Impish Kat Posted May 7, 2019 Share Posted May 7, 2019 (edited) 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 July 25, 2019 by CR Miss 6 10 Link to comment Share on other sites More sharing options...
momentarygrace Posted May 7, 2019 Share Posted May 7, 2019 One question, where is the data/sound/ogg folder? It's not in my game folder, apparently. Link to comment Share on other sites More sharing options...
Apple Posted May 7, 2019 Share Posted May 7, 2019 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;". 1 Link to comment Share on other sites More sharing options...
WanderingAries Posted May 7, 2019 Share Posted May 7, 2019 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. OG Server: Pinnacle <||> Current Primary Server: Torchbearer || Also found on the others if desired <||> Generally Inactive Installing CoX: Windows || MacOS || MacOS for M1 <||> Migrating Data from an Older Installation Clubs: Mid's Hero Designer || PC Builders || HC Wiki || Jerk Hackers Old Forums <||> Titan Network <||> Heroica! (by @Shenanigunner) Link to comment Share on other sites More sharing options...
momentarygrace Posted May 8, 2019 Share Posted May 8, 2019 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! Link to comment Share on other sites More sharing options...
NinjaWeazel Posted May 8, 2019 Share Posted May 8, 2019 I believe you have to leave the base and then go back in. But I might be wrong. Link to comment Share on other sites More sharing options...
Obsidius Posted May 8, 2019 Share Posted May 8, 2019 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 Link to comment Share on other sites More sharing options...
momentarygrace Posted May 8, 2019 Share Posted May 8, 2019 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... Link to comment Share on other sites More sharing options...
Erydanus Posted May 8, 2019 Share Posted May 8, 2019 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! Link to comment Share on other sites More sharing options...
Impish Kat Posted May 9, 2019 Author Share Posted May 9, 2019 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. Link to comment Share on other sites More sharing options...
Freakenstein Posted May 9, 2019 Share Posted May 9, 2019 Great info, thanks for the easy to find post. = ] Link to comment Share on other sites More sharing options...
Silk Posted May 9, 2019 Share Posted May 9, 2019 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? Is there a some format the ogg needs to follow when encoding? a specific bitrate? Install and Troubleshooting Guide v2 WayBackMachine old forums Calistin ~ on Discord. Link to comment Share on other sites More sharing options...
Pie-ro Posted May 9, 2019 Share Posted May 9, 2019 Bookmarked. Thankyou for this! 🔥 Link to comment Share on other sites More sharing options...
Leandro Posted May 10, 2019 Share Posted May 10, 2019 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. Link to comment Share on other sites More sharing options...
Silk Posted May 10, 2019 Share Posted May 10, 2019 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? 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. Install and Troubleshooting Guide v2 WayBackMachine old forums Calistin ~ on Discord. Link to comment Share on other sites More sharing options...
momentarygrace Posted May 10, 2019 Share Posted May 10, 2019 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? Link to comment Share on other sites More sharing options...
Silk Posted May 10, 2019 Share Posted May 10, 2019 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 Install and Troubleshooting Guide v2 WayBackMachine old forums Calistin ~ on Discord. Link to comment Share on other sites More sharing options...
momentarygrace Posted May 10, 2019 Share Posted May 10, 2019 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? Link to comment Share on other sites More sharing options...
Silk Posted May 10, 2019 Share Posted May 10, 2019 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. Install and Troubleshooting Guide v2 WayBackMachine old forums Calistin ~ on Discord. Link to comment Share on other sites More sharing options...
Silk Posted May 10, 2019 Share Posted May 10, 2019 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 Install and Troubleshooting Guide v2 WayBackMachine old forums Calistin ~ on Discord. Link to comment Share on other sites More sharing options...
pheeonix Posted May 11, 2019 Share Posted May 11, 2019 I couldn't get the COV theme song or the Rogue Theme song to play in base Link to comment Share on other sites More sharing options...
momentarygrace Posted May 11, 2019 Share Posted May 11, 2019 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. Link to comment Share on other sites More sharing options...
Silk Posted May 11, 2019 Share Posted May 11, 2019 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. Install and Troubleshooting Guide v2 WayBackMachine old forums Calistin ~ on Discord. Link to comment Share on other sites More sharing options...
Magellen Posted May 14, 2019 Share Posted May 14, 2019 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! Link to comment Share on other sites More sharing options...
momentarygrace Posted May 15, 2019 Share Posted May 15, 2019 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... Link to comment Share on other sites More sharing options...
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