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RELEASED RenTek: Reni's Armory (Discontinued) v1.5.1 Spirited Giraffe

Add Another Set of Unique Equipment to your collection.

  1. Dilrax

    Dilrax Ketchup Robot

    this might actually take a while to figure out and find something to help with a work around, but this did start after you added the mod in, yes?
  2. Katrina Sinclaire

    Katrina Sinclaire Scruffy Nerf-Herder

    And stopped when I removed it, yes.
  3. wataritsuki

    wataritsuki Big Damn Hero

    I'm experiencing that weird phenomenon too, Erchius Mining Facility mission. : ) when the pink mobs got killed, everything stopped moving and generating beside the player that couldn't go anywhere.
  4. RenTek: Reni

    RenTek: Reni Phantasmal Quasar

    im sorry i cant be anymore helpful with a work around for this, so all i can say is to remove the mod, clear the area and complete the task your doing then add the mod back afterwards... until we can get it fixed and working its probably the only option at the moment...
  5. wataritsuki

    wataritsuki Big Damn Hero

    I understand, : D it's not easy for such a mod. Also I've found that, this happens when I killed scorpion as well. [Just want to inform you, no rush here.]
  6. RenTek: Reni

    RenTek: Reni Phantasmal Quasar

    no worry's, were always asking for people to let us know if they encounter any problems or errors so its all good ^^
  7. Dilrax

    Dilrax Ketchup Robot

  8. MrChow

    MrChow Pangalactic Porcupine

    Forgive me if this was already answered in the past:

    1. Where did the BeyondRenTek.wav come from? Is there a higher quality Stereo version somewhere?
    2. Why 6000 Hz and Mono limit when the file itself is stored as 44 KHz (this doesn't help compression. Wave files don't work that way, you know)?
    3. Why not save everything in .ogg (44100 Hz ~128 kbps Stereo would be more than enough)? I thought the game engine would happily play .ogg files instead of .wav, no?

    Basically, the current large size of the mod is because of unoptimized .wav files.

    P.S. Did some frequency restoration magic and re-saved it as 32 KHz Mono ~64kbps. 1.3 MiB OGG versus 18 MiB Wave. Listen and compare. (Link removed.)
    Last edited: Mar 16, 2015
  9. RenTek: Reni

    RenTek: Reni Phantasmal Quasar

    this would actually be a first because for a while we have been trying to work out the audio quality specifics for starbound but really had no luck, most of the files used are edited using audacity to try and match it as closely to what does work but even then it doesn't always work and we don't have any other better programs to use, its also another area of expertise we have no experience or even an idea of what we are actually doing...

    and i think that actual tune was originally named beyond(something else) but i cant think of what it was, might have just been related to the file like how you get a picture and you get the link location in the name as well, though i do believe it was a update remix or something based on an original tune found on nokia "brick" phones or so... it was catchy and spacey like which is why i think dilrax added it in come to think of it, im pretty sure he forgot about the actual music box its self though he did make a sprite for it... oh well
  10. MrChow

    MrChow Pangalactic Porcupine

    Hello again! :D I've took the opportunity and produced optimized & fixed version of your mod. :3 Now it's only 3.5 MiB (including everything).

    No, I didn't simply re-saved all sound data in OGG with fixed bitrate, that would be too simple and kind of dumb. One of my hobbies is sound engineering, so you might be surprised at how the previously dull effects now has crisp and breathing sound after processing and carefully choosing between 96, 128 and 160 kbps (the later was used for the sounds with highest quality in the original).

    I've noticed many sound effects were converted from MP3s and their frequencies were already cut off, so I've used 96 kbps for them.

    Also, I've fixed RenTek Music Player - the files were supposed to be in /sfx/music/, but somehow ended in the /music/ directory.

    I've also found that HolyHandGrenade.wav is nowhere to be found, yet it is linked in projectiles/throwable/HHG/HHG.projectile. I hope you'll fix this.

    Here's the edit of the mod. (Link removed.)

    (if you are getting error when attempting to download the above-mentioned archive, go to http://wks.arai-kibou.ru/ and enter captcha. It's the host provider being picky, not me nor my website).

    I've tested it and all sounds are playing normally after wav -> ogg conversion. :)

    Note I've also replaced files which already were encoded in OGG but at lower frequencies (i.e. 22050 Hz. It plays muffled in comparison with proper 44100 Hz).

    You're welcome.
    Last edited: Mar 16, 2015
  11. RenTek: Reni

    RenTek: Reni Phantasmal Quasar

    the moved sound file of the music player was because of the clean up we did one time to sort out the files more, as for the HHG, i think we got stuck working and fixing everything else and it was one of the couple weapons that was yet to still get finished hehehe ^^; though i don't really notice much of a difference so i will take your word for it, i assume this would also help with sound files that didn't work before too?

    also on a side note as its kinda standard operation for me to remind you of the permissions of this mod, though its just so we can get people to let us know what they are thinking of doing before hand, hehehe but honestly thank you for this work you have done. ^^
  12. MrChow

    MrChow Pangalactic Porcupine

    You've mentioned some sounds weren't playing in-game before the conversion? This is most likely because all your sound data shipped with mod was in entirely different formats.

    I've found examples of 8 bit 8000 Hz, 8 bit 11050 Hz, 8 bit 22050 Hz, 16 bit 22050 Hz... in both mono and stereo. The Beyond, which is 8000 Hz re-encoded as 44100 Hz, really got me facepalming for hours.

    If you can't hear the difference between the "originals" which you supply with your mod and the "standardized" 44100 16 bit OGG versions I've produced (after upconverting, filtering and base frequency time-stretching pitch-shifting), get yourself a decent sound card along with pair (or two) of headphones. Besides, I thought avali are good at hearing. ;)

    Either way, I hope you'll integrate my changes (note I've also replaced links to your custom .wav in .gun and .config files, so you'll need to do the same. I've used FAR Manager for file search in order to speed the things up).

    If you'll have any questions regarding the sound mixing and/or encoding, feel free to ask.
    Last edited: Mar 8, 2015
  13. Dilrax

    Dilrax Ketchup Robot

    he probably didn't notice over the sound of himself and his music while playing around with the Cremator (Flame Thrower) again, and i'll be sure to the audio file changes you made in with the next update.
    austinlb90 likes this.
  14. RenTek: Reni

    RenTek: Reni Phantasmal Quasar

    H-hey!... no i wasnt... much ¬-¬
    austinlb90 likes this.
  15. MrChow

    MrChow Pangalactic Porcupine

    Thank you! ^w^
  16. austinlb90

    austinlb90 Scruffy Nerf-Herder

    Figured out my problem,why can't i craft anything at the metalwork station?unless a mod is modifying my metalwork stations then i think you should really fix that.
    Last edited: Mar 9, 2015
  17. RenTek: Reni

    RenTek: Reni Phantasmal Quasar

    you don't need a metal work station for this mod anymore, you will find the First Tier Card HoloDisk for this mod is craftable from hand, you then use the Anvil to make the Mods Crafting stations.

    how ever if youre having problems in general with your metalwork station you probably might want to look at any other mods you have installed into your game as this one nolonger has anything to do with the metal work station.
  18. austinlb90

    austinlb90 Scruffy Nerf-Herder

    i made the holodisk and i threw away my regular anvil when i made the metalwork station and i'm lazy *insert lazy face here too lazy to memorize emoticons*.
  19. RenTek: Reni

    RenTek: Reni Phantasmal Quasar

    the way this mod is currently set out is that it can be used from the very start of a new character which is why the Anvil is used
  20. austinlb90

    austinlb90 Scruffy Nerf-Herder

    i know but can't you atleast think of the players who have already started also how does the radio work.(one more thing how do you color your text i remember in starbound you could do this ^red: )
    Last edited: Mar 10, 2015

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