[MOD] DEFCON: The WarGames mod

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snwcrsh
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No Impact Sound?

Postby snwcrsh » Mon May 26, 2008 6:02 pm

Hi,

i installed the mod again but i am missing the impact sound. I remember that I had the original impact sound from the movie, but I dont know what I did last time to get it right.

I have seen that there are explosion mods (as .ogg for example) -- but I dont seem to have a sound folder at all? :shock:

Any help would be appricated.
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Postby snwcrsh » Mon May 26, 2008 7:49 pm

Never mind me - I downloaded the wrong wargames mod anyway. The good one is hidden on page 7 in this thread, disguised as WOPR9 - sounds work now.
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Postby zach » Mon Jun 09, 2008 12:41 pm

This is entirely my fault.

WOPR9 has been added to the modlist now :)
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Postby nukewarfare2 » Thu Jul 24, 2008 4:29 am

I still have a few questions regarding the DEFCON WarGames and/or WOPR MODs:

1) There is radiation symbol and a circle that encompasses a silo or submarine when it launches; is there any way to remove the radiation symbol, but keep the circle? In the WarGames movie, there was only a circle that would mark a unit in launch mode.

2) I have a .wav audio file of the actual radar analysts in WarGames that I edited together so that it now says: "We have a launch detection. BMEWS confirmed a massive attack. Missile Warning: no malfunction. Confidence is high; I repeat: confidence is high. Cobra Dane, is this an exercise? Negative, this is not an exercise." I want to make it the launch detection alarm instead of the klaxon. But when I converted it to a .ogg file and put it in the Defcon\data\sounds file, when a launch occurred a message would appear that said something like: "Error: Cannot decode enemynukelaunch2.ogg." Can someone tell me how to get it to work, or better yet, would anyone be willing to convert the file themselves if I sent it to them?

3) In the WarGames movie, the U.S. and American units were portrayed in turquoise, and the Soviet units in red. But say you want to do the old-fashioned U.S./U.S.S.R. conflict in DEFCON. If you are the U.S. and you ally with Russia (and you're both red) if you leave your alliance, you will automatically be set on the green team. Is there a way to change the default color so that if you leave the red alliance, you will be on the turquoise team?


Thanks,

Dave
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Postby xander » Thu Jul 24, 2008 6:06 am

nukewarfare2 wrote:1) There is radiation symbol and a circle that encompasses a silo or submarine when it launches; is there any way to remove the radiation symbol, but keep the circle? In the WarGames movie, there was only a circle that would mark a unit in launch mode.

Yes, there is. In your mod directory, look for the appropriate file (it is going to be something.bmp -- I don't recall right off what the name of the file is, or where in the mod it is, but it should be pretty easy to find). Open that file up in Paint or the GIMP or Photoshop or whatever, and edit it to your liking. Save, and restart Defcon.

nukewarfare2 wrote:2) I have a .wav audio file of the actual radar analysts in WarGames that I edited together so that it now says: "We have a launch detection. BMEWS confirmed a massive attack. Missile Warning: no malfunction. Confidence is high; I repeat: confidence is high. Cobra Dane, is this an exercise? Negative, this is not an exercise." I want to make it the launch detection alarm instead of the klaxon. But when I converted it to a .ogg file and put it in the Defcon\data\sounds file, when a launch occurred a message would appear that said something like: "Error: Cannot decode enemynukelaunch2.ogg." Can someone tell me how to get it to work, or better yet, would anyone be willing to convert the file themselves if I sent it to them?

I don't recall all of the specifics, but Defcon requires sound files that are mono (I think) and of a certain bitrate. You might check how the other files are compressed to see what you need to do. It is also possible (though unlikely, I think) that the file is just to big for Defcon to handle.

nukewarfare2 wrote:3) In the WarGames movie, the U.S. and American units were portrayed in turquoise, and the Soviet units in red. But say you want to do the old-fashioned U.S./U.S.S.R. conflict in DEFCON. If you are the U.S. and you ally with Russia (and you're both red) if you leave your alliance, you will automatically be set on the green team. Is there a way to change the default color so that if you leave the red alliance, you will be on the turquoise team?

This is not possible.

xander
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Postby Wasgood » Thu Jul 24, 2008 8:42 am

You should make it shorter.
"We have a launch detection. Missile Warning: no malfunction. Confidence is high; I repeat: confidence is high. "
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Postby nukewarfare2 » Thu Jul 24, 2008 9:54 pm

I can make it shorter, but would leaving it like it is cause a problem with the sound?

Dave
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Postby xander » Fri Jul 25, 2008 12:50 am

nukewarfare2 wrote:I can make it shorter, but would leaving it like it is cause a problem with the sound?

Dave

As I said above, I suspect that your compression settings are not the same as used by Defcon. Check that first. In fact, I would suggest making a very short sound, and getting that to work. Once that works, use the same settings for the longer sound, and see if that works.

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Postby nukewarfare2 » Thu Jul 31, 2008 11:08 pm

Well, I got the game to accept the file, but now when it plays it is excruciatingly slow...the voices are deep and garbled, and it's hard to tell what they're saying. I know that Chris posted a way to fix this problem, but I'm not a computer expert, and I'm afraid that if I alter the programming, it might mess up the game. Can anyone help?


Thanks,
Dave
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Postby xander » Fri Aug 01, 2008 12:53 am

nukewarfare2 wrote:Well, I got the game to accept the file, but now when it plays it is excruciatingly slow...the voices are deep and garbled, and it's hard to tell what they're saying. I know that Chris posted a way to fix this problem, but I'm not a computer expert, and I'm afraid that if I alter the programming, it might mess up the game. Can anyone help?


Thanks,
Dave

Adjust the sample rate of the sound file, maybe?

xander
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Postby nukewarfare2 » Wed Aug 13, 2008 6:28 pm

Has anyone thought of altering the territories in either the WarGames mod or the WOPR mod? I mean, the movie was made in 1983, so the map of Europe would have been divided--everything to the west of Norway, West Germany, Greece, and Turkey was part of NATO. Russia, East Germany, Poland, Czechoslovakia, Hungary, Romainia, and Bulgaria were part of the U.S.S.R./Warsaw Pact alliance. Just something to think about...


On another subject, I'm not crazy about the symbol for the radar stations in the game. I'm trying to determine the symbol used in the movie by comparing screenshots of the Big Board with a map of PAVE PAWS stations that make up the Ballistic Missile Early Warning System, but I'm having a little bit of trouble. There are a lot of different symbols--triangles, hexagons, squares, inverted shapes, etc.--and it's difficult to make sense of them. If anyone can help, I'd appreciate it.

-Dave
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Postby nukewarfare2 » Sun Jan 25, 2009 9:34 am

Another question...now that I think about it, some of the names are wrong for the specific types of nuclear weapons launched. For example, the "MRBMs" (Medium-Range Ballistic Missiles) launched from subs should actually be labeled SLBMs (Submarine-Launched Ballistic Missiles), and the so-called "SRBMs" (Short-Range Ballistic Missiles) launched from bombers should really be ALCMs (Air-Launched Cruise Missiles). Is there any way to change the labels?

-Dave
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Postby trickser » Sun Jan 25, 2009 9:46 am

When you unrar the main.dat file, you can find a sounds.txt inside it. In there sounds are assigned to game events. Edit it to your needs.
Then make a mod with the sounds.txt file by putting it into defcon/mods/sound/data/sounds.txt. Or change it permanetly by putting it into defcon/data/sounds.txt

But your question was something else, damit, i should read more carefuly.
All text strings can be found in language/english.txt inside the main.dat file.
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Postby nukewarfare2 » Thu Feb 12, 2009 11:34 pm

Thanks for the help on the labels. I was able to modify the english.dat file to my liking.

Another idea I have been toying with is changing the radiation so that it displays a more realistic fallout pattern. Obviously I couldn't have a fallout pattern for every single city in the game based on the prevailing winds for that area, but is there a way to change the current uniformly-distributed circle pattern of radiation to something more amorphous? I have been working on my own fallout pattern (below), but I have yet to find out what folder it belongs in, and under what name.

Thanks,
Dave


Image
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Postby nukewarfare2 » Sat May 16, 2009 5:45 pm

Everyone is, I'm sure, aware that in the movie WarGames, the style of the digital world map on the "Big Board" is cylindrical projection or "Mercator".

Image

I have been trying, unsuccessfully so far, to modify the image below to create a Mercator map for DEFCON.

Image

Some of the problems I am encountering are:

~ Though the image appears black-and-white, it has subtle color changes that prevent me from using the "fill with color" tool
~ I do not know how to modify the coastlines text document to allow for the changes
~ I do not know how to modify the placement of cities
~ I am unsure how to place the AI nodes for the coastlines
~ With the lack of provided world boarders, drawing them freehand is extremely difficult

I apologize in advance for my lack of knowledge on the subject. If anyone has advice, it would be greatly appreciated. Also, if anyone wants to take a crack at it for themselves, feel free to do so. You can find the original image at:

http://hbw.bristolstories.org/site_imag ... ld_map.gif


Thanks,

Dave

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