TK3600 Posted May 17 Share Posted May 17 I mean, it can be both. The data value could be bad, and the code also be bad. The code calculate armor based on multiplier of the turret weight, rather than surface area. If you can get a better formula for turret weight by all means I am all for it. I could also settle for just data change too. The code isn't great, but data is also really bad. Bad code and sensible data can still work, even if not good. 1 Link to comment Share on other sites More sharing options...
NathanKell Posted May 17 Author Share Posted May 17 26 minutes ago, TK3600 said: I mean, it can be both. The data value could be bad, and the code also be bad. The code calculate armor based on multiplier of the turret weight, rather than surface area. If you can get a better formula for turret weight by all means I am all for it. I could also settle for just data change too. The code isn't great, but data is also really bad. Bad code and sensible data can still work, even if not good. Yeah that's true of belt/deck armor as well, and definitely on my list (one reason to care about length/beam ratios and properly-ish calculating wave resistance, is that it gives you the proper tradeoff of increasing hull length leading to lighter engines but heavier armor, the NorCal/SoDak conundrum. Link to comment Share on other sites More sharing options...
NathanKell Posted May 20 Author Share Posted May 20 (edited) I've updated the OP for what this actually is, and updated the bins for NAR beta 11 and 1.5.1.2. Note the screenshot is outdated, you can also control freeboard with a slider. Edited May 20 by NathanKell Link to comment Share on other sites More sharing options...
TK3600 Posted May 24 Share Posted May 24 Do you know a way to remove the recent 'barrel erosion' mechanics? You know, high velocity reduce accuracy somehow. Link to comment Share on other sites More sharing options...
NathanKell Posted May 25 Author Share Posted May 25 5 hours ago, TK3600 said: Do you know a way to remove the recent 'barrel erosion' mechanics? You know, high velocity reduce accuracy somehow. Patch the relevant method(s) with Harmony? Link to comment Share on other sites More sharing options...
TK3600 Posted May 25 Share Posted May 25 I mean, if possible at all is the question. Some said it is hardcoded. Link to comment Share on other sites More sharing options...
XerMGGW-2 Posted May 26 Share Posted May 26 Does the original post mean that it's possible to mod the current soundfiles with other soundfiles? Would this also mean this somewhere has a modifiable section that assigns different soundfiles for different in-game entities? Link to comment Share on other sites More sharing options...
NathanKell Posted May 27 Author Share Posted May 27 On 5/25/2024 at 12:23 PM, TK3600 said: I mean, if possible at all is the question. Some said it is hardcoded. You...get what this thread is about, right? I highly recommend googling what Harmony (and MelonLoader, or Bepinex, or your loader of choice) do. On 5/26/2024 at 2:39 AM, XerMGGW-2 said: Does the original post mean that it's possible to mod the current soundfiles with other soundfiles? Would this also mean this somewhere has a modifiable section that assigns different soundfiles for different in-game entities? I would assume so. I haven't looked into sound at all but I would guess that it's all just triggered in code (maybe there's ambients on prefabs? But all the dynamic stuff I would assume is just code-triggered) so if you patch the methods that call the sounds, you'll get whatever sounds you want. That said, if you just want to replace existing clips, doesn't UABEA let you do that, no coding required? Link to comment Share on other sites More sharing options...
XerMGGW-2 Posted May 27 Share Posted May 27 (edited) 35 minutes ago, NathanKell said: I would assume so. I haven't looked into sound at all but I would guess that it's all just triggered in code (maybe there's ambients on prefabs? But all the dynamic stuff I would assume is just code-triggered) so if you patch the methods that call the sounds, you'll get whatever sounds you want. That said, if you just want to replace existing clips, doesn't UABEA let you do that, no coding required? Didn't scroll through options deep enough to find any such thingies to be extracted as .mp3s or .oggs or whatever, I'd sure love to switch and improve their contents, easy thing to do for me, if I knew where. What I am also indeed curious about the name of place where what gun caliber gets assigned what sound, not just shoot sounds but also non-pens, partials pens, torpedoes? So since the sounds have been mentioned I figured I'd ask where to look for them. Edited May 27 by XerMGGW-2 Link to comment Share on other sites More sharing options...
NathanKell Posted May 28 Author Share Posted May 28 19 hours ago, XerMGGW-2 said: Didn't scroll through options deep enough to find any such thingies to be extracted as .mp3s or .oggs or whatever, I'd sure love to switch and improve their contents, easy thing to do for me, if I knew where. What I am also indeed curious about the name of place where what gun caliber gets assigned what sound, not just shoot sounds but also non-pens, partials pens, torpedoes? So since the sounds have been mentioned I figured I'd ask where to look for them. UABEA->load resources.assets->Filter to AudioClip. For example overpen sounds are OverPen_SIZECLASS_number e.g. OverPen_Big_4 or OverPen_Tiny_1. Link to comment Share on other sites More sharing options...
XerMGGW-2 Posted May 29 Share Posted May 29 (edited) On 5/28/2024 at 9:52 AM, NathanKell said: UABEA->load resources.assets->Filter to AudioClip. For example overpen sounds are OverPen_SIZECLASS_number e.g. OverPen_Big_4 or OverPen_Tiny_1. There's one last step missing, how to import the edited sound file in place of the old one? Does it mean I have to use Unity itself to compile these actual sounds into separate sharedresources form, shove it in-between UAD's sharedresources, and then change .txt address within these sound files to my own sharedresources? Edited May 29 by XerMGGW-2 Link to comment Share on other sites More sharing options...
NathanKell Posted May 29 Author Share Posted May 29 9 hours ago, XerMGGW-2 said: There's one last step missing, how to import the edited sound file in place of the old one? Does it mean I have to use Unity itself to compile these actual sounds into separate sharedresources form, shove it in-between UAD's sharedresources, and then change .txt address within these sound files to my own sharedresources? Won't UABEA just let you import and export the sounds? Either via import-export on the dialog, or plugins->import/export? I've barely used UABEA, sorry, so your best bet is to google how to replace sounds in an assets file. Link to comment Share on other sites More sharing options...
XerMGGW-2 Posted May 30 Share Posted May 30 (edited) 12 hours ago, NathanKell said: Won't UABEA just let you import and export the sounds? Either via import-export on the dialog, or plugins->import/export? I've barely used UABEA, sorry, so your best bet is to google how to replace sounds in an assets file. Yea the last version of UABE I got, when using Plugins menu, only has ability to rip the referenced sounds out into an .ogg or .wav file or whatever else devs have happend to compile there. Previous version (like the one in BrotherMunro's and my video about modding wasn't even capable of that. And google does agree that I need to make pretty much exactly what I said before: compile my own unity sharedresources with a batch of my sounds, and edit .txt in the resource.assets' sound reference to refer to my own sharedresources instead of game's original. Edited May 30 by XerMGGW-2 Link to comment Share on other sites More sharing options...
NathanKell Posted May 30 Author Share Posted May 30 9 hours ago, XerMGGW-2 said: Yea the last version of UABE I got, when using Plugins menu, only has ability to rip the referenced sounds out into an .ogg or .wav file or whatever else devs have happend to compile there. Previous version (like the one in BrotherMunro's and my video about modding wasn't even capable of that. And google does agree that I need to make pretty much exactly what I said before: compile my own unity sharedresources with a batch of my sounds, and edit .txt in the resource.assets' sound reference to refer to my own sharedresources instead of game's original. Man that sucks. It's not what I'd expect. Bleh. Sorry! Alternate approach is probably to just harmony-patch the game's sound-playing method and intercept the call, and then look up into a table and call it with your own sound instead of the game's. During game load you'll need to manually load and convert your sound clips into Unity AudioClips and store them in some static db somewhere for later reference. That'll avoid having to make a new asset bundle, but I'm not sure it's worth the hassle compared to what you're describing? (I mean, it's the approach I'd take, but I'm way more comfortable with code than with assets ) Link to comment Share on other sites More sharing options...
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