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Will update in a minute.
I'll actually add an option to display track filenames in the message log on entry, it's been asked multiple times and previous way I used to point people to was inefficient.
If you want to look into it in code:
ModAudioEntry is not from my mod, yeah. Neither is the use of Unity's DownloadHandlerAudioClip nor web requests. The only way I interact with the audio engine is by directly importing Qud's SoundManager.PlayMusic() on zone load. I use Harmony patching to directly inject code before or after any base game method, which in this case lets me change the music on the fly. And to find what to call or modify, I read Qud's source code. You can use Harmony patching and careful code diving to pretty much do anything.
A good start is this tuto [wiki.cavesofqud.com], to know how to decompile and read the source code and more info about patching in the article about Harmony.
How much RAM do you have? I'll probably uninstall clever girl if it's safe to do so.
I'll keep an eye on consumed memory over a period of time. From briefly looking at the github, I suspect the only way to prevent the crash is to compress the audio, as it might be a bug in Qud itself (assuming "ModAudioEntry" is from them). They may not be disposing the resource correctly. Both crashes have happened in an area which I didn't spend much time in, so it could be related to if the audio track changes before the WWW request is completed.
I can help if you'd like, if you point me to where you touch Qud's API and maybe where you got the info for what to call.
If you have it happen consistently send me your Player.log file through file.io (always before starting the game again after the crash to prevent overriding the log)
Disable preloading of sounds is ticked.
Update: Added the option to switch between the mod's music and vanilla. When switching it, currently playing music will change to the corresponding one for the location. Will upload it in a minute
- Fixed tracks swapping too quickly in underground, due to an oversight in my code that expected an entire strata of underground to have a single tier, resetting the timer when switching between two screens of different underground tiers. So you were right @Indigo Cactus, music switching too quickly underground was a bug and my mistake. I apologize for the inconvenience.
- Also added tracks to the Girsh Nephilim cradles
- Fixed a filename typo
- Reduced and tweaked the crossfade to smooth out transitions without cutting the start of tracks
- Normalized and equalized the volume of all tracks to mitigate the risk of being jumpscared, especially by boss music
- Audio quality should be a tad bit better on high end devices
Since this update edits every track available in the mod, it'll make you redownload every music file - shouldn't be any errors in filenames but let me know if any problem occur
Can you send me your Player log [wiki.cavesofqud.com] file through this site [www.file.io], I'll take a look
I will probably add my favorite vanilla tracks more seamlessly to the relevant modded tracklists in the future.
Thanks to the devs, in particular unormal/Alphabeard for their support all these years.
Yes you're right the timer prevents the constant changing of tracks in a single location, an Historic Site for example. But it intentionally resets between two locations since every one has a different tracklist. For example if you switch between a Desert Canyon screen to a Salt Marsh one back and forth, music will change instantly even if you listened 5 seconds of the previous. Since regular underground has different tracklists depending on their tier, I agree it can feel strange if you descend very quickly between different tiers underground but there shouldn't be too many occasions to do that - spiral borer, Girsh cradles and Eyn Roj are ones that come to mind but tiers span multiple floors.
So yeah it's intentional since I think it wouldn't make sense if the timer retained your previous track independently of your previous location. You would end up in situations where you'd listen to the Tomb of the Eaters music in Omonporch for example...
And I should have clarified I love the Antibirth music, I think a lot of it fits fairly well. I just thought I'd mention it since, in such a large list of songs (at least if I was making it) it might not be easy to recognize. Presumably the PMD music fits great too, but I've barely played that series so I don't recognize most of it.
Cheers!
@Indigo Could you clarify what problem you found about the timer or crossfade? What you're describing looks like a bug. Crossfade and timer are different features so is it about one or both?
For example do tracks stop and start too quickly or? When switching locations or not? In what types of locations if any?
About Antibirth it never occured to me that there would be too many tracks from it, especially since many are spread out in relatively rarer locations that makes them unlikely to be heard back to back!
It occured to me about Mystery Dungeon though, as there are 9x more PMD tracks than Antibirth ones (yes 9x!) but it's a conscious decision being the series that made me seek and discover Caves of Qud and other roguelikes.
They're great songs and surprisingly fitting, though they can get a little old. Not as old as the vanilla Qud tracks, though. I just wish there were more songs...this mod is a great step towards that, so I have little to complain about it.
Well, okay, I guess I SHOULD mention that some songs have pretty strong openings, and the timer/crossfade fix in the description either doesn't work or doesn't work enough. It can be annoying to have a bombastic opening to a song start, then stop, then start again as you try and work between two screens. However this doesn't ruin the mod for me, because I personally find it hilarious.
@Komnenos Yeah it seems other mods that comprise music files are also not compatible with Steam Deck/Linux. It has to be a base Qud problem...
@navyrob @I AM THE CREAM I'll add a way to disable/enable/add your own tracks directly ingame in the future. Not now though, so definitely explore the mod files or unsubscribe if some tracks are ear cancer to you.