Fractal Softworks Forum

Starsector => Mods => Topic started by: jamplier on August 05, 2016, 11:58:39 AM

Title: [0.9a] Combat Alarm Sounds mod v1.32
Post by: jamplier on August 05, 2016, 11:58:39 AM
Combat Alarm Sounds or CAS
Link (https://www.dropbox.com/s/e3jmjjbk5jl622u/Combat%20Alarm%20Sounds%201.32.rar?dl=1)  (v1.32)

Note: you do not need an account to download from dropbox. Just press "No thanks, continue to download" on the bottom of the pop up after pressing the "Download" button.

Description: CAS adds a variety of warning sounds triggered by things that are happening to your ship in combat (ex.: high flux, low hull, engines disabled etc.).


 (https://www.youtube.com/watch?v=_e3eYqjXmb8)


Installation:
Extract the .rar into the installation_directory/Starsector/mods folder.


Gameplay info and tips:
-These are the situations which will trigger warnings:
Spoiler
Flux above 85% (warning_2_flux.ogg);
Spoiler
(https://www.youtube.com/watch?v=-1QUtBF0hoQ)
[close]

Hull below 50% (hull_low_1.ogg);
Hull below 20% (starts an additional alarm) (hull_low_2.ogg);
Spoiler
(https://www.youtube.com/watch?v=4mmvbB7qVLI)
[close]

Engine flameout (flameout_1.ogg);
Spoiler
(https://www.youtube.com/watch?v=xj61LdORyg8)
[close]

High hull damage sustained (currently >600 in two frames) (damage_hull_1.ogg);
Spoiler
(https://www.youtube.com/watch?v=3hirZ_kn9Gg)
[close]
[close]

-You can press "O" to temporarily suppress the low hull warnings (they reactivate after you sustain >200 hull damage);

-If you would like to change a sound's volume, or remove it completely (rather, set the volume to 0 to avoid actual errors when running the game), go to installation_directory/Starsector/mods/Combat Alarm Sounds/data/config/sounds.json, and adjust the corresponding sound's volume;

-You can find the sounds at installation_directory/Starsector/mods/Combat Alarm Sounds/sounds/fx/warnings.


TODO/wishlist:

-Add up damage in a set period of time (ex: >600 damage in 0.25 seconds) instead of the current "two frames" for the high hull damage warning;
-Add config file;
-Clean up code.

Changelog:
Spoiler
v1.1 "Now we're all legal"
-Removed incremental flux warnings
-High hull damage warning activates after >600 damage in two frames(old: >1000)
-Replaced all sounds

v1.2
-Adjusted volume for some sounds
-Added in-game message when below 50% hull: "Low hull; press O to suppress warnings"

v1.3
-Code cleanup -> trigger levels are easily visible in the script (lines 35-40);
-Fixed alarm playing when changing ships in combat;
-Fixed hull alarm not playing properly if hull level increases;
-Sound pitch now changes depending on in-game time flow.
[close]

Other:
If you find bugs/errors or have a complaint/suggestion feel free to post about it here.
I decided not to use playLoop() because the sounds fade in&out.

Sources for sounds:
flashkit.com
findsounds.com

Enjoy!
Title: Re: [0.7.2a] Combat Alarm Sounds mod
Post by: Dark.Revenant on August 05, 2016, 02:01:36 PM
What license are those sounds released under?  If you don't have the legal right or permission granted to use them, those sounds are not legal to distribute.
Title: Re: [0.7.2a] Combat Alarm Sounds mod
Post by: The Soldier on August 05, 2016, 02:09:31 PM
What license are those sounds released under?  If you don't have the legal right or permission granted to use them, those sounds are not legal to distribute.
Are you really nitpicking that?  I mean, I understand all the legal implications, but this is a mod for christ's sake.

(also, legally, since this is a mod and isn't sold for profit, the law can't really touch it if you're being that picky)
Title: Re: [0.7.2a] Combat Alarm Sounds mod
Post by: jamplier on August 05, 2016, 02:19:13 PM
I'm mostly relying on the fact that it's not monetized. Also, ALL the Battlefield sound effects and music are available on a popular forum thread on a site called symthic, which is, as far as I'm aware, well known in the Battlefield community. I highly doubt EA would have a problem with my mod, when all the sound effects are readily available on the internet.
Title: Re: [0.7.2a] Combat Alarm Sounds mod
Post by: Dark.Revenant on August 05, 2016, 04:15:53 PM
That would mean the battlefield sounds are either released under a permissive license or fair use applies.  Not sure about the other games.
Title: Re: [0.7.2a] Combat Alarm Sounds mod
Post by: King Alfonzo on August 05, 2016, 06:33:37 PM
This is pretty amazing. However, may I provide some input?

-I don't think you need the flux alarm until 85-90%, and even then not as piercing as you have now; most players will be paying attention to their flux levels intensely, and will really only need a subtle reminder they're high.
-The Hull warning sound is pretty good, as sometimes you'll notice the flux moving up and down, and completely forget about the hull. The problem is you've used the Halo shield-down alarm - I keep thinking the hull is going to regenerate. Maybe make the flux override make that sound, and find some generic alert sound from freesounds for the hull?
-The high damage alarm is brilliant - that is really useful for when you get unexpectedly flanked.
-The engine disabled alarm is a godsend - several times I'll have no idea what's going on when my ship just dies in the water. Having a sound that says it's happened is pretty useful. What I wouldn't mind however is have the engine alarm sustained until the engines come back: currently the alarm sounds quickly and can be overlooked (much like the flameout message), and having a sustained sound would be really useful in this instance.
-Also, wouldn't mind a weapon disabled sound effect as well in the same vein as above.
-Is it possible for music to play when you die? I just have an amusing thought of the Team Fortress 2 'You've been dominated' theme or Solid Snake's "death' theme playing when you get blown up.
-Also, if you move to another ship, will you still have the sounds for THAT ship?


EDIT: HA HA Alfonzo, Master of Using the Tab Key.

Title: Re: [0.7.2a] Combat Alarm Sounds mod
Post by: Tartiflette on August 06, 2016, 12:13:54 AM
(also, legally, since this is a mod and isn't sold for profit, the law can't really touch it if you're being that picky)
In legal term, this is called a Load of CR*P. Or do you also believe it is legal to distribute a movie via torrent because it isn't sold for profit??? Of course even when assuming those sounds weren't released with some permissive license it is still very unlikely that EA will come after this mod, since it doesn't affect EA games sales or image in any shape or form. But they still have valid ground to file a DMCA against it if they wanted to.
Title: Re: [0.7.2a] Combat Alarm Sounds mod
Post by: jamplier on August 06, 2016, 04:18:37 AM
This is pretty amazing. However, may I provide some input?

-I don't think you need the flux alarm until 85-90%, and even then not as piercing as you have now; most players will be paying attention to their flux levels intensely, and will really only need a subtle reminder they're high.
-The Hull warning sound is pretty good, as sometimes you'll notice the flux moving up and down, and completely forget about the hull. The problem is you've used the Halo shield-down alarm - I keep thinking the hull is going to regenerate. Maybe make the flux override make that sound, and find some generic alert sound from freesounds for the hull?
-The high damage alarm is brilliant - that is really useful for when you get unexpectedly flanked.
-The engine disabled alarm is a godsend - several times I'll have no idea what's going on when my ship just dies in the water. Having a sound that says it's happened is pretty useful. What I wouldn't mind however is have the engine alarm sustained until the engines come back: currently the alarm sounds quickly and can be overlooked (much like the flameout message), and having a sustained sound would be really useful in this instance.
-Also, wouldn't mind a weapon disabled sound effect as well in the same vein as above.
-Is it possible for music to play when you die? I just have an amusing thought of the Team Fortress 2 'You've been dominated' theme or Solid Snake's "death' theme playing when you get blown up.
-Also, if you move to another ship, will you still have the sounds for THAT ship?


EDIT: HA HA Alfonzo, Master of Using the Tab Key.



-The sound that plays when above 90% flux is "independent", so to speak, of the other flux warnings. Muting flux_warning_1 in sounds.json will leave only the >90% flux sound playing. I often find myself unable to pay attention to my flux while in combat, probably because I always keep my battle size at max.
-Hah, that's a fair point, I'll probably have to do something about it.
-I find it infinitely useful as well. Fights between really large fleets can get quite chaotic, which I find really cool.
-I thought about it. Perhaps I'll change it in v1.1.
-I really don't think that would work very well, since a disabled, say, Hellbore Cannon, would probably play the same sound as a disabled LMG. It would probably just turn into a source for more audio clutter than help you.
-I thought about that as well; I won't include it in the "official" mod since it doesn't fit my original vision for it, but here's the script anyway EDIT: no longer works  :-[
-Yes, it checks the state of whatever ship you're piloting.

Regarding the sounds and their licenses:
If I have to change them to royalty free sounds, I absolutely will. I just want to say that all sound files for battlefield and halo are very easy to find and download (literally a google search away). I'm not saying my mod can't get taken down by a DMCA strike, I'm saying that if it was a realistic possibility, I probably wouldn't have been able to use those sounds in the first place. EDIT: no longer an issue
Title: Re: [0.7.2a] Combat Alarm Sounds mod
Post by: Weltall on August 06, 2016, 04:39:35 AM
I probably wouldn't have been able to use those sounds in the first place.

With the internet, finding something that is illegal to use, seems to become easier and easier.. I found out the hard way.

How about worrying for it, if the time comes? At least I am guessing even if the worst comes, they will just request it to be taken down. I still feel EA are humans... *looks at their new games* ... probably..
Title: Re: [0.7.2a] Combat Alarm Sounds mod
Post by: jamplier on August 06, 2016, 05:08:47 AM
I'm going to start looking for royalty free sound assets. Hopefully I'll be done today, or in two days at most and I'll replace the old link.
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.1
Post by: Deshara on August 06, 2016, 09:09:39 AM
I'm pretty sure bungee would hit the mods on xcom 2 and fallout that openly use their assets before they do starsector
Title: Re: [0.7.2a] Combat Alarm Sounds mod
Post by: kazi on August 06, 2016, 03:58:41 PM
(also, legally, since this is a mod and isn't sold for profit, the law can't really touch it if you're being that picky)
In legal term, this is called a Load of CR*P. Or do you also believe it is legal to distribute a movie via torrent because it isn't sold for profit??? Of course even when assuming those sounds weren't released with some permissive license it is still very unlikely that EA will come after this mod, since it doesn't affect EA games sales or image in any shape or form. But they still have valid ground to file a DMCA against it if they wanted to.

This definitely falls under "fair use." No need to scare people just for the sake of scaring people.
Title: Re: [0.7.2a] Combat Alarm Sounds mod
Post by: Tartiflette on August 06, 2016, 11:56:45 PM
This definitely falls under "fair use." No need to scare people just for the sake of scaring people.
I'm not trying to "scare" people, but to provide a friendly reminder that there are laws so they don't act surprised if they sometimes get DMCAed. It is indeed so extremely unlikely in the present case that the risk can be considered non-existent, but maybe the next time he takes assets from another license it won't be that unlikely.

Also this doesn't fit Fair Use at all:
Quote
Examples of fair use in United States copyright law include commentary, search engines, criticism, parody, news reporting, research, and scholarship.
Fair Use is is to allow the use of copyrighted material for a purpose different than the original material, so that it doesn't "compete" with the copyright owner's product. This is a case of sounds assets from a game used for the exact same purpose in another game, it's the perfect case where Fair Use DOESN'T apply.

Again, nothing will happen to this mod even if it keeps using those sounds, but it is good to remind people that just because you can find something on Internet easily doesn't make it free to use anyway they want.
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.1
Post by: Soren on August 07, 2016, 12:12:49 AM
Furthermore, while putting those sounds in a free mod means you're unlikely to be slapped with an actual suit for damages, it's still illegal, just like libel and slander are still libel and slander even if there's no provable financial harm and therefore no case. And you never know when someone with deep pockets will decide to make an example.
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.1
Post by: kazi on August 07, 2016, 05:01:09 PM
Again, nothing will happen to this mod even if it keeps using those sounds, but it is good to remind people that just because you can find something on Internet easily doesn't make it free to use anyway they want.

My point exactly. There is no reason to continually post on other people's mods that they're all going to be sued for copyright infringement. When you do this, you're not being helpful, you're just being a jerk.

Besides, there's plenty of Star Wars/Star Trek/<insert name of IP here> game mods out there which *no one* has ever been sued for. So I don't think it's even really a danger.
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.1
Post by: Alex on August 07, 2016, 05:39:06 PM
Ehh, my perspective on this is that a mod shouldn't use other games' etc assets without permission. For example, there was a GSB mod a while back, and the author asked for and got permission to use those graphics. It would be very much not cool if they didn't, regardless of the legality of it.

Seems like this is no longer an issue here, though, so that's good :)
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.1
Post by: Deshara on August 10, 2016, 02:52:18 AM
Besides, there's plenty of Star Wars/Star Trek/<insert name of IP here> game mods out there which *no one* has ever been sued for. So I don't think it's even really a danger.

Yeah 99% of copyright cases happen.because the law requires rights holders to act in their copyright's defense otherwise they lose claim to it. So EA sued that fan-made starwars game because copyright law requires them to pretend they care about. Copyright law doesn't require them to ever do anything about fan-made mods, so no company ever even pretends to care about mods.
Basically there's 0% chance of ever seeing a DMCA over a mod. The only way copyright applies to free mods is in respect to the work of fellow modder, you don't have to worry about EA
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.1
Post by: MesoTroniK on August 10, 2016, 03:52:00 AM
Basically there's 0% chance of ever seeing a DMCA over a mod.

Tell that to Mech Warrior Living Legends :(

I really miss that mod, was the best expression of Mechwarrior / Battletech to ever be created in video game format far surpassing any commercial product.
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.2
Post by: jamplier on August 10, 2016, 04:34:33 AM
Nobody can be sure what might have actually happened "behind the scenes", but officially there were no sings of a legal dispute between the creators of MW:LL and that other [anagram for yshitt] Battletech/Mechwarrior game we shall not name. And as far as I'm aware, you can still download and play it, it's just that they stopped development of it. Now that you reminded me...

Got slightly off topic here, hope I'm not bothering anyone.
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.1
Post by: Tartiflette on August 10, 2016, 07:16:23 AM
Yeah 99% of copyright cases happen.because the law requires rights holders to act in their copyright's defense otherwise they lose claim to it. So EA sued that fan-made starwars game because copyright law requires them to pretend they care about. Copyright law doesn't require them to ever do anything about fan-made mods, so no company ever even pretends to care about mods.
Basically there's 0% chance of ever seeing a DMCA over a mod. The only way copyright applies to free mods is in respect to the work of fellow modder, you don't have to worry about EA
You are mixing up IP and Trademarks: it's the second one that has to be enforced to be kept valid. IP are enforced at the discretion of the rights' owner.

As for the "0%", well I can find dozens results with a simple search but for the sake of argument:
Battlestar Galactica mod for Nexus,
A couple of Mass Effect mods, (they are actually friendly to modders but you have to ask for permission first)
Starcraft World mod for Starcraft,
Several mods inspired by the Tolkien Universe,
In the past, several Warhammer mods (although now GW encourages them)...

So yeah, point in case: there are mod friendly IP owners, and there are others that will take down anything that blip on their radar.
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.2
Post by: Dark.Revenant on August 10, 2016, 09:39:51 PM
Note that "Starcraft world" mod just had a rename instead of being cancelled, and is now about to be released with Blizzard's full support.
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.2
Post by: The Soldier on August 11, 2016, 07:29:21 AM
Ugh, you're all still going on about copyrights?
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.2
Post by: Takion Kasukedo on August 13, 2016, 04:27:17 PM
Might as well just move this topic to another forum section if it continues.
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.1
Post by: NightKev on August 13, 2016, 09:58:46 PM
You are mixing up IP and Trademarks: it's the second one that has to be enforced to be kept valid. IP are enforced at the discretion of the rights' owner.
And you're mixing up "IP" and "Copyright": IP is a blanket term including (but not limited to) copyright, patent and trademark law.
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.2
Post by: Azmond on August 21, 2016, 10:24:51 AM
Steering things back on track a bit...
I love the idea for the mod, defiantly going to give it a go sometime when I get my mod list up again. I like the idea of combat sounds and the video helped showcase some of it's intent. It'll add some life to the game.

 No more staring at a  screen where you blow up and you don't get some sort of  sound other than. "BOOOAM!" Now you have, the alarms popping off one by, one by, one till it's a maddening drone of, "WE'RE FUBARed HERE!!!" That, adds some good tension I think.
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.2
Post by: King Alfonzo on August 21, 2016, 05:54:26 PM
I've been playing it for the past couple of weeks and my gosh is it good. The engine flameout alarm is perfect, the flux alarm triggers at a good level, and the damage alarms are brilliant for warning you that, yes, you have no armour any more and that grapeshot missile is now very scary. I honestly have no idea why this wasn't implemented sooner - I can't go back to soundless Starsector without it.
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.2
Post by: jamplier on August 22, 2016, 02:22:26 PM
Yeah, the "we're in a sinking battleship" feeling was something I was striving to achieve with my mod. The fact that it is useful is almost like icing on the cake in my opinion.

Anyway, glad you're enjoying it  ;D
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.2
Post by: Paul_Kauphart on September 03, 2016, 06:18:14 AM
Hello,

I have to say, this is a godsend, especially the 85% flux alarm, and I can totally see this being in vanilla (I can't imagine playing vanilla without it at least). However, it needs an easy way to learn what sound is associated with what alarm, especially the high damage sustain one, which is not easy to identify when you've never heard it before (an ingame message saying what alarm is running would be nice). I'd also like a way to change customize the levels.

Last thing, I seem to have the damage alarm raising whenever I change command during a fight. My theory is that since I change from a mighty warship with plenty of hull to a puny shuttle, the mod detects it as a more than 600 damage. Not major really, but still inconveniant.

Thanks for that good work.
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.2
Post by: jamplier on September 03, 2016, 06:59:41 AM
Hello, and welcome to the forum! (since I see this is your first post)

I get your point about identifying sounds, though I can't see any easy way of getting additional info in-game without adding a lot of clutter (especially alongside a mod such as Histidine's Combat Chatter (which I do recommend)), which will eventually be useless anyway once you get used to the sounds. Though now that you say this, I'll probably add links to the sounds on in the original post, along with their filenames as they are in the mod.

Regarding adjusting the sound levels, instructions were included in the OP:
-If you would like to change a sound's volume, or remove it completely (rather, set the volume to 0 to avoid actual errors when running the game), go to installation_directory/Starsector/mods/Combat Alarm Sounds/data/config/sounds.json, and adjust the corresponding sound's volume;

And yes, when changing ships an alarm will usually play exactly as you described :D I'll probably fix that along with a couple of other things (related to issues with another mod, which is coincidentally the one other mod I ever made.)

Glad you're enjoying it, and thanks for the feedback!
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.2
Post by: Paul_Kauphart on September 03, 2016, 04:38:05 PM
Hey, thanks for the welcome.

Sorry, when I meant levels, I was thinking about the trigger levels, say I want to start the hull alarm at 90% and the flux alarm at 70% for example (random numbers here).

You're right, once you started to identify the different sounds, it gets redundant, I was thinking along the line of trying to get to that point faster. The links will probably do the trick, let me check the OP... -after checking the OP- This is exactly what I needed, a textbook situation for each alarm where it's easy to identify. Thanks.
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.2
Post by: jamplier on September 04, 2016, 03:38:00 AM
Ah, I see what you're saying now; yes, you can change those values in the script right now without breaking anything, though it's a bit trickier than it has to be; I won't go into a lot of detail right now since I'll make some changes to the code to make it more user friendly in the future.
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.2
Post by: Paul_Kauphart on September 04, 2016, 12:57:27 PM
Yeah, I was thinking more of using a config file (which is more user friendly). In any case, I had a look at the script, it is definetly readable, even though there are no comments in it, and I noticed something :

To silence the hull alarms, you used the canPlay variable, set it to 0 when O is pressed, record the current hull value (stopHull), and only set it back to 1 si stopHull-hull3>200 (hull3 is the current hull value, for those who did not look at the script). Problem is, once you have damage control 10, hull3 will actually increase, and stopHull is never updated. So you could have someone shut the alarm off at 300, and then go back up to something like 10000, they will never get the hull alarm again, which could be a problem.

Since you already have a piece of code to detect negative hull variation, I would use that instead : if(hull1-hull3>200f) and scrap stopHull entirely.
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.2
Post by: jamplier on September 05, 2016, 05:34:31 AM
Hah, I'd use a config file if I knew how to do it. It will happen eventually, but a relatively difficult year of school is starting in the mean time.

And yes, the stopHull problem was definitely an oversight on my part. Though I'll resort to updating stopHull if the ship's hull increases, as hull1-hull3 would only trigger it if you get bursted with 200 damage.
Thank you very much for bringing this to my attention!
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.2
Post by: Paul_Kauphart on September 05, 2016, 11:35:45 AM
Good point actually, and no problem, I like the mod and I like to help, even if it's just a little :-D
Title: Re: [0.7.2a] Combat Alarm Sounds mod v1.3
Post by: jamplier on September 08, 2016, 08:46:47 AM
Thanks again for helping me Paul!

I've updated the mod and everything should be working fine now, though if anyone finds any problems or has a suggestion then please do let me know.
Title: Re: [0.8a] Combat Alarm Sounds mod v1.3
Post by: jamplier on April 21, 2017, 06:53:33 AM
Haven't run into any issues so far after some light testing with 0.8a. If you run into any problems with it, please do post here. This mod should generally work with any future version of the game.
Title: Re: [0.8a] Combat Alarm Sounds mod v1.3
Post by: Paul_Kauphart on July 08, 2017, 03:36:00 PM
I've ran with it on 0.8.1a with no problem.

Jamplier, somehow, I still get the high damage alarm when I switch to the command shuttle, you might want to look into that.
Title: Re: [0.8a] Combat Alarm Sounds mod v1.3
Post by: jamplier on July 09, 2017, 03:24:14 AM
Ok, I think I fixed for real this time. Updated the download link.
Title: Re: [0.8a] Combat Alarm Sounds mod v1.31
Post by: orolyn on November 18, 2018, 02:10:08 PM
If anyone's waiting for this mod to be updated, in the mean time just add this to TheScriptTBH class:

Code
	public void processInputPreCoreControls(float f, List l)
{
}
Title: Re: [0.8a] Combat Alarm Sounds mod v1.32
Post by: jamplier on November 21, 2018, 11:10:49 AM
I added those lines to the script. I can't play the game at the moment, so I won't be able to test the mod for a while. Download link updated.
Title: Re: [0.9a] Combat Alarm Sounds mod v1.32
Post by: arwan on November 28, 2018, 01:44:02 AM
if its good for 0.9a now need to get it updated in the mod index to show :p .
Title: Re: [0.9a] Combat Alarm Sounds mod v1.32
Post by: tzuridis on December 02, 2018, 11:31:57 AM
Is there a way I can download the 0.8.1 version of your mod or (whatever the last version of the mod is for the previous version of StarSector) I want to play with Nexerelin and Dynasector.
Title: Re: [0.9a] Combat Alarm Sounds mod v1.32
Post by: jamplier on December 03, 2018, 02:01:13 AM
Here's (https://www.dropbox.com/s/cpgygxpbo8bzi7s/Combat%20Alarm%20Sounds%201.31.rar?dl=0) a link to the previous version, which was compatible with 0.8a.

if its good for 0.9a now need to get it updated in the mod index to show :p .
Thanks for pointing that out, I see the mods updated it in the meantime! ;)
Title: Re: [0.9a] Combat Alarm Sounds mod v1.32
Post by: tzuridis on December 03, 2018, 03:45:50 AM
Thank you
Title: Re: [0.9a] Combat Alarm Sounds mod v1.32
Post by: Astraltor on December 14, 2018, 09:35:31 PM
Hey, quick tip with the download link - you can change the dl=0 at the end to a dl=1 to have it directly download.

Would it be possible to:
1. make a configruation file so that
2. people can set their own thresholds for alarms, disable alarms, or disable looping?

I'd like to be able to have alarms for "taking some hull damage" and "took a lot of hull damage", and turn off the others
Title: Re: [0.9a] Combat Alarm Sounds mod v1.32
Post by: crypticorb on October 07, 2019, 02:52:11 PM
-If you would like to change a sound's volume, or remove it completely (rather, set the volume to 0 to avoid actual errors when running the game), go to installation_directory/Starsector/mods/Combat Alarm Sounds/data/config/sounds.json, and adjust the corresponding sound's volume;

I love that you can change the volume levels for different sounds, and I love the mod.
I've found that the high flux level alarm is a bit too loud and piercing, but still very useful, but what inputs are valid for the volume numbers?
Default is 1, and you've said 0 suppresses it entirely, but will it cause errors if I add in 0.25 for flux level alarm? Is 2 or 3 a valid input for a higher volume?