Audiosurf 2

Audiosurf 2

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@Dylan: Please let us insert assets through mods.
LoadSounds{} doesnt work when i try to use it from the lua file of a mod.

As far as ive seen, sound imports are tied to the skins themselves, which is of course functional and cool, but it doesnt really do the job right when all you want to do is make a traditional mono clone with just a few more sound effects for certain custom events that come with your mod.

In that case you would have to clone a complete wagonload of skins from other players (woo, copypasta) just because you want that one extra sound in your mod.

So please make it that LoadSounds{}, or any other way to load sounds from the mod folder would work.

Perhaps there is already one, but as far as im concerned, i have not yet seen a mod made by someone else that does it.
Last edited by Blushing Boo; 5 Jun, 2014 @ 5:56am
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Showing 1-7 of 7 comments
pit 5 Jun, 2014 @ 5:54am 
That would be great.
The same goes for ships, they are tied to the skin.
Would be awesome if we can choose which vehicle we want to use.
Last edited by pit; 5 Jun, 2014 @ 5:55am
Blushing Boo 5 Jun, 2014 @ 5:59am 
Originally posted by Pit-O-Matic ヅ:
That would be great.
The same goes for ships, they are tied to the skin.
Would be awesome if we can choose which vehicle we want to use.

Ill just remove the "(sound)" part from the title to emphasize on the request for generally better asset management. Although i think that adding ships through a mod does not necessarily make that much of sense, as it also has to kinda work with the color gradient thingey the skin uses and stuff.

But hey, perhaps the dev can think of a smart solution for all kinds of assets. Its not me coding the updates after all ^^. So one can hope for the best.
💦 Jono 7 Jun, 2014 @ 4:52am 
Yes please!
Blushing Boo 12 Jun, 2014 @ 6:24am 
Bump
dudemeister 11 Jun, 2015 @ 6:09pm 
yes
do it
Dylan  [developer] 11 Jun, 2015 @ 8:41pm 
Good news - this is already possible!

Take a look at one of the puzzle modes (like vegas.lua) for an example. Mods can load things usually reserved for skins inside their "OnRequestLoadObjects() " function. If skins then later load things with the same name, the skin version of the asset will override.
Blushing Boo 30 Jun, 2015 @ 7:02am 
Originally posted by Dylan:
Good news - this is already possible!

Take a look at one of the puzzle modes (like vegas.lua) for an example. Mods can load things usually reserved for skins inside their "OnRequestLoadObjects() " function. If skins then later load things with the same name, the skin version of the asset will override.

Well, it only took you a year minus 10 hours XD.

Ill take a crack at it once i finish my exams for this semester.
Last edited by Blushing Boo; 30 Jun, 2015 @ 7:05am
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Date Posted: 5 Jun, 2014 @ 5:40am
Posts: 7