that this modmod works by overwriting AudioDefines.xml and Audio2DScripts.xml, of which significant changes were made (mostly in Defines.xml) in the last SVN due to me organizing the tech audio files to make it sane for me to work with them.

Because your file doesn't change existing stuff, it should be easy to merge the two though; a git merge should be able to do it automatically, is what I'm saying.

Edit: I'm also totes going to try this out now, don't know how I didn't see it before xD
 
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Curious, I wonder if the files (along with the original music) could be compressed? I did a lot of music compressing for a multiplayer game server I was on, and it was honestly kind of amazing how small I could get the files without any noticeable reduction in quality. If I could do the same thing with these, maybe they could be folded into the main game?

Edit: A lot of this would depend on being able to convert the MP3 files to .ogg format, but I don't know if Civ 4 recognizes those? A lot of what I did was basically import the files into Audacity, set bitrate to 22050hz, then export as .ogg quality 0. Could frequently shave the file down 2-4x in size.
 
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