Bit Blot Forum
Aquaria => Modding => Topic started by: Dolphin's Cry on December 14, 2007, 09:55:06 pm
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Download Jukebox v1.4 (http://www.mediafire.com/?1j2m4ctktrf)
(http://img142.imageshack.us/img142/448/screenshotuq8.th.jpg) (http://img142.imageshack.us/my.php?image=screenshotuq8.jpg)
Description
This mod allows you to browse through and listen to the songs from the game's main content. "Prev" and "Next" cycle through the list of songs, "Rand" goes to a randomly chosen song, and "Exit" returns you to the title screen.
Ideas for Future Versions
- Karaoke mode: Enable opening the note wheel so Naija can sing along. Not sure if this is possible without completely rewiring the current control scheme.
- Screen saver mode: After some idle time, do one or more of the following: 1) Fade out the logo and buttons. 2) Change the scene to fit the song.
Change Log
v1.4 (2007-12-15)
- Added fully working gamepad navigation.
- Made Naija sit on the throne.
- Added seal on throne.
- Added some sparkle to make the scene less static.
- Initial song is now chosen randomly.
v1.3 (2007-12-14)
- New graphics and some polishing by Derek. Woohoo!
v1.1 (2007-12-14)
- Cleaned up left-overs from title-test.
- Added "Random" button.
v1.0 (2007-12-14)
- First rough version based on title-test by Alec.
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Needs graphics plz. 8)
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It would be great if someone decided to spice this up with better fitting graphics. ;)
Already asked you in the chat. I'm on it :p
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Cool mod! Let me know if you need any help with the graphics, Don. :)
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Here's a quick idea for a better visual theme:
(http://img176.imageshack.us/img176/7338/jukeboxjt4.th.jpg) (http://img176.imageshack.us/my.php?image=jukeboxjt4.jpg)
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Heh, kinda beats my version (http://i261.photobucket.com/albums/ii79/Xevat/screen0.jpg).
No buttons, yet.
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Uploaded a second version with cleaned up scripts and some custom graphics (including a mod icon). Some tile and node names have been changed. For Don Andy and anyone else who might have had a go at creating custom graphics, here is the list of changes:
graphics:
- title.png -> jukebox.png
- title-newgame.png -> jukebox-previous.png
- title-continue.png -> jukebox-next.png
- title-exit.png -> jukebox-exit.png
nodes:
- title -> jukebox
- title-newgame -> jukebox-previous
- title-continue -> jukebox-next
- title-quit -> jukebox-quit
There is also a new button (node jukebox-random) that changes to a randomly chosen different song. There is no button graphic for that one, so it is a bit hidden. ;) Gamepad navigation does not work quite right yet.
Still hoping that Don Andy finishes his revised graphics. :)
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Here, DC - I added some new buttons for you and did a little tweaking (the Previous button wasn't working, for example!). Hope it looks alright to you!
(http://www.bit-blot.com/aqmods/jukebox.jpg)
jukebox.rar (http://www.bit-blot.com/aqmods/jukebox.rar) (323 kb)
Once again, great job! ;)
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Very cool idea. I've left Aquaria running just to listen to the music, and now it's just that much easier :)
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This is a great idea but...
where's the fun if you can't sing along? :P
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I'd have it set on the rockin' theme from the Body. Constantly.
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Uploaded a new version (1.4). Most importantly, gamepad navigation is now fully working. Please see first post for the full change log and the download link.
Derek: Much appreciated, thanks!
The_Goldfish: You could make a challenge to find the location/scene where each song is played in the game. Superflyremix, anyone? ;)
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I like this mod as an idea, but how can I get the game to run in the background while I do other stuff? If I alt+tab out the music stops :'(
We need the OST >:(
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Hmm, quick question, (Haven't downloaded this mod yet, am at work) Does the thing display the names of the track playing? Could probably pop it up as some Helptext when you change the track
If it already does, ignore me. :p It'd be handy for people wanting to hear the main tracks before they put 'em in their mods
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Hmm, quick question, (Haven't downloaded this mod yet, am at work) Does the thing display the names of the track playing? Could probably pop it up as some Helptext when you change the track
It does. See the screenshot in the first post.
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Man, this is sweet! Two things though: The track Endingpart doesn't seem to do anything, and I don't think I've heard the prometheus track before. Could it be the secret one?
edit: OH. MY. GOSH. Superflyremix. Best thing since sliced bread.
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Two things:
1) Is it possible to make it so that when one track finnishes it automaticly cycles to the next one? It could be a new button "turn cycling on/off" or something. And if that's possible it would be cool to have a "random cycle" button that when cycling, chooses a random next song. :D
2) I just made a Mods List thread. It would be cool to see this mod added to the list, Dolphin's Cry. ;)
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Great job on doing this stuff! It looks nice and works perfectly, the only one thing I miss are the control buttons.
To bad Aquaria doesn't work in a system background - I downloaded it only to get more frustrated because of this :(. Because of the beautiful game music, now I can't sleep without thinking about it. Waiting for the soundtrack guys, and nothing will ever replace good 'ol soundtrack disc! :D
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Awesome job.
The music of the game is fantastic I really cant wait for a soundtrack. However is there anyway of making the game still play music whilst in the background? I want to be able to listen to the awesome music whilst doing other things :)
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1) Is it possible to make it so that when one track finnishes it automaticly cycles to the next one? It could be a new button "turn cycling on/off" or something. And if that's possible it would be cool to have a "random cycle" button that when cycling, chooses a random next song. :D
I don't know if that is possible. Currently I just override the background music. I would need some way of knowing when a track is over to implement your idea.
2) I just made a Mods List thread. It would be cool to see this mod added to the list, Dolphin's Cry. ;)
Done. :)
However is there anyway of making the game still play music whilst in the background? I want to be able to listen to the awesome music whilst doing other things :)
As far as know that is not possible. We'll have to wait for the soundtrack.
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*spoilers*
During the ending, when the creator tells the story of his past, a piano piece with the title music plays that I really want to listen to without having to beat the ending over and over. Is there an original name to this song/can it be included in this mod?
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ummm..... wheres the actual mod file? according to the mod guide there's supposed to be a .xtml file or something to put into the _mod file in program files, but all that download got me was a ".rar" file that my computer can't do anything with... *puzzles*
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RAR is an archive format like ZIP. You need some program to extract the mod files from it. Any recent archiver should be able to handle RAR files, like 7-Zip, WinZip, or WinRar to just name a few.
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*spoilers*
During the ending, when the creator tells the story of his past, a piano piece with the title music plays that I really want to listen to without having to beat the ending over and over. Is there an original name to this song/can it be included in this mod?
Exactly what I was about to say. Also, welcome to the boards! I'm guessing you made an account just to ask for the piano piece :).
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Sure, if someone knows the name of that song, I can add it.
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Hmm, that's the problem with the current system, we can use all the main game stuff (not maps AFAIK), but we have to know its name, which is tricky.
Is there somewhere on the wiki that has the names of all the songs?
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All the songs are in the jukebox I believe. That track isn't a song, its a voice file.
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Hmm, maybe a sound test mod could be next... listen to all the sounds in the game. That would be fun!
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There must be sooooooo many sounds. And most of them are probably a second or two long. It would be kinda rediculous to listen to some hit noise on loop. :D
But, it could be good. And more mods = better (unless they are that nude mod....I don't have a pole long enough to push that away... lol).
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There must be sooooooo many sounds. And most of them are probably a second or two long.
Well, I was figuring it would be done a bit differently than the Jukebox mod. Instead, it would show the names of some number of sounds at a time (maybe 16 or 20, displayed in two columns), and you could click on the name to play the sound once, rather than in a loop. You could page through the list in a similar fashion to the recipe list in the game.
I'd really like it, because it would allow me to go back and listen to dialog clips from the game. I've been toying with the idea of going ahead and doing it, but I have a son that's due to be born any time now, so I can't really commit to something like that at this point. I could get around to it eventually, when things calm down, but my feelings would not be hurt if someone else beat me to it. The main thing that would be tricksy would be getting the entire list of sound clips!
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Just a hint; the voice overs are a separate system from the sound effects.
In some cases the voice files contain both voice and music, such as some parts of the intro and ending.
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Just a hint; the voice overs are a separate system from the sound effects.
In some cases the voice files contain both voice and music, such as some parts of the intro and ending.
Yeah, I was realizing that as I was going over the modding wiki. Still need the list of the files, though. Any chance that could be forthcoming? :)
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Ooh, you meant it like that. :-X
Silly me!
Sure, a mod like that could work. If you make a new topic about it and ask nicely maybe someone can make it for ya'. (BTW, 'grats on your child! :D)
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Here are the names of the files that can be played with the playVoice command.
You'd do something like playVoice("naija_entersongcave")
A couple of things in here include or are music.
SPOILERS, DUH.
(http://bit-blot.com/scrap/voxlist.png)
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You can also add your own voice overs to your own mods.
After you record them, and encode them to OGG, (http://www.dbpoweramp.com/dmc.htm) you can throw them in your "audio" folder and then call playVoice to use them.
You can also add a text file to the audio folder with the same name as the OGG for subtitles.
i.e. "voicetest.ogg" and
"voicetest.txt":
0:00 This is a test of subtitles
0:03 Three seconds have now passed!
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Very cool, Alec. Sanka.
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That is awesome AND sweet, thank you VERY much Alec.
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You can also add your own voice overs to your own mods.
After you record them, and encode them to OGG, (http://www.dbpoweramp.com/dmc.htm) you can throw them in your "audio" folder and then call playVoice to use them.
You can also add a text file to the audio folder with the same name as the OGG for subtitles.
i.e. "voicetest.ogg" and
"voicetest.txt":
0:00 This is a test of subtitles
0:03 Three seconds have now passed!
Nice to finally know about this, thanks ;)
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I created a new thread (http://www.bit-blot.com/forum/index.php?topic=873.0) about the sound test idea, by the way.
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*spoilers*
During the ending, when the creator tells the story of his past, a piano piece with the title music plays that I really want to listen to without having to beat the ending over and over. Is there an original name to this song/can it be included in this mod?
there's a quickfix for you to listen to that song ( u can't avoid the voice tho, unless you have some vocal remover software )
do this... download the jukebox mode. install it.. Goto the mod folder and the jukebox subfolder and goto script, edit Jukeboxinclude ,
replace the line
playSong(songName) with playVoice(songName)
goto the top of the songlist
remove all the song and put in this one "eric",
that should be it.
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I don't see a line
playSong(songName)
The closest I could find was
function jukebox_playSong(index)
All I did was search the file for "playSong". Replacing that line does nothing. Then I looked closer and found:
playMusic(songName)
But that doesn't do anything when changed either. And yes, I did remember to edit the song list at the top to only have
"eric",
in it.
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I don't see a line
playSong(songName)
The closest I could find was
function jukebox_playSong(index)
All I did was search the file for "playSong". Replacing that line does nothing. Then I looked closer and found:
playMusic(songName)
But that doesn't do anything when changed either. And yes, I did remember to edit the song list at the top to only have
"eric",
in it.
sorry. was quite sleepy while typing all that
i think u should change playmusic to playvoice. not too sure. I will confirm with you when i get home to my pc. i remember changing playmusic to playvoice or something like that.
So did you get it working? if not i could paste the whole text here.
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sorry fort the delay.
here's the entire text from the file jukeboxinclude.txt
this will 100% work.
foget which part i made changes(nore more than 3-5 ), everything was instinctive and I was very sleepy that time.
SONG_LIST = {
"eric",
}
--[[
DEFAULT_WATERLEVEL = 0
OVERRIDE_WATERLEVEL = {
["ancienttest"] = -2700,
}
--]]
function jukebox_initButton(me)
node_setCursorActivation(me, true)
node_setCatchActions(me, true)
end
function jukebox_doButtonAction(me, action, state, transitions, isdefault)
if isNestedMain() then return end
if getNodeToActivate() == me and state == 1 then
local name = transitions[action]
if name then
debugLog("jukebox_doButtonAction : "..node_getName(me).." -- "..action.." -> "..name)
local node = getNode(name)
setNodeToActivate(node)
setMousePos(toWindowFromWorld(node_x(node), node_y(node)-20))
end
return false
end
if getNodeToActivate() == 0 and state == 1 and isdefault then
if action == ACTION_MENURIGHT or action == ACTION_MENULEFT or action == ACTION_MENUUP or action == ACTION_MENUDOWN then
setNodeToActivate(me)
setMousePos(toWindowFromWorld(node_x(me), node_y(me)-20))
end
return false
end
return true
end
function jukebox_getSong()
return getStory()
end
function jukebox_playSong(index)
setStory(index)
local songName = SONG_LIST[index]
setControlHint("Now playing: "..songName)
playVoice(songName)
--[[
local waterLevel = getWaterLevel()
local newWaterLevel = OVERRIDE_WATERLEVEL[songName] or DEFAULT_WATERLEVEL
if newWaterLevel ~= waterLevel then setWaterLevel(newWaterLevel) end
--]]
end
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I copied my jukebox mod and made the jukeboxinclude.lua the same as what you put there, and it didn't change anything to the mod it seems. Did I miss something? Am I supposed to edit some other file? Or do I need to restart my computer or something? You sounded pretty sure...
Its really wierd, I can have whatever I like in the list of songs and it all stays the same in the mod when its running. :(
And yes, I made sure I wasn't just opening the old jukebox mod by editing its description so I could tell them appart.
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Make sure that in your copy of the mod you've changed all the import statements in the scripts to import from the copy, not from the original! That bit me in the butt when I was fiddling around with it.
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How about just making a new mod out of it, without having people to make it themselfs. Some are lazy... Like me. :D
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Make sure that in your copy of the mod you've changed all the import statements in the scripts to import from the copy, not from the original! That bit me in the butt when I was fiddling around with it.
I have run across that problem as well. It would be nice, if there was some easy way to re-use scripts in other mods that does not require knowing the name of the mod beforehand. Maybe a stripped down version of the standard Lua "require" function which only works for Lua modules? So instead of dofile("_mods/jukebox/scripts/jukeboxinclude.lua")
one could just dorequire "jukeboxinclude"
(with minor changes to jukeboxinclude.lua to make it a Lua module)
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Ahh, I see the problem now then.
What Dolphin suggested sounds like it could be a real improvement to the system if it could be added. Something we should maybe suggest/point out to Alec. Unless it would be too hard to put in.
Given how useful I think it would be to be able to make something as a mod for others to use in other, bigger mods (such as I make a certain script that allows walking, and others want to use it in their mod) I think it would be cool to be able to just move the files around.
I'll listen to that eric thing now. All this work on getting to the voices has made me really want to hear it. XD
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Seems like a voice over player could just be added to the jukebox mod. I don't really see a reason to have them as two separate mods.
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Alec has a point. :D
[EDIT]
I got it to work. That piano version of the main theme must go into the OST.
I have something to point out: when exiting the mod the thing keeps playing, even the subtitles. Something Alec might want to look at.
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Alec has a point. :D
[EDIT]
I got it to work. That piano version of the main theme must go into the OST.
I have something to point out: when exiting the mod the thing keeps playing, even the subtitles. Something Alec might want to look at.
yeap realized that too. pointed that out in the voice test thread i think...or some other thread....heck can't remember..
p/s I wonder why I don't remember anything post I make in this forum. Only happened here. Nowwhere else.
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Yes. Voice clips go into a queue, so you can queue up several and they'll play one after another. The stopVoice() function will stop the currently playing voice. Any others that might be queued up will still play. The stopAllVoice() function will stop the current voice and clear the queue. So when you start a new clip or exit the mod, you need to call stopVoice() first.
I can see the argument for making one sound mod to rule them all. The only tricksy part is that (as we've seen), voices work a little differently from music: they queue and they don't loop. Another possible issue comes up if we also do sound effects; I don't know how many there are, but if there are a lot, a simple previous/next interface wouldn't be so hot. Thoughts?
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Mods aren't limited to being one screen, you could hit a button on the first screen to warp naija to another with a totally different interface.
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Um, the voice clip in that little voice example thing with Eric that I listened to did loop. But that may have been something to do with the mod playing it again automatically.
Or maybe it just had a que of the same thing because I clicked on next to see what happened (nothing seemed changed, but I guess all I did was add the same song into a que).
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Um, the voice clip in that little voice example thing with Eric that I listened to did loop. But that may have been something to do with the mod playing it again automatically.
Or maybe it just had a que of the same thing because I clicked on next to see what happened (nothing seemed changed, but I guess all I did was add the same song into a que).
Yes. With only one song in the list, when you hit next it hit the end, wrapped around to the beginning and stuck the same song in the queue again.
Regarding an über sound mod, I think Alec has hit on the thing to do. Maybe put three little buttons in the corner that say "Music," "Dialog" and "Sounds," with the current one highlighted. Clicking on one would warp Naija to that interface. (Ooh, with different backgrounds!) "Music" would work just like the current jukebox mod. ""Sounds" could present a paginated list of the sounds and let you click one to listen to it. "Dialog" could go either way, or maybe a different interface that nobody's thought of yet.
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:D I got Audacity working so now I can listen to lonely Eric as often as I want. Although I cut out some of it that didn't have music backing. That piano theme really needs music notes put out so I can rig my friend into learning it, so he can play it for me all the time. ;D Great song.
And yeah, an uber sound mod would be cool. With everything....
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Add more buttons? =p
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Thank you very much frozen fire for a code to let me listen to that voice file!
:D I got Audacity working so now I can listen to lonely Eric as often as I want. Although I cut out some of it that didn't have music backing. That piano theme really needs music notes put out so I can rig my friend into learning it, so he can play it for me all the time. ;D Great song.
How do you get the Eric file to play in Audacity? Thank you for your time! I'm with you on learning that song on the piano, it's beautiful.
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Well in audacity if you hit ctrl+P then you get the preferances menu, and you should be able to make the recording device your output. That is, it will record what you hear. Then you hit the red circle to record, and run the aquaria mod. Make sure that on the main menu you mute music and sound effects so that you wont get crossovers as the mod loads. Then when the voice clip finnishes, close aquaria and hit the stop (square) button on audacity. Now you should have the whole thing recorded, and you can select bits of the recording and hit delete to remove them (bits such as the silence as aquaria loaded, the menu song of aquaria etc.)
Or if you ask me nicely then I suppose I could send you mine, but its really not that hard to do and I did cut out bits of where Eric talks about Naija.
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Could I ask real nicely? :3
Is also easy for other members too if you host it somewhere. ^-^
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*Sigh* XD
I did cut out the bit where he talks about Naija with no BG music. And I left in where he says it all feels like a dream etc and retimed it to make it faster.
http://www.box.net/shared/h1tcxa6840 (http://www.box.net/shared/h1tcxa6840)
eric.mp3
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@dolphin: thx for this great mod :D
but i've found an error ;)
in the scriptfile "jukeboxinclude.lua" in the 12th line "endingpart" must be replaced by "endingpart1"
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I have to say that I love the music that is in the intro voice: naija_intro-music
I really hope that music makes it into the OST.
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Help, it wont work!
How do I start the jukebox-mod?
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Ok Goldmaker (and note to Dolphin, there maybe should be instructions on the first page) :
1. Download the file on the first page (its a *.rar file, so you'll need winrar or some other program to unzip it) and extract it to where ever you want.
2. From inside the extracted folder take the "jukebox" folder and "jukebox.xml" file (they will be on the same level in the archive) and put them in C:\Program Files\Aquaria\_mods\
3. Run the game, and on the left of the title screen, above options, is the mods button. Click that.
4. Cycle through the mods till you find the jukebox mod and select that. There ya go. The rest is on the front page.
Hope you get all that. ;)
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It seems that i'm a bit late here (I've been listening the spectacular music of Aquaria over a half a year now) but anyway. Thanks for the mod, Dolphins Cry, Alec and others too. I can't just thank You enough. I can rest in peace until soundtrack arrives...
But I still haven't played the game through! Icy waters, Ending... it feels like my birthday and christmas would be tomorrow... ^-^
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Heh heh. Might I suggest playing the areas before listening to their songs; if only in that it will give you a proper idea for what the song should make you think of, rather than you going to a place and thinking "man, this song didn't make me think of that at all". ;)
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I've downloaded the jukebox mod and listened to most but as soon as the tittles came up for the last battle I skipped it as I would rather play it first and I am nearly ready for it now just 2 special blue bulbs to get then I will fire beast form up with a few pistol shrimps etc and go for it :D
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Heh heh. I see you're reading guides. >:D
I still wonder if its possible to hack into something and make aquaria think its selected even when its not... That way the jukebox could run in the background...
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Actually 1.1.0 has the ability to run mods in the background!
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!!
THANK YOU!!!!!!!!!!!!!!!! :-* :-* :-*
Bit-blot FTW. 8)
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Quick question that's a bit off-topic, but would it be a no-no if I took a couple selections of the OST and say, hosted them on YouTube? I'm not proposing the whole OST, but maybe a few samples. Would be sort of a temp measure before 1.1.0 and the CD release.
It wouldn't exactly be hard to do, wouldn't even require me to dig around in the files or anything. I'm just asking permission because I don't want to step on your guy's toes.
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Um, the OST isnt out yet so you couldn't really do that...
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When I say "OST" I just mean the music in general.
Basically, I can open up the Jukebox mod, open up Audacity, and set my comp to record directly from the sound card.
End result: http://www.megaupload.com/?d=ULG69SZI
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Ah, now I know what you mean. :)
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I know this is a major thread resurrection here, but I'm actually using this mod to listen to the music as I type this, and I really really really wish it had continuous play.
I can see that this was suggested on the first or second page, but nothing came of the suggestion. The obstacle was that we can't know when a song finishes playing. Well, I think I know how to get around that.
Put a list in the mod's script code, which corresponds to the list of song titles that is already there, of how long each song is. If I had my way, I'd multiply these lengths by 2 so each song plays twice. Then, when you start a new song, set a timer with the corresponding value which, when fired, will advance to the next song. Does that sound like it would work?
I want to do this, but I took a quick look at the mod's code and realized that I know absolutely nothing about modding aquaria. ^-^ I could certainly learn, but I wouldn't have time for several weeks, and I want an Oompa Loompa NOW, daddy! SO, ahem, I came to post my idea here in the hopes that someone who actually knows what they're doing might take up the torch.
Thanks for bearing with my. :)
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Your idea is the only idea that I've had that would work for the mod when I thought about it. But I also don't know much about lua, so I'm not the man.
If you ask real nicely maybe Edwards could put it in for you. xD
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If you ask real nicely maybe Edwards could put it in for you. xD
Actually, I was thinking about doing just that. Classes just ended for me, so I now have free time again, and this looked like a decent way to get back in to Aquaria modding. Looking at the existing code, it's fairly well organized, so I should be able to at least get a quick version working tonight.
Would you prefer shuffle or in-order continuous play?
[EDIT] Jukebox v1.5b1 is now available for download (http://www.mediafire.com/download.php?d2ix1mz2dwh). (OLD VERSION- SEE BELOW FOR NEWER VERSION)
I've added a new button, appearing above the "Exit" button, which cycles through single-song loop (grey), in-order continuous play (yellow), and random continuous play (green). Each song will repeat for approximately two iterations, then advance, if continuous mode is on. Do note that the new graphics are only temporary- it just takes a while to make something that actually looks decent, and I just want some feedback on how it runs right now. If anyone has any good ideas for graphics and positioning for the new button, I'd be happy to hear them.
Also, I added cleaned-up titles to the song display (I put in spaces and capitalization, and changed the title to the ogg file's title instead of its name where the two differed), and I fixed the issue where endingpart1 was referred to by the wrong name and would not play.
- Edwards
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Phew. What'd I tell ya? :D
All that in less than one day Ed? You really are awesome. ^-^
'Grats on getting off classes too by the way.
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As usual, Edwards, you rock my world. Thanks for doing this (you lucky sap for getting out of classes - I'm a masochist and am taking classes all through the summer).
I listened to the whole thing, start to finish, while I worked through five chapters of Cocoa Programming for Mac OS X (http://www.amazon.com/Cocoa-Programming-Mac-OS-3rd/dp/0321503619/ref=sr_1_1?ie=UTF8&s=books&qid=1242719592&sr=8-1). Worked like a charm.
There are some changes I would make. For example, some songs needn't be looped twice (Lost to the Waves being the most prominent example). I'd also make some new button graphics for the state selection. Sadly, this week will be very busy, since I have several assignments due and a midterm to take. But I'll get to it...eventually! Or, if someone else has free time, don't think you'd offend me by doing it first.
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Nice job, Edwards! 8)
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There are some changes I would make. For example, some songs needn't be looped twice (Lost to the Waves being the most prominent example).
Good point. I've now added a mechanism for having non-looping songs, and have declared the following songs non-looping:
Ending Part 1 (I also adjusted the length to clip out the thirty seconds of dead space after the music)
Fall of Mithalas
Fly Away
Lost to the Waves
Lucien
March of the Krotites (This doesn't sound terrible when looped, but clearly isn't meant to loop.)
Mithala End
Prelude
Prometheus (Also adjusted the length.)
superflyremix (Could be looped with no ill effects, but it doesn't seem meant for looping.)
Title
Also, there are a few songs where I'm not sure if they should or shouldn't loop, specifically Dance of the Druniads and Worships 1-5.
You can download the new version here (http://www.mediafire.com/download.php?4ncjmevgl2s). (OLD VERSION. SEE BELOW FOR NEW LINK.)
- Edwards
-
Yeah I noticed some of the songs jar when they loop. xD Looks like I was beaten to it for pointing it out though.
But you've already done everthing anyway. Yay, I'm not useful at all. ::)
-
Bravo! I am a guy from China, I'm wondering why the links of MediaFire is always unavailable :'(, is it a server problem?
-
Bravo! I am a guy from China, I'm wondering why the links of MediaFire is always unavailable :'(, is it a server problem?
It's possible MediaFire is blocked by the Great Firewall of China. Lots of other random stuff is.
-
Bravo! I am a guy from China, I'm wondering why the links of MediaFire is always unavailable :'(, is it a server problem?
It's possible MediaFire is blocked by the Great Firewall of China. Lots of other random stuff is.
Yes, a quick check with a Great Firewall blocked website checker indicates that MediaFire is blocked. RapidShare seems fine though, so here's an alternate link for you to try: Jukebox 1.5b2 Mirror (http://rapidshare.com/files/271390603/Jukebox_v1.5b2.zip) (old version- see below).
On a different note, it looks like nobody has found any problems with my changes over the summer, so (if I have time- classes just started) I guess I'll try to make some better state-change graphics and post a final version.
[EDIT] New version! Download links: MediaFire (http://www.mediafire.com/download.php?n5yxorekzmm), RapidShare (http://rapidshare.com/files/271426081/Jukebox_v1.5b3.zip).
I've thrown together a better-looking (and self-explaining) continuous-play button, moved it to a less cluttery-looking location, and re-built to game-pad menu controls. I'd particularly like some feedback on how unintuitive this last feature is, as adding the new menu button really changed how it is arranged. Comments on the placement of the controls would also be appreciated.
- Edwards
-
;)Thanks, luckily the Great Firewall doesn't block RapidShare.
-
Hm I wonder what I have done wrong... I tried to install this 15b3 version, but all it shows after selecting it is a pitch black scene where Naija is "floating".
The mod selecting screen (in game) shows "[GM] listen to all the songs in the game"
I have installed the previous version, but it's the only one working properly. When I remove the original version from the Mods -folder, rename it or something like that the new version is only showing that empty space. I thought I could just overwrite the original folder, but the name is different (being jukebox15b) so it wont work that way.
My version of this game is older 1.0.3, I wonder if this makes some difference?
-
Hm I wonder what I have done wrong... I tried to install this 15b3 version, but all it shows after selecting it is a pitch black scene where Naija is "floating".
The mod selecting screen (in game) shows "[GM] listen to all the songs in the game"
Darn it, I ran into that issue too, but it went away after I restarted the game. I'll poke around with it this afternoon to see if I can figure out what's going on. If you know where your debug log is, could you copy the last part of it just after launching the mod and post it here?
- Edwards
-
Without knowing what's the most essential part...
There was this kind of report when it loaded particles (in the middle of debug list)
forEachFile - path: _mods/jukebox15b/particles/ type: .txt
No files of type .TXT found in path _mods/jukebox15b/particles/
And I guess this is when you start the mod? Dunno.
[quote]Entering Game::applyState
pos [0], file :./_mods/jukebox15b/graphics/damage
***Could not find texture: ./_mods/jukebox15b/graphics/damage
LOADED TEXTURE FROM DISK: damage ref: 1 idx: 640
pos [-1], file :gfx/damage
LOADED TEXTURE FROM DISK: damage ref: 1 idx: 640
pos [0], file :./_mods/jukebox15b/graphics/mouse-leftbutton
***Could not find texture: ./_mods/jukebox15b/graphics/mouse-leftbutton
LOADED TEXTURE FROM DISK: mouse-leftbutton ref: 1 idx: 641
pos [-1], file :gfx/mouse-leftbutton
LOADED TEXTURE FROM DISK: mouse-leftbutton ref: 1 idx: 641
pos [0], file :./_mods/jukebox15b/graphics/mouse-rightbutton
***Could not find texture: ./_mods/jukebox15b/graphics/mouse-rightbutton
LOADED TEXTURE FROM DISK: mouse-rightbutton ref: 1 idx: 642
pos [-1], file :gfx/mouse-rightbutton
LOADED TEXTURE FROM DISK: mouse-rightbutton ref: 1 idx: 642
pos [0], file :./_mods/jukebox15b/graphics/mouse-middlebutton
***Could not find texture: ./_mods/jukebox15b/graphics/mouse-middlebutton
LOADED TEXTURE FROM DISK: mouse-middlebutton ref: 1 idx: 643
pos [-1], file :gfx/mouse-middlebutton
LOADED TEXTURE FROM DISK: mouse-middlebutton ref: 1 idx: 643
pos [0], file :./_mods/jukebox15b/graphics/mouse-body
***Could not find texture: ./_mods/jukebox15b/graphics/mouse-body
LOADED TEXTURE FROM DISK: mouse-body ref: 1 idx: 644
pos [-1], file :gfx/mouse-body
LOADED TEXTURE FROM DISK: mouse-body ref: 1 idx: 644
pos [0], file :./_mods/jukebox15b/graphics/title/back
***Could not find texture: ./_mods/jukebox15b/graphics/title/back
LOADED TEXTURE FROM DISK: title/back ref: 1 idx: 645
pos [-1], file :gfx/title/back
LOADED TEXTURE FROM DISK: title/back ref: 1 idx: 645
UNLOADING TEXTURE: title/back
pos [0], file :./_mods/jukebox15b/graphics/title/back
***Could not find texture: ./_mods/jukebox15b/graphics/title/back
LOADED TEXTURE FROM DISK: title/back ref: 1 idx: 645
pos [-1], file :gfx/title/back
LOADED TEXTURE FROM DISK: title/back ref: 1 idx: 645
Creating Avatar
Avatar 1
setCanLeaveWater
setOverrideRenderPass
Done those
Avatar vars->
Avatar 2
Avatar 3
Avatar 4
Avatar 5
pos [0], file :./_mods/jukebox15b/graphics/fader
***Could not find texture: ./_mods/jukebox15b/graphics/fader
LOADED TEXTURE FROM DISK: fader ref: 1 idx: 646
pos [-1], file :gfx/fader
LOADED TEXTURE FROM DISK: fader ref: 1 idx: 646
Avatar 6
Avatar 7
Avatar 8
Could not find animation: idle
Avatar 9
useMic...initing recording
Avatar 10
getting bones
reset timer
Done new Avatar
Done warp
Create Li
liFlag: 0
Done
WarpKeys
Done WarpKeys
Loading Scene
cameraConstrained: 0
_mods/jukebox15b/scripts/node_jukebox.lua:2: attempt to call global 'appendUserDataPath' (a nil value)
_mods/jukebox15b/scripts/node_jukebox-previous.lua:2: attempt to call global 'appendUserDataPath' (a nil value)
_mods/jukebox15b/scripts/node_jukebox-next.lua:2: attempt to call global 'appendUserDataPath' (a nil value)
_mods/jukebox15b/scripts/node_jukebox-quit.lua:2: attempt to call global 'appendUserDataPath' (a nil value)
_mods/jukebox15b/scripts/node_jukebox-random.lua:2: attempt to call global 'appendUserDataPath' (a nil value)
_mods/jukebox15b/scripts/node_jukebox-continuous.lua:2: attempt to call global 'appendUserDataPath' (a nil value)
pos [0], file :./_mods/jukebox15b/graphics/bg-rock-rep-0003
***Could not find texture: ./_mods/jukebox15b/graphics/bg-rock-rep-0003
LOADED TEXTURE FROM DISK: bg-rock-rep-0003 ref: 1 idx: 647
pos [-1], file :gfx/bg-rock-rep-0003
LOADED TEXTURE FROM DISK: bg-rock-rep-0003 ref: 1 idx: 647
pos [0], file :./_mods/jukebox15b/graphics/cathedral-rockshaft
***Could not find texture: ./_mods/jukebox15b/graphics/cathedral-rockshaft
LOADED TEXTURE FROM DISK: cathedral-rockshaft ref: 1 idx: 648
pos [-1], file :gfx/cathedral-rockshaft
LOADED TEXTURE FROM DISK: cathedral-rockshaft ref: 1 idx: 648
pos [0], file :./_mods/jukebox15b/graphics/darkness-0003
***Could not find texture: ./_mods/jukebox15b/graphics/darkness-0003
LOADED TEXTURE FROM DISK: darkness-0003 ref: 1 idx: 649
pos [-1], file :gfx/darkness-0003
LOADED TEXTURE FROM DISK: darkness-0003 ref: 1 idx: 649
pos [0], file :./_mods/jukebox15b/graphics/mithalas-banner-0001
***Could not find texture: ./_mods/jukebox15b/graphics/mithalas-banner-0001
LOADED TEXTURE FROM DISK: mithalas-banner-0001 ref: 1 idx: 650
pos [-1], file :gfx/mithalas-banner-0001
LOADED TEXTURE FROM DISK: mithalas-banner-0001 ref: 1 idx: 650
pos [0], file :./_mods/jukebox15b/graphics/cathedral-smallpillar
***Could not find texture: ./_mods/jukebox15b/graphics/cathedral-smallpillar
LOADED TEXTURE FROM DISK: cathedral-smallpillar ref: 1 idx: 651
pos [-1], file :gfx/cathedral-smallpillar
LOADED TEXTURE FROM DISK: cathedral-smallpillar ref: 1 idx: 651
pos [0], file :./_mods/jukebox15b/graphics/throne-prince
***Could not find texture: ./_mods/jukebox15b/graphics/throne-prince
LOADED TEXTURE FROM DISK: throne-prince ref: 1 idx: 652
pos [-1], file :gfx/throne-prince
LOADED TEXTURE FROM DISK: throne-prince ref: 1 idx: 652
pos [0], file :./_mods/jukebox15b/graphics/darkness-0004
***Could not find texture: ./_mods/jukebox15b/graphics/darkness-0004
LOADED TEXTURE FROM DISK: darkness-0004 ref: 1 idx: 653
pos [-1], file :gfx/darkness-0004
LOADED TEXTURE FROM DISK: darkness-0004 ref: 1 idx: 653
pos [0], file :./_mods/jukebox15b/graphics/jukebox
LOADED TEXTURE FROM DISK: jukebox ref: 1 idx: 654
pos [0], file :./_mods/jukebox15b/graphics/jukebox-previous
LOADED TEXTURE FROM DISK: jukebox-previous ref: 1 idx: 655
pos [0], file :./_mods/jukebox15b/graphics/jukebox-next
LOADED TEXTURE FROM DISK: jukebox-next ref: 1 idx: 656
pos [0], file :./_mods/jukebox15b/graphics/jukebox-exit
LOADED TEXTURE FROM DISK: jukebox-exit ref: 1 idx: 657
pos [0], file :./_mods/jukebox15b/graphics/jukebox-rand
LOADED TEXTURE FROM DISK: jukebox-rand ref: 1 idx: 658
pos [0], file :./_mods/jukebox15b/graphics/cathedral-floor-rep
***Could not find texture: ./_mods/jukebox15b/graphics/cathedral-floor-rep
LOADED TEXTURE FROM DISK: cathedral-floor-rep ref: 1 idx: 659
pos [-1], file :gfx/cathedral-floor-rep
LOADED TEXTURE FROM DISK: cathedral-floor-rep ref: 1 idx: 659
pos [0], file :./_mods/jukebox15b/graphics/seal-prince
***Could not find texture: ./_mods/jukebox15b/graphics/seal-prince
LOADED TEXTURE FROM DISK: seal-prince ref: 1 idx: 660
pos [-1], file :gfx/seal-prince
LOADED TEXTURE FROM DISK: seal-prince ref: 1 idx: 660
pos [0], file :./_mods/jukebox15b/graphics/bg-light-0002
***Could not find texture: ./_mods/jukebox15b/graphics/bg-light-0002
LOADED TEXTURE FROM DISK: bg-light-0002 ref: 1 idx: 661
pos [-1], file :gfx/bg-light-0002
LOADED TEXTURE FROM DISK: bg-light-0002 ref: 1 idx: 661
...Done
Adding Avatar
...Done
pos [0], file :./_mods/jukebox15b/graphics/water/water-line
***Could not find texture: ./_mods/jukebox15b/graphics/water/water-line
LOADED TEXTURE FROM DISK: water/water-line ref: 1 idx: 662
pos [-1], file :gfx/water/water-line
LOADED TEXTURE FROM DISK: water/water-line ref: 1 idx: 662
pos [0], file :./_mods/jukebox15b/graphics/menu2
***Could not find texture: ./_mods/jukebox15b/graphics/menu2
LOADED TEXTURE FROM DISK: menu2 ref: 1 idx: 663
pos [-1], file :gfx/menu2
LOADED TEXTURE FROM DISK: menu2 ref: 1 idx: 663
pos [0], file :./_mods/jukebox15b/graphics/formupgrades/energyidol-charged
***Could not find texture: ./_mods/jukebox15b/graphics/formupgrades/energyidol-charged
LOADED TEXTURE FROM DISK: formupgrades/energyidol-charged ref: 1 idx: 664
pos [-1], file :gfx/formupgrades/energyidol-charged
***Could not find texture: gfx/formupgrades/energyidol-charged
LOADED TEXTURE FROM DISK: formupgrades/energyidol-charged ref: 1 idx: 664
pos [0], file :./_mods/jukebox15b/graphics/areyousure
***Could not find texture: ./_mods/jukebox15b/graphics/areyousure
LOADED TEXTURE FROM DISK: areyousure ref: 1 idx: 665
pos [-1], file :gfx/areyousure
LOADED TEXTURE FROM DISK: areyousure ref: 1 idx: 665
pos [0], file :./_mods/jukebox15b/graphics/yes
***Could not find texture: ./_mods/jukebox15b/graphics/yes
LOADED TEXTURE FROM DISK: yes ref: 1 idx: 666
pos [-1], file :gfx/yes
LOADED TEXTURE FROM DISK: yes ref: 1 idx: 666
pos [0], file :./_mods/jukebox15b/graphics/no
***Could not find texture: ./_mods/jukebox15b/graphics/no
LOADED TEXTURE FROM DISK: no ref: 1 idx: 667
pos [-1], file :gfx/no
LOADED TEXTURE FROM DISK: no ref: 1 idx: 667
toggle treasure menu!
cannot open scripts/maps/premap_jukebox.lua: No such file or directory
(error loading script: scripts/maps/premap_jukebox.lua from file [scripts/maps/premap_jukebox.lua])
Could not find script file [scripts/maps/premap_jukebox.lua]
setting flag [600] to 0
playMusic
FMODEX error: 23: Unknown error code
playmusic end
initAvatar
in initAvatar
changeForm...
changeForm: 0
lastForm: 0
getting bones
reset timer
done
auraType...
trip
web
done initAvatar
Done initAvatar
reset timer
paths init
jukebox : attempt to call a nil value init
jukebox-previous : attempt to call a nil value init
jukebox-next : attempt to call a nil value init
jukebox-quit : attempt to call a nil value init
jukebox-random : attempt to call a nil value init
jukebox-continuous : attempt to call a nil value init
Updating bgSfxLoop
loading map init script
cannot open scripts/maps/map_jukebox.lua: No such file or directory
(error loading script: scripts/maps/map_jukebox.lua from file [scripts/maps/map_jukebox.lua])
Could not find script file [scripts/maps/map_jukebox.lua]
fading in
FADEIN
jukebox : attempt to call a nil value update
jukebox-previous : attempt to call a nil value update
jukebox-next : attempt to call a nil value update
jukebox-quit : attempt to call a nil value update
jukebox-random : attempt to call a nil value update
jukebox-continuous : attempt to call a nil value update
reset timer
Game::applyState Done
UNLOADING TEXTURE: ./_mods/jukebox15b/mod-icon[/quote]
I I'll modify this post to be shorter, if this is not useful or oyu find here something which helps to solve this. Thank you for the good work so far :)
-
And I guess this is when you start the mod? Dunno.
That's enough information for me to get some idea of where the problem is- something's failing when it tries to load the control nodes. This may be related to the appendUserDataPath function (AKA the make-it-run-on-a-Mac function)- did you try running 1.5b1 or 1.5b2, or did you just jump to 1.5b3? Anyway, here's (http://rapidshare.com/files/272251961/jukebox_15winbeta.zip) a quick modification for you to try out. If it doesn't load properly, post the debuglog, as I've added a few debug statements around the apparent problem area (tip: the [ code ] tag produces a small, scrollable box, allowing a less-messy post).
- Edwards
-
Well, it's the same problem again. So this is related to game version 1.03 after all? Darn, I have been too lazy. I should update this game, for the extras and this great mod as well.
Naturally I selected the newest 1.5b3 version, as it saids quite clearly OLD VERSION, SEE BELOW up there ;).But I tried older version 1.5b2, and it didn't work either.
I post the same part as last time, if this tells something to you.
Entering Game::applyState
pos [0], file :./_mods/jukebox15b_win103/graphics/damage
***Could not find texture: ./_mods/jukebox15b_win103/graphics/damage
LOADED TEXTURE FROM DISK: damage ref: 1 idx: 640
pos [-1], file :gfx/damage
LOADED TEXTURE FROM DISK: damage ref: 1 idx: 640
pos [0], file :./_mods/jukebox15b_win103/graphics/mouse-leftbutton
***Could not find texture: ./_mods/jukebox15b_win103/graphics/mouse-leftbutton
LOADED TEXTURE FROM DISK: mouse-leftbutton ref: 1 idx: 641
pos [-1], file :gfx/mouse-leftbutton
LOADED TEXTURE FROM DISK: mouse-leftbutton ref: 1 idx: 641
pos [0], file :./_mods/jukebox15b_win103/graphics/mouse-rightbutton
***Could not find texture: ./_mods/jukebox15b_win103/graphics/mouse-rightbutton
LOADED TEXTURE FROM DISK: mouse-rightbutton ref: 1 idx: 642
pos [-1], file :gfx/mouse-rightbutton
LOADED TEXTURE FROM DISK: mouse-rightbutton ref: 1 idx: 642
pos [0], file :./_mods/jukebox15b_win103/graphics/mouse-middlebutton
***Could not find texture: ./_mods/jukebox15b_win103/graphics/mouse-middlebutton
LOADED TEXTURE FROM DISK: mouse-middlebutton ref: 1 idx: 643
pos [-1], file :gfx/mouse-middlebutton
LOADED TEXTURE FROM DISK: mouse-middlebutton ref: 1 idx: 643
pos [0], file :./_mods/jukebox15b_win103/graphics/mouse-body
***Could not find texture: ./_mods/jukebox15b_win103/graphics/mouse-body
LOADED TEXTURE FROM DISK: mouse-body ref: 1 idx: 644
pos [-1], file :gfx/mouse-body
LOADED TEXTURE FROM DISK: mouse-body ref: 1 idx: 644
pos [0], file :./_mods/jukebox15b_win103/graphics/title/back
***Could not find texture: ./_mods/jukebox15b_win103/graphics/title/back
LOADED TEXTURE FROM DISK: title/back ref: 1 idx: 645
pos [-1], file :gfx/title/back
LOADED TEXTURE FROM DISK: title/back ref: 1 idx: 645
UNLOADING TEXTURE: title/back
pos [0], file :./_mods/jukebox15b_win103/graphics/title/back
***Could not find texture: ./_mods/jukebox15b_win103/graphics/title/back
LOADED TEXTURE FROM DISK: title/back ref: 1 idx: 645
pos [-1], file :gfx/title/back
LOADED TEXTURE FROM DISK: title/back ref: 1 idx: 645
Creating Avatar
Avatar 1
setCanLeaveWater
setOverrideRenderPass
Done those
Avatar vars->
Avatar 2
Avatar 3
Avatar 4
Avatar 5
pos [0], file :./_mods/jukebox15b_win103/graphics/fader
***Could not find texture: ./_mods/jukebox15b_win103/graphics/fader
LOADED TEXTURE FROM DISK: fader ref: 1 idx: 646
pos [-1], file :gfx/fader
LOADED TEXTURE FROM DISK: fader ref: 1 idx: 646
Avatar 6
Avatar 7
Avatar 8
Could not find animation: idle
Avatar 9
useMic...initing recording
Avatar 10
getting bones
reset timer
Done new Avatar
Done warp
Create Li
liFlag: 0
Done
WarpKeys
Done WarpKeys
Loading Scene
cameraConstrained: 0
cannot open _mods/jukebox15b/scripts/jukeboxinclude.lua: No such file or directory
cannot open _mods/jukebox15b/scripts/jukeboxinclude.lua: No such file or directory
cannot open _mods/jukebox15b/scripts/jukeboxinclude.lua: No such file or directory
cannot open _mods/jukebox15b/scripts/jukeboxinclude.lua: No such file or directory
cannot open _mods/jukebox15b/scripts/jukeboxinclude.lua: No such file or directory
cannot open _mods/jukebox15b/scripts/jukeboxinclude.lua: No such file or directory
pos [0], file :./_mods/jukebox15b_win103/graphics/bg-rock-rep-0003
***Could not find texture: ./_mods/jukebox15b_win103/graphics/bg-rock-rep-0003
LOADED TEXTURE FROM DISK: bg-rock-rep-0003 ref: 1 idx: 647
pos [-1], file :gfx/bg-rock-rep-0003
LOADED TEXTURE FROM DISK: bg-rock-rep-0003 ref: 1 idx: 647
pos [0], file :./_mods/jukebox15b_win103/graphics/cathedral-rockshaft
***Could not find texture: ./_mods/jukebox15b_win103/graphics/cathedral-rockshaft
LOADED TEXTURE FROM DISK: cathedral-rockshaft ref: 1 idx: 648
pos [-1], file :gfx/cathedral-rockshaft
LOADED TEXTURE FROM DISK: cathedral-rockshaft ref: 1 idx: 648
pos [0], file :./_mods/jukebox15b_win103/graphics/darkness-0003
***Could not find texture: ./_mods/jukebox15b_win103/graphics/darkness-0003
LOADED TEXTURE FROM DISK: darkness-0003 ref: 1 idx: 649
pos [-1], file :gfx/darkness-0003
LOADED TEXTURE FROM DISK: darkness-0003 ref: 1 idx: 649
pos [0], file :./_mods/jukebox15b_win103/graphics/mithalas-banner-0001
***Could not find texture: ./_mods/jukebox15b_win103/graphics/mithalas-banner-0001
LOADED TEXTURE FROM DISK: mithalas-banner-0001 ref: 1 idx: 650
pos [-1], file :gfx/mithalas-banner-0001
LOADED TEXTURE FROM DISK: mithalas-banner-0001 ref: 1 idx: 650
pos [0], file :./_mods/jukebox15b_win103/graphics/cathedral-smallpillar
***Could not find texture: ./_mods/jukebox15b_win103/graphics/cathedral-smallpillar
LOADED TEXTURE FROM DISK: cathedral-smallpillar ref: 1 idx: 651
pos [-1], file :gfx/cathedral-smallpillar
LOADED TEXTURE FROM DISK: cathedral-smallpillar ref: 1 idx: 651
pos [0], file :./_mods/jukebox15b_win103/graphics/throne-prince
***Could not find texture: ./_mods/jukebox15b_win103/graphics/throne-prince
LOADED TEXTURE FROM DISK: throne-prince ref: 1 idx: 652
pos [-1], file :gfx/throne-prince
LOADED TEXTURE FROM DISK: throne-prince ref: 1 idx: 652
pos [0], file :./_mods/jukebox15b_win103/graphics/darkness-0004
***Could not find texture: ./_mods/jukebox15b_win103/graphics/darkness-0004
LOADED TEXTURE FROM DISK: darkness-0004 ref: 1 idx: 653
pos [-1], file :gfx/darkness-0004
LOADED TEXTURE FROM DISK: darkness-0004 ref: 1 idx: 653
pos [0], file :./_mods/jukebox15b_win103/graphics/jukebox
LOADED TEXTURE FROM DISK: jukebox ref: 1 idx: 654
pos [0], file :./_mods/jukebox15b_win103/graphics/jukebox-previous
LOADED TEXTURE FROM DISK: jukebox-previous ref: 1 idx: 655
pos [0], file :./_mods/jukebox15b_win103/graphics/jukebox-next
LOADED TEXTURE FROM DISK: jukebox-next ref: 1 idx: 656
pos [0], file :./_mods/jukebox15b_win103/graphics/jukebox-exit
LOADED TEXTURE FROM DISK: jukebox-exit ref: 1 idx: 657
pos [0], file :./_mods/jukebox15b_win103/graphics/jukebox-rand
LOADED TEXTURE FROM DISK: jukebox-rand ref: 1 idx: 658
pos [0], file :./_mods/jukebox15b_win103/graphics/cathedral-floor-rep
***Could not find texture: ./_mods/jukebox15b_win103/graphics/cathedral-floor-rep
LOADED TEXTURE FROM DISK: cathedral-floor-rep ref: 1 idx: 659
pos [-1], file :gfx/cathedral-floor-rep
LOADED TEXTURE FROM DISK: cathedral-floor-rep ref: 1 idx: 659
pos [0], file :./_mods/jukebox15b_win103/graphics/seal-prince
***Could not find texture: ./_mods/jukebox15b_win103/graphics/seal-prince
LOADED TEXTURE FROM DISK: seal-prince ref: 1 idx: 660
pos [-1], file :gfx/seal-prince
LOADED TEXTURE FROM DISK: seal-prince ref: 1 idx: 660
pos [0], file :./_mods/jukebox15b_win103/graphics/bg-light-0002
***Could not find texture: ./_mods/jukebox15b_win103/graphics/bg-light-0002
LOADED TEXTURE FROM DISK: bg-light-0002 ref: 1 idx: 661
pos [-1], file :gfx/bg-light-0002
LOADED TEXTURE FROM DISK: bg-light-0002 ref: 1 idx: 661
...Done
Adding Avatar
...Done
pos [0], file :./_mods/jukebox15b_win103/graphics/water/water-line
***Could not find texture: ./_mods/jukebox15b_win103/graphics/water/water-line
LOADED TEXTURE FROM DISK: water/water-line ref: 1 idx: 662
pos [-1], file :gfx/water/water-line
LOADED TEXTURE FROM DISK: water/water-line ref: 1 idx: 662
pos [0], file :./_mods/jukebox15b_win103/graphics/menu2
***Could not find texture: ./_mods/jukebox15b_win103/graphics/menu2
LOADED TEXTURE FROM DISK: menu2 ref: 1 idx: 663
pos [-1], file :gfx/menu2
LOADED TEXTURE FROM DISK: menu2 ref: 1 idx: 663
pos [0], file :./_mods/jukebox15b_win103/graphics/formupgrades/energyidol-charged
***Could not find texture: ./_mods/jukebox15b_win103/graphics/formupgrades/energyidol-charged
LOADED TEXTURE FROM DISK: formupgrades/energyidol-charged ref: 1 idx: 664
pos [-1], file :gfx/formupgrades/energyidol-charged
***Could not find texture: gfx/formupgrades/energyidol-charged
LOADED TEXTURE FROM DISK: formupgrades/energyidol-charged ref: 1 idx: 664
pos [0], file :./_mods/jukebox15b_win103/graphics/areyousure
***Could not find texture: ./_mods/jukebox15b_win103/graphics/areyousure
LOADED TEXTURE FROM DISK: areyousure ref: 1 idx: 665
pos [-1], file :gfx/areyousure
LOADED TEXTURE FROM DISK: areyousure ref: 1 idx: 665
pos [0], file :./_mods/jukebox15b_win103/graphics/yes
***Could not find texture: ./_mods/jukebox15b_win103/graphics/yes
LOADED TEXTURE FROM DISK: yes ref: 1 idx: 666
pos [-1], file :gfx/yes
LOADED TEXTURE FROM DISK: yes ref: 1 idx: 666
pos [0], file :./_mods/jukebox15b_win103/graphics/no
***Could not find texture: ./_mods/jukebox15b_win103/graphics/no
LOADED TEXTURE FROM DISK: no ref: 1 idx: 667
pos [-1], file :gfx/no
LOADED TEXTURE FROM DISK: no ref: 1 idx: 667
toggle treasure menu!
cannot open scripts/maps/premap_jukebox.lua: No such file or directory
(error loading script: scripts/maps/premap_jukebox.lua from file [scripts/maps/premap_jukebox.lua])
Could not find script file [scripts/maps/premap_jukebox.lua]
setting flag [600] to 0
playMusic
FMODEX error: 23: Unknown error code
playmusic end
initAvatar
in initAvatar
changeForm...
changeForm: 0
lastForm: 0
getting bones
reset timer
done
auraType...
trip
web
done initAvatar
Done initAvatar
reset timer
paths init
jukebox : attempt to call a nil value init
jukebox-previous : attempt to call a nil value init
jukebox-next : attempt to call a nil value init
jukebox-quit : attempt to call a nil value init
jukebox-random : attempt to call a nil value init
jukebox-continuous : attempt to call a nil value init
Updating bgSfxLoop
loading map init script
cannot open scripts/maps/map_jukebox.lua: No such file or directory
(error loading script: scripts/maps/map_jukebox.lua from file [scripts/maps/map_jukebox.lua])
Could not find script file [scripts/maps/map_jukebox.lua]
fading in
FADEIN
jukebox : attempt to call a nil value update
jukebox-previous : attempt to call a nil value update
jukebox-next : attempt to call a nil value update
jukebox-quit : attempt to call a nil value update
jukebox-random : attempt to call a nil value update
jukebox-continuous : attempt to call a nil value update
reset timer
Game::applyState Done
UNLOADING TEXTURE: ./_mods/jukebox15b_win103/mod-icon
Sorry for the troubles, but this surely is Service with capital S :D. And thanks for the tip, I knew such a feature ([ code]) exists, but didn't know more than that... that's why I said I'll modify the message later.
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Well, it's the same problem again. So this is related to game version 1.03 after all? Darn, I have been too lazy. I should update this game, for the extras and this great mod as well.
Naturally I selected the newest 1.5b3 version, as it saids quite clearly OLD VERSION, SEE BELOW up there ;).But I tried older version 1.5b2, and it didn't work either.
I'd just been wondering if you'd downloaded the older version back in May- I'm trying to figure out if 1.0.3 supports the appendUserDataPath function. Unfortunately, I can't download a fresh copy of version 1.4, so I don't know if that function is used there (if you want to check, just open up one of the script files that doesn't have "include" in the name, and look at the first line). Anyway, you may be getting the same error, but the cause seems to have changed.
In this case, I made a stupid mistake while packaging the test version I gave you- rename the folder and xml file to be called "jukebox15b" and try it again, please.
Sorry for the troubles, but this surely is Service with capital S :D.
No problem. Also, this caused me to notice a minor bug, at least on the Mac version, that's causing the log file to grow by several KB/second. I'm going to need to track that down and fix it before I release a final version.
- Edwards
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In this case, I made a stupid mistake while packaging the test version I gave you- rename the folder and xml file to be called "jukebox15b" and try it again, please.
Hehee, this solved it - it's working now! Absolutely fantastic, thank you very much! Finally the Ending-track is playing fine, and that extra shuffle/continuous/single track - button is great upgrade.
I don't know if this differs from the "normal version" you have posted there, but it works. Dunno what'll happen if I finally decide to update this game, download next version of that mod or something like that ::)
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Just in case anyone's interested (or in case you're going to release that final version sometime, Edwards ;)) here's a modified track listing using the names and ordering from the OST. I have no comment on the looping, so I haven't touched that.
SONG_LIST = { --Format: {length (seconds), filename, song title, no-loop boolean}
-- Note that a nil value acts like false in a boolean expression.
{96, "title", "Title", true},
{99, "light", "Light"},
{108, "openwaters", "The Traveller"},
{58, "youth", "Home"},
{76, "cave", "Technique"},
{21, "mystery", "Mystery"},
{27, "ancienttest", "Ancient Test"},
{124, "archaic", "Archaic"},
{83, "bigboss", "Fatal"},
{56, "marchofthekrotites", "March of the Krotites"},
{134, "openwaters3", "Undiscovered Waters"},
{88, "miniboss", "Boss Fraught"},
{142, "remains", "Remains"},
{91, "cathedral", "Cathedral"},
{31, "mithala", "Mithala"},
{67, "mithalaanger", "Mithala Anger"},
{61, "mithalapeace", "Mithala Peace"},
{22, "mithalaend", "Mithala End", true},
{162, "fallofmithalas", "Fall of Mithalas", true},
{81, "arboreal", "Heart of the Forest"},
{82, "hopeofwinter", "Hope of Winter"},
{52, "forestgod", "Mother Nature"},
{72, "druniaddance", "Druniad Dance"}, -- Can't tell if this should or shouldn't be looped
{113, "brightwaters", "Bright Waters"},
{85, "veil", "Above"},
{120, "moment", "Moment"},
{43, "licave", "Li"},
{38, "suntemple", "Sun Temple"},
{58, "sunwormcave", "Inevitable"},
{52, "inevitable", "Inevitable 2"}, -- Not on OST?
{41, "sunworm", "Swim for Your Life"},
{61, "prometheus", "Prometheus", true}, -- length re-specced, as has long dead space (actual length 91)
{77, "openwaters2", "Lost Waters"},
{89, "seahorse", "Arnassi"},
{113, "abyss", "Dark Places"},
{46, "gullet", "Gullet"},
{128, "icywaters", "Icy Waters"},
{165, "sunkencity", "Sunken City"},
{94, "sunken", "Mother and Father"},
{62, "thebody", "The Body"},
{69, "fallenbreed", "Fallen Breed"},
{84, "worship1", "Worship 1"},
{72, "worship2", "Worship 2"}, -- Looping is a hair disjointed
{55, "worship3", "Worship 3"},
{36, "worship4", "Worship 4"}, -- Questionable looping
{76, "worship5", "Worship 5"}, -- Questionable looping
{32, "endingpart1", "Ending", true}, --actual length is 58 seconds- only first 32 has music
{150, "theend", "The Return"},
{192, "losttothewaves", "Lost to the Waves", true},
{67, "prelude", "The Verse", true},
{53, "lucien", "Lucien", true}, -- Fly Away part 1 on OST
{22, "flyaway", "Fly Away", true},
{43, "superflyremix", "Superfly Remix", true},
--{9, "bblogo", "Bit Blot Logo"},
--{3, "test", "Test"},
}
It also occurs to me that it should be possible to display the current time. Maybe even show a progress bar of sorts. Of course that would be a lot of work and this whole Jukebox thing isn't particularly relevant now that the OST is out :)
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Just in case anyone's interested (or in case you're going to release that final version sometime, Edwards ;)) here's a modified track listing using the names and ordering from the OST. I have no comment on the looping, so I haven't touched that.
Thanks! I'd considered going through and doing that, but didn't get around to it. I'll throw that into the next version, whenever I get around to posting it (unless someone beats me to it...).
It also occurs to me that it should be possible to display the current time. Maybe even show a progress bar of sorts.
Eh, easy enough. If I didn't have class in fifteen minutes I'd pound it out right now, but as is, we'll see if/when I actually get to it. I doubt it will take more than an hour to get that working, and most of that time will be spent in deciding where to place it.
- Edwards
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Cool. It might also be good to make it start at the first track now, instead of a random one.