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Base Builders Cheat Sheet

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Thanks for the Base Love, Leo!

 

quote author=Leandro
 

The Cheat Sheet:

 

Keys:

 

Shift = Hold for vertical movement

Ctrl = Hold for horizontal movement

Alt = Hold for spin

Shift + Alt or Ctrl = hold for 360 spin

F1 = Cycle through grid sizes

F2 = Cycle through snap angle degrees

F3 = Enable or Disable room clipping

F5 = Cycle through anchor points (floor, wall, ceiling, surface)

Shift + Tab = Cycle through visible items

Ctrl + Z = Undo

 

The Slash commands:

 

/edit_base [1/0] = Turn base editing on or off. 1 = on, 0 = off

/grid_snap [value] = Set item placement grid to [value] degrees. Default grid = 1

/angle_snap [value] = Set rotation value to [value] degrees. Default snap = 5

/room_clip [1/0] -- 0 = In parent room, 1 = no constraints

/see_everything [1/0] = See the boundary boxes for everything in the base. 1 = on, 0 = off

/stuck - To get back to the base portal

/sg_passcode [word] = Set the base passcode to [word]-<game generatednumer>  (note: you need to be on a character with base edit permissions to use this command.)

/base_default_sky <0-15> - Set the default sky setting to one of 15 preset values:

 

  0 - Praetoria

  1 - Atlas Park 

  2 - Boomtown 

  3 - Mercy Island 

  4 - Grandville 

  5 - Cimerora 

  6 - Night Ward 

  7 - Shadow Shard 

  8 - Storm Palace 

  9 - Dense Fog 

  10 - Rikti Invasion 

  11 - Zombie Apocalypse 

  12 - Praetorian Invasion 

  13 - Lighted Paths 

  14 - Shadowed Paths 

  15 - Spaaaaaaaaaace!

 

FAQ

 

What does it mean to build outside the base?  It means exactly that.  By pressing F3 you make "Room Clipping Enabled" and with that you can build above up to a height of 900 or a low of -2,000 but you still have to stay close to the lateral edges of the base plot.

 

So if I can build outside the plot why would I ever want to build inside?  The advantage to building inside the plot is you can use the walls and lighting.  Lighting outside will someday be fixed but it is a ways off yet, so until then you'll need to use items from the lighting tab.

 

What if I want to build inside and outside?  You can!  Look for base beacons and teleport points.  Simply place the teleporter of your choice and a beacon (or 9) Then go to the place you'd like the teleporter to take you and place the necessary teleport point.

 

ETA:

 

On 5/20/2019 at 6:07 AM, Venture said:

can someone give me an idiot proof guide to building above/below the base - i can get out there but cant work out how to then add floors etc

 

1.  enable room clipping  (F3)

2.  fill a room section from top to bottom, creating a filled wall/pillar

3.  put things on top of the filled section... outside

 

Tips:

You can place a large surface item on top of the section and put things on it.

Filling multiple sections makes for easier building/placing things on top.

You can clear the section back down to floors and ceilings after building what you want on top (so you can build inside again)

You can move your entrance teleporter to the top

You can set the inter-base tp points to go back and forth between inside and outside

You can raise and lower items above and below the base... but you have to stay within the horizontal parameters of the actual plot.

You will need to use lamps & lights outside, as there is no ambient lighting... OR you can wait for the next patch that will allow you to enable outside ambient lighting.

 

5/30 Patch:  Added an experimental option to use outdoor lighting in supergroup bases. It is recommended you try it with different skies to find one suitable for your base style. Outdoor lighting disables the dynamic lighting used in base rooms and from base items; there's (at the moment) no way to have both.

 

What about sounds and music?**  We don't yet have ambient sounds you can place like you do items but there is a catalog of things or you can place your own music.

 

Music

 

New command: /sg_music "filename" will play the given sound file in the supergroup base, using the Music channel. You must have base editing permissions to use this command.

 

This will play any sound file from inside the piggs or data folders. Everybody who enters the base will hear the music you selected if it is in the pigg files; but if you place your own .ogg files in your data/sound/ogg folder, only you (and those who have a file with the same name in that folder) will hear it.

 

The music will update in real time if you use the command while inside your base, so you can use this to pseudo-DJ events in your base.

 

File names that end in _loop will loop forever. This is not something I came up with, that's how the game's always worked. So if you use /sgmusic "levelup7" it will play the level up sound once (when you enter the base) and then be silent, but if you use /sgmusic "Objective_loop" it will play the glowies sound forever (and drive everybody insane looking for it.)

 

To remove the music, use /sgmusic ""; currently playing music will fade out, not abruptly stop.

 

If you don't find something that works for you on the following list, you could try the list on the P-wiki: https://paragonwiki.com/wiki/Music

 

In tinkering with it a bit, I noticed that most of the time you only need to use the last portion of the file name and without the .ogg.  For instance: the file AtlasPark_AtlasPlaza.ogg only needs AtlasPlaza to run with the /sgmusic command.

However, some files did require using the full file name.  So, it might take a couple tries to get it right.

 

I was unable to get a normal file to loop by adding that parameter. 

Also, most of the files marked "unused" did not want to play for me.

 

Music

 

i20_01High_a_Loop: Dramatic music. "01" can become "02" and "03." "a" can become "b" and "c." "High" can become "Low." Many variations.

BankHeist_loop: Fast paced techno

Carnival3_loop: Generic carnival music

Cave2_loop and Cave4_loop: Quiet military-style techno

CDEC_Lobby_Music_Loop: Peaceful chords

Chant1_loop: Ominous chanting

Freakshow1_loop and Freakshow2_loop: Industrial grungy techno

GiantShivanMission_Loop: Dramatic fight music

H_music1_loop_new and H_music1_loop: CoH Main Menu theme

JMission5_loop: Jazzy techno

N_MenuMusic_loop: New main menu theme

NewRave1_loop to NewRave6_loop: Pocket D

P_Music1_loop: Going Rogue main menu theme

SkullsRaveMusic_loop: Heavy techno

SigStoryArc_Combat_Loop: Increasingly dramatic theme

SpeakeasyMusic_loop: Upbeat, light techno

SpookyCaveRoom_loop: Slow, ambient chords

Stats_loop: Generic techno

Studio55_01_Loop: Generic house music

TsooAmb1_loop: Peaceful bells and chords

V_Music1_loop: CoV main menu theme

Yins2_loop: Chinese beat

#Ambiance (Misc.)

Agony1_loop and Agony2_loop: Crazy noises made by crazy people

Bar2_loop: Crowded bar

BarAmb2_loop: Quiet bar

Boat1_loop to Boat4_loop: Boat engine and rushing water, with horns in the distance

Blackwand2_loop: Pulsing energy

Cadence_loop: Distant marching steps and drum beats

Cellblock_loop and Cellblock2_loop: Sirens and ringing bells

ChurchBells_loop: Church bells

ColiseumCrowd_Ambience_1_loop to ColiseumCrowd_Ambience_4_loop: Shouting audience

crwodamb2_loop: Crowd

CrystalSteamPit_loop: Pulsing energy

Donut_loop: Restaurant

factory3_loop and factory4_loop: Quiet, metal thumping

factoryrattle_loop: Rattling machines

FastFood_loop: Crowded restaurant

FirstWard_ShadowyComets_Loop: Distorted pulse with high pitch streaks

FirstWard_ShadowyOrb1_Loop: High pitch whining hum

Flotilla_EngineRoom_Clack_Loop: Clacking noise

Flotilla_EngineRoom_Water_Loop: Echoing, hollow ship interior

Flotilla_MachinePulse1_Loop and Flotilla_MachinePulse2_Loop: Distant machines pulsing

Flotilla_ShipCreaks1_Loop: Creaking metal

hospital5_loop: Hospital room

gamblingamb1_loop: Crowd and jingling coins

generaldestruction_loop: Chaos

giantpump_loop: Rhythmic, distant, hollow thumping metal

KingsRowSirens_Loop: Distant sirens

klaxon2_loop: Klaxon

Mariachi_loop: Mariachi band

Midnight_Club_Library_02_Loop: Hushed whispers and rustling

MonkeyFight1_loop: Monkey fight

MusicStore_Loop: Terrible violin

nemesisbubble_loop: Soft bubbling with tinny hum

NemesisHalberd_loop: Quiet burning

outbreak4_loop: Riot with sirens

Pinball1_loop: Pinball

Prison1_loop: Prison riot, high-pitched siren

PoolAmb1_loop: Pool hall

PropPA_loop: Low, droning voice over a PA

Propaganda1_loop: Deep, booming voice over PA

PRadio1_loop: Quiet, police radio chatter

radiocom1_loop: Tinny, distorted, alien-like voice

RecluseVO3_loop: Recluse's Grandville speech

Resistance_Ghouls_Battle1L_Loop: Warfare

Ruladak1_loop: Low, pulsing hum

RularuuMonumentBuild_loop: Distorted dimensional energy hum

RuneVox_loop Airy, mystic hum

Sentinal3_loop: Distorted, echoing, strange noises

Siren1_loop: High-pitched siren

sonor2_loop: Sonar

Spooky2_loop: Creepy background noise

tele1_loop Telephone

VoxStatic_loop: Distorted voice

WoodenGears2_loop: Wooden gears moving
 

#Ambiance (Nature)

Apparitions_LieutenantAura_Loop: Distorted wind

Apparitions_MinionAura_Loop: Low, distorted wind

ActiveMold_loop: Low, rattling, bubbling sounds

Bats_Scattered_Loop: Chattering bats

birds_loop Birds chirping

BoneClub_loop: Hollow hum

calmwater_loop Calm pond

Cave_Pool_01_Loop to Cave_Pool_04_Loop: Echoing pool of water

Cave_River_ActiveA_01_Loop to Cave_River_ActiveC_01_Loop: Rushing river

Cave_River_Alcove_01_Loop to Cave_River_Alcove_03_Loop: Calm, moving water

Cave_River_CalmA_01_Loop to Cave_River_CalmC_01_Loop: Moving water

Cave_Trickle_01_Loop and Cave_Trickle_03_Loop: Echoing, dripping water

Cave_Wind_02_Loop and Cave_Wind_04_Loop and Cave_Wind_05_Loop Calm wind

ChantryThunder_loop and ChantryThunder2_loop Storm system

CloudOfIce_Loop: Quiet, icy wind

CragsWind_Loop: Quiet wind

creatures_loop Various animal sounds

CricketsBirds_loop: Crickets, birds, and owls

DestroyedOurorobos_Wind_Loop Soft wind and thunder

EdenAmb1_loop: Wild birds

FirstWard_InvertedShadowyPaths_Loop: Park, birds, pulsing hum

FirstWard_Vortex1_Loop: Plusing, low grumbles that shift into higher pitched winds

FirstWard_WaterLapsBuilding01_Loop and FirstWard_WaterLapsBuilding02_Loop: Shoreline

FirstWard_Wind_Hi_Loop: Loud wind

FogWind_loop: Still, empty wind

Giantoctopus_loop: Low grumbling with water

gloop_loop Gloop loop

Grasshoppers_Loop: Grasshoppers

Grasshoppers-Crickets_Loop: Grasshoppers and crickets

gulls1_loop: Seagulls

HamidonSeed_Idle_Loop: Distorted insect noises

HamidonSeed_Malignant_Continuing_Loop: Bubbling liquid

Hamidon_Room_Loop: Slow pulsing hums

KingsAmb1_loop: Empty wind

LavaBG_loop: Lava

LiquidTank_Loop: Bubbling liquid

Midnight_Club_01_Loop: Empty cave

Mushroomportal_loop: Soft, windy hum with whispers

N_Rain_Loop: Rain

RobotRoom2_loop: Rumbling lava

room1_loop: Empty air

room2_loop: Deeper empty air

rularuustorm_loop: Wind, thunder, and electricity

SeedOfHamidon_Breathing_Loop: Whale sounds

SeedofHamidon_LowHealth_Loop: Echoing bubbles

Stringa_loop: Ocean, seagulls and distant sounds of boats

StormHit_loop: Crackling electricity with low, rumbling winds

ThePit_loop: Quiet cave hum

Thermite_loop: Low hum

thorneyes_loop: Grinding hum

Tumbleweed_Wind_Loop: High pitched wind with tumbleweeds billowing

WaterfallClose_01_Loop to WatervallClose_03_Loop: Waterfall

WaterWaves_02Stereo_Loop: Waves on the shoreline

WavesGulls_loop: Sea and seagulls

windleaves2_loop: Wind blowing leaves

Wind_Wintry_Loop: Fierce, chilling wind

Windtunnel_loop: Wind

 

#Ambiance (Tech)

5thColumnPortal_loop: Loud, obnoxious portal

ArachElev2_loop: Low Pulse

ArachnosStatic_loop: Distorted, erratic static

beepIBM_loop: Crazy erratic beeping

ControlRoom2_loop: Beeping Sci-fi terminals

IDF_BattleOrbI_Idle_Loop to IDF_BattleOrbIII_Idle_Loop: Vibrating hum

Data2_loop: Rattling tech

DataConsole1b_loop: Soft, erratic beeping

electricalring_loop: Hum with electricity

EmpowermentMachine_loop: Rushing air

EmpowermentMachinePulse1_Loop: Slow engine

EmpowermentMachinePulse2_Loop: Slower Engine

EmpowermentMachineSqueak_Loop: High-pitched squeaking/grinding engine

EmpowermentMachineSteam_Loop: Obnoxious, grinding steam sound

Gen1_loop: Light generator hum

GroundingRayIdle_Loop: Pulsing, high-tech energy

HD_loop: High-pitched, squeaking fan

hipower_loop: Fans and generic humming machines

Laser1_loop: Tinny, high-pitched hum

nemesis2_loop: Idle engine

NemesisDrill_loop and NemesisDrill2_loop: Loud engines

OroborosPortal_loop: Pulsing portal

particle_loop: Humming tech

particlehit_loop: Distorted humming tech

PhalanxAmb4_loop: Beeping, Sci-fi computers

pillboxforcefield_loop: Low forcefield

Portal2_loop and Portal2b_loop: Pulsing portal

portal4_loop: Low, tinny forcefield

powermaul_loop: Pulsing electricity

RiktiDataRm2_loop: Erratic, distorted hum

robotbeep1_loop and robotbeep2_loop: Erratic beeping

Sapper2_loop: Crackling electricity

Turbine2_loop: Low, rotating generator

vortex1_loop: Distorted portal

vortex3_loop: Pulsing, distorted portal

 

#Music+Ambiance

BoomMix_loop: Techno boombox sounds, with radio static and voiceover

Chalet_loop: Accordion music with chattering crowd

Jukebox2_loop: An assortment of slightly muffled, old songs. Cassette put into a machine before each one

loungemusic1_loop: Lounge music, primarily trumpet, with people speaking and plates clattering in the background

Oroboros_loop: Some birds chirping over a calm piano song. Hints of wind and water flowing in the background.

Swiss_loop: Ski chalet ambiance

Tiki4b_loop: Tribal drum beats, with applause every few minutes

 

 

Edited by CR Miss
  • Like 2
  • Thanks 5

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Thank you so much for the cheat sheet! The formatting seems to have borked the shortcut keys, though: The written-out ones (shift, control, alt, F1 etc.) are fine, but the second part is consistently "#38;#8211;".

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One question, where is the  data/sound/ogg folder?

 

It's not in my game folder, apparently.

 

The game is designed to use a folder called data as a form of user add-ons. It's not part of the game, but it will look for it when running.


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One question, where is the  data/sound/ogg folder?

 

It's not in my game folder, apparently.

 

The game is designed to use a folder called data as a form of user add-ons. It's not part of the game, but it will look for it when running.

 

Thanks for the reply! I'm still not doing something correctly. I created data folder in the main game folder, and created subfolder sound and subfolder of that, ogg and added a couple of .ogg files. When I type the command /sg_music "filename" I get the response"Your supergroup background music is now (myfile)", but all I hear is the ambient sounds of the base.

 

If anyone gets this to work I'd love to hear about it. Thanks!

 

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Are skybox and sound settings persistent? Do they save to the base? It seems like I have to reset the skybox every time I enter the base.

 

 


Obsidius

Excelsior Server | The Nightwatch

NW-738

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I believe you have to leave the base and then go back in. But I might be wrong.

 

Thanks for the suggestion. I actually did try that and no go. Also I checked to make sure the sound files do work outside of this application - just in case. I'm missing something somewhere and it probably will end up being something that is obvious to a more knowledgeable person.

 

I'm wondering if there is a sound file size limit... I'm trying to use a standard pop song...

 

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Thank you so much for the cheat sheet! The formatting seems to have borked the shortcut keys, though: The written-out ones (shift, control, alt, F1 etc.) are fine, but the second part is consistently "#38;#8211;".

I believe that entire string of garbage is for an N-dash.

Just read it as: shift - hold for vertical movement (etc).

 


See me on Excelsior as Eridanus - Whisperkill - Kid Physics - Ranger Wilde - The Hometown Scrapper - Firewatch - and more!

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Thank you so much for the cheat sheet! The formatting seems to have borked the shortcut keys, though: The written-out ones (shift, control, alt, F1 etc.) are fine, but the second part is consistently "#38;#8211;".

 

Thanks for the notice.  I had quoted Leo's original post to make a correction, and didn't realize the formatting went bonkers.  Will try to fix.

 

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Nice sticky!

 

I was wondering is it possible to loop several sounds instead of one. Instead of putting say one song on repeat can you put a whole songlist on repeat?

 

Also does this play the music throughout the whole base?

 

Also what do you mean by using the "music channel"?  I got a file on loop is says it paying in my sg but I am not hearing it?

 

OQ3st1d.png

 

Is there a some format the ogg needs to follow when encoding? a specific bitrate?

 

 

 

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Also what do you mean by using the "music channel"?  I got a file on loop is says it paying in my sg but I am not hearing it?

 

Check the Sound tab under Options. There's the Music channel, and the Effects channel.

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Also what do you mean by using the "music channel"?  I got a file on loop is says it paying in my sg but I am not hearing it?

 

Check the Sound tab under Options. There's the Music channel, and the Effects channel.

 

Not seeing those two options?

 

is there a sounds or options somewhere else other than from the menu at top right?

 

u9MjZvM.png

 

 

 

EDIT: Okay with the problem ended up being the filename itself.

 

I had "Shoot To Thrill".ogg but you can't have spaces in the filename.  Once I changed it to "Shoot_To_Thrill".ogg I could hear it.

 

 

Now to figure out if there is a way to chain together several files and make the whole chain loop other than just making one big ogg with all the songs in it.

 

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Was following Silk's posts hoping to solve my problem but alas.

 

created data folder in the main game folder, and created subfolder sound and subfolder of that, ogg and added a couple of .ogg files. When I type the command /sg_music "filename" I get the response"Your supergroup background music is now (myfile)", but all I hear is the ambient sounds of the base.

 

I also checked my options and made sure the music channel is turned up.

 

No spaces in my filename.

 

I'm stumped, any suggestions?

 

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Was following Silk's posts hoping to solve my problem but alas.

 

created data folder in the main game folder, and created subfolder sound and subfolder of that, ogg and added a couple of .ogg files. When I type the command /sg_music "filename" I get the response"Your supergroup background music is now (myfile)", but all I hear is the ambient sounds of the base.

 

I also checked my options and made sure the music channel is turned up.

 

No spaces in my filename.

 

I'm stumped, any suggestions?

 

in your main game folder you should have a folder called

 

data  in this folder make another folder called

sound  in this folder make another one called

ogg

 

In the ogg folder you need to place your own ogg files.

 

For example I want to play shoot to thrill by acdc as my background music so in my game folder:

 

city of heroes/data/sound/ogg/    I have a shoot to thrill.ogg music file.  This file needs to be spelled this way shoot_to_thrill.ogg

 

In game in my base I type in:

 

/sgmusic "shoot_to_thrill" to play the file once.

 

To play the file on infinite repeat change the title of the file in data/sound/ogg to shoot_to_thrill_loop.ogg

which also means you need to type in /sgmusic "shoot_to_thrill_loop" to play it in the base.

 

note the sound files or music has to be in ogg format not flac or mp3 etc

 

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in your main game folder you should have a folder called

 

data  in this folder make another folder called

sound  in this folder make another one called

ogg

 

In the ogg folder you need to place your own ogg files.

 

For example I want to play shoot to thrill by acdc as my background music so in my game folder:

 

city of heroes/data/sound/ogg/    I have a shoot to thrill.ogg music file.  This file needs to be spelled this way shoot_to_thrill.ogg

 

In game in my base I type in:

 

/sgmusic "shoot_to_thrill" to play the file once.

 

To play the file on infinite repeat change the title of the file in data/sound/ogg to shoot_to_thrill_loop.ogg

which also means you need to type in /sgmusic "shoot_to_thrill_loop" to play it in the base.

 

note the sound files or music has to be in ogg format not flac or mp3 etc

 

Yep. Set up the folders. The file is .ogg (I used GoldWave to covert from an mp3]. No spaces in the filename.

 

When I run the command, I get the response that the music is now (myfilename), but don't hear it, just hear the ambient sounds. And I checked the music channel in options.

 

Any other things I can check?

 

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in your main game folder you should have a folder called

 

data  in this folder make another folder called

sound  in this folder make another one called

ogg

 

In the ogg folder you need to place your own ogg files.

 

For example I want to play shoot to thrill by acdc as my background music so in my game folder:

 

city of heroes/data/sound/ogg/    I have a shoot to thrill.ogg music file.  This file needs to be spelled this way shoot_to_thrill.ogg

 

In game in my base I type in:

 

/sgmusic "shoot_to_thrill" to play the file once.

 

To play the file on infinite repeat change the title of the file in data/sound/ogg to shoot_to_thrill_loop.ogg

which also means you need to type in /sgmusic "shoot_to_thrill_loop" to play it in the base.

 

note the sound files or music has to be in ogg format not flac or mp3 etc

 

Yep. Set up the folders. The file is .ogg (I used GoldWave to covert from an mp3]. No spaces in the filename.

 

When I run the command, I get the response that the music is now (myfilename), but don't hear it, just hear the ambient sounds. And I checked the music channel in options.

 

Any other things I can check?

 

Not sure really I was having the same issue and it was just the name of the actual ogg file that was wrong..it had spaces instead of underscores.

 

Can you show me what you type exactly in the chatbox?  What you type in the chat box has to match the name of the ogg music file

 

Also is the sound folder called sound or sounds?  I initially had sounds but changed it to sound.

 

 

When you type in the chatbox to start it up you need to put the " " and for the file name you don't add the .ogg part that's just the file extension and not part of the filename.

 

The chatbox will tell you xxxx is playing even if it not spelled right but you will not hear it.

 

 

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Okay I have another problem now.  Music plays and all but if I move the music stops cuts off?

 

Is this normal behavior?

 

After some testing I see that:

 

single songs I don't have this issue.

I have this issue on joined songs.

 

With the two playlist I have made by merging 6 songs into one ogg have this problem...hmm

 

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Not sure really I was having the same issue and it was just the name of the actual ogg file that was wrong..it had spaces instead of underscores.

 

Can you show me what you type exactly in the chatbox?  What you type in the chat box has to match the name of the ogg music file

 

Also is the sound folder called sound or sounds?  I initially had sounds but changed it to sound.

 

When you type in the chatbox to start it up you need to put the " " and for the file name you don't add the .ogg part that's just the file extension and not part of the filename.

 

The chatbox will tell you xxxx is playing even if it not spelled right but you will not hear it.

 

I typed in /sgmusic "BangBang"

 

The sound file is BangBang.ogg and it is in the cox/data/sound/ogg folder. No spaces in filename.

 

Thanks for replying. I would love to get this working.

 

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Dunno then I have some files that don't seem to work properly either..they will work if I stand still, it can take a good few seconds before it starts playing..... though  if I move jump or type in chat music stops but only some files do this.

 

For example:

 

my thunderstruck.ogg plays fine, I can run around or _loop it and all works as its suppose to.

my amievil.ogg plays but if I move or jump poof music cuts off.

 

I have no idea why, they were both converted from flac to ogg with the same program too.

 

 

 

 

 

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This is my first comment on the forums, so I figured I would say something in my favorite area of COH interests...

and that is base editing!!

Since I have Homecoming downloaded and playing nicely now...

I checked out the base editing aspect.

Let's just say it is VERY HARD to stop drooling!!

Bravo to the Powers That Be that made this possible!!!

Bless ya  :)


Here is to honor..

to jump on her...

and to stay on her!

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Dunno then I have some files that don't seem to work properly either..they will work if I stand still, it can take a good few seconds before it starts playing..... though  if I move jump or type in chat music stops but only some files do this.

 

For example:

 

my thunderstruck.ogg plays fine, I can run around or _loop it and all works as its suppose to.

my amievil.ogg plays but if I move or jump poof music cuts off.

 

I have no idea why, they were both converted from flac to ogg with the same program too.

 

Silk, is there any difference in the length/size of the files that play and don't play? In other words, are the ones that don't play longer/larger files? I was wondering if there is a file limit...

 

 

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