View Full Version : Bringing back ingame music in GWX
frigokar
10-22-13, 01:55 PM
Anybody knows how can i bring back ingame music in GWX 3.0... the files are still there but that guys mod is preventing it from playing.
desertstriker
10-22-13, 05:52 PM
the files may be there but if the .cfg is missing some things or edited to be different or something to do with the sound files.
looking at my files though they have a ";" before each track in the music.CFG which tells the program to ignore that line. take that out and see if that fixes the problem.
example
[BEGIN]
Tracks=1
Track1=Empty.ogg
;Track1=Intro_1_Master.ogg
;Track2=Intro_2_Master.ogg
;Track3=Intro_3_Master.ogg
should read something like
[BEGIN]
Tracks=1
Track1=Empty.ogg
Track1=Intro_1_Master.ogg
Track2=Intro_2_Master.ogg
Track3=Intro_3_Master.ogg
frigokar
10-22-13, 11:06 PM
nope still no music...was this mod realy necesary...if i wanted to remove to music i would just go to options and set it to 0.
If anybody has the original music.cfg file i would be gratefull if you could paste it here
desertstriker
10-22-13, 11:34 PM
here you go i had to pull it from my backup HDD
[GENERAL]
CertainityTime=1
MinDuration=20
FadeTime=2
[STATES]
States=8
State1=BEGIN
State2=NORMAL
State3=BATTLE
State4=TENSION
State5=HIGH TENSION
State6=VICTORY
State7=DEFEAT
State8=JOY
[BEGIN]
Tracks=3
Track1=Intro_1_Master.ogg
Track2=Intro_2_Master.ogg
Track3=Intro_3_Master.ogg
[NORMAL]
Tracks=5
Track1=Stalker_1_Mix.ogg
Track2=Stalker_2_Mix.ogg
Track3=Stalker_3_Mix.ogg
Track4=Stalker_4_Mix.ogg
Track5=Stalker_5_Mix.ogg
[BATTLE]
Tracks=6
Track1=Battle_1_Mix.ogg
Track2=Battle_2_Mix.ogg
Track3=Battle_3_Mix.ogg
Track4=Battle_4_Mix.ogg
Track5=Battle_5_Mix.ogg
Track6=Battle_6_Mix.ogg
[TENSION]
Tracks=5
Track1=Tension_1_Mix.ogg
Track2=Tension_2_Mix.ogg
Track3=Tension_3_Mix.ogg
Track4=Tension_4_Mix.ogg
Track5=Tension_5_Master.ogg
[HIGH TENSION]
Tracks=5
Track1=High_Tension_1_Master.ogg
Track2=High_Tension_2_Master.ogg
Track3=High_Tension_3_Master.ogg
Track4=High_Tension_4_Master.ogg
Track5=High_Tension_5_Master.ogg
[VICTORY]
Tracks=3
Track1=Victory_1_Master LOOP.ogg
Track2=Victory_2_Master LOOP.ogg
Track3=Victory_3_Master LOOP.ogg
[DEFEAT]
Tracks=2
Track1=Defeat_1_Mix LOOP.ogg
Track2=Defeat_2_Master LOOP.ogg
[JOY]
Tracks=3
Track1=Joy_1_Master.ogg
Track2=Joy_2_Master.ogg
Track3=Joy_3_Master.ogg
frigokar
10-23-13, 05:55 AM
works now thank you...ah good ol sh3 with more than just 8 types of merchants
desertstriker
10-23-13, 06:40 AM
you can get more with the MFM (merchant fleet mod) or with WB's USAM (ultamite ship and aircraft mod)
frigokar
10-23-13, 07:24 AM
wow and they are gwx comatible ?! listing through recognition manual is gona be a pain in the rear...would you recomend i install both of them
desertstriker
10-23-13, 07:47 AM
well i would recommend USAM because with GWX WB has done mos of the work for you already with several of the .mis files which would have needed to be edited with any other megamod. I am not sure if they are compatible with each other though... my gut tells be no though without manual intervention.
USAM is a not yet complete but gives 58 new ships IIRC.
I am not sure if they are compatible with each other though... my gut tells be no though without manual intervention.
I run the MFM Lite Beta with USAM and GWX. I just installed USAM last and let it overwrite any conflicts JSGME found. You need a lot of RAM to run it, and it takes about 30-40 minutes to load a campaign mission, but it works.
frigokar
10-24-13, 10:18 AM
I instaled Mega Merchants Mod 3.2 pack over the 3.0 gwx. At first i had crash to desktop but then i applied that program /patch that lets silent hunter 3 use more than 2 GB of RAM since i have windows 7 64 bit..for now it works without problems.
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