My engine sounds mod - 0.8.6Work-around script no longer
Posted Sep 28 2012 - 19:33
Posted Sep 28 2012 - 20:06
Posted Sep 29 2012 - 05:17
Glad you're looking into it. Gnomefather has gotten into the same issue (Have to update the thread regarding it). So far he hasn't found a solution, and something has him pretty down lately so...if you find a work around for some of the issues let us know :3
Posted Sep 29 2012 - 07:48
Edited by King_Of_Chaos, Sep 29 2012 - 07:49.
Posted Sep 29 2012 - 15:36
Some days ago I did a full text search among all Wot files for some strings from vehicles.fev / fsb.
Cant remember my search keywords exactly, but VehicleAppearance.pyc appeared to be the most relevant file.
Thought I deleted my 0.8.0 test2 client, but still having a backup. So I replaced the release VehicleAppearance.pyc
with the one from test2. Didnt test it too much, but till now the game didnt crash, I couldnt notice any missing features and the soudns work
Just packed it all together with xml files for all Maybachs >600 HP (and the bigger Porsches and the Saurer for AMX50 120 ;-) ):
This is a rather hacky workaround, we still need to find a proper solution, since its quite probable, future version of the game will
be incompatible with the old code module.
The client occasionally stutters, in python.log the following gets written:
Traceback (most recent call last):
File "scripts/client/VehicleAppearance.py", line 100, in __distRecalc
File "scripts/client/VehicleAppearance.py", line 87, in __isSoundPlaying
AttributeError: 'NoneType' object has no attribute 'state'
The missing attribute "state" and the function "__isSoundPlaying" sound quite interesting concerning our problem...
Posted Sep 29 2012 - 16:36
And now my mod is 0.8.0 compatible. Please see the primary post for the work around link. Let the engines ROAR!!!
Posted Sep 29 2012 - 19:55
Posted Sep 29 2012 - 20:19
Posted Sep 29 2012 - 20:56
Posted Sep 29 2012 - 21:24
With the 0.8.0 update, WG changed a python script which bugged all engine sound mods. Thanks to drehstab on the EU forum, a workaround has been found. There is no way to modify python script, so I am not sure what will happen in future WoT's updates, but at least the sounds work for now. In addition to your desired engine sound choice, you must use the following file:
If you are using the res_ mods folder, you must do this:
Download and unzip this mod.
Navigate to X:Games/World_of_Tanks/res <---- this folder. Copy the audio folder you find there (including its entire contents).
Navigate to X:Games/World_of_Tanks/res_mods/0.X.X <---- this folder. Paste the audio folder into the 0.X.X folder.
Open this mods' folders until you come to its files (vehicles.fsb AND vehicles.fev). Copy both of these files.
Navigate to X:Games/World_of_Tanks/res_mods/0.X.X/audio <---- this folder.
Paste vehicles.fev and vehicles.fsb into the audio folder. Click Yes to any computer warning about Move and Replace.
Close all folders.
Start game client and enjoy.
Ok Noble from what i gather your saying you must download either v4A2 or v4B2 (not v42A or v42B as you stated, just wanted to clear that up as some would question you further on that, either idle or non-idle-Your Choice) ok did that AFTER placing the entire audio folder from the res folder FIRST then overwrote with V4a2 afterwards, BUT now heres my question, where do you place the VehicleAppearance.pyc??? There is no mention of where to place this file in your instructions??? Do you simply follow the folder structure & place it in res/scripts/client folder???
Edited by Gman2900, Sep 29 2012 - 21:26.
Posted Sep 29 2012 - 21:48
Posted Sep 29 2012 - 22:15
Posted Sep 30 2012 - 00:21
I followed your instructions and I have your wonderful engines sounds!! I also copied the Scripts folder from Res and pasted it into the res_mods folder and then replaced the game's vehicleAppearance.pyc file with your"workaround" vehicleAppearance.pyc file
I will now test both v4A2 and v4B2 to see which I like better Thanks again!
Posted Oct 06 2012 - 02:03
Nvm fixed, kept copying over the wrong script file location.
Edited by crypkeypr, Oct 06 2012 - 02:37.