But I, personally, embraced the ability to not have gazillion of folders inside and reorganized Mermaid's Wrath into a much more handleable directory structure. I know some modders embraced this similarity between the XML structure and folder structure in order to make tools for automatic mod.xml file generation. If an event is specified, but none of the files provided are found in the directory, default sound will be played. Omitting a specific and/or for an event will result in default voiceover/sound playing for it. Path separator should be "/" (forward slash). One special note on the element, the can contain relative path to a file in a subdirectory relative to the mod.xml or the mod's root directory. There can also be special conditions, such as crew member names for voiceovers specific to special captains (the ARP/HSF ones, Steven Seagal, etc.). In order for the event to play, all the conditions must be matched. Plane_Type Torpedo PlaneID id5 En_Speech_Pilots_Torpedo_ID_5.wem Some elements can contain multiple conditions, such as, for example, plane squadron IDs: It can be empty (but it must be present, otherwise the mod will fail) if there are no special conditions, and if there are, it will contain them, one condition per flag. element, however, is a fair bit more tricky. is pretty much self-explanatory, these are the files associated with particular event and state, each sitting in its own wrapper with filename under element. ![]() itself contains two final containers: and. Some events (like "Torpedo_Danger") can have multiple elements, one for each direction, as it was the case in old folders. "S" would be for SFX, I'll get to that part later.īelow the two descriptor tags we have the main containers, corresponding to the third level directories in the old folder structures (where applicable, some events did not have this), the tag. The "V" part signifies that it's Voice type. The tag describes the specific event type, which roughly corresponds to the second-level folder name "VGoodHit" would be the "GoodHit" folder, and so on. It's reminiscent of the folder structure before, with top level directory entries residing in containers, which sports description of what event it is associated with, sound type (Voice or SFX, in the tag inside the tag that resides in the. I've taken liberty and shortened it up for you to two elements, but you get the structure. EN Play_GoodHit Voice VGoodHit En_Speech_Hit_Confirmation_1.wem En_Speech_Hit_Confirmation_2.wem En_Speech_Hit_Confirmation_3.wem En_Speech_Hit_Confirmation_4.wem En_Speech_Hit_Confirmation_5.wem Play_Last_Hope Voice VLast_Hope En_Speech_Last_Hope_1.wem En_Speech_Last_Hope_2.wem without this XML file the mod is useless. ![]() And now the sound files ended up all lumped into one directory, with the XML file telling client what it needs to do with them. XML is a pretty simple and straightforward format, which most people related to programming in one way or another should be well familiar with. Yikes! In 0.6.13 Wargaming moved away from the folder structure ( thank gods), and decided to have an XML file to keep check of which file goes where. That's on average about 1 folder per 2 files. For example, Mermaid's Wrath for 0.6.12 client contained 646 files in 328 folders. The structure worked, but was a fair bit of a pain to maintain, because folders typically were two-three levels deep and contained just a handful of files per folder on the deepest level. So what actually happened? Well, those familiar with sound mod structure before 0.6.13 will know that the audio files were organized into a strict but complex directory which described what file is supposed to be played for what event (voice and sfx included). Especially since the file is supposed to be named mod.xml. Which we only find out after digging around the clients packed files. It's not "a control.xml file", it is supposed to read "a control(ler) XML file". Moreover, whoever translated this from Russian patch notes introduced a mistake. While still not officially supported, we’ve improved the functionality of player-created sound mods - a control.xml file is created for each mod, which contains paths to all that mod's files.Ī single quizzical (and ultimately useless) line blurb about something that pretty much turned the sound mods upside their heads.
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