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Showing results for tags '9.14'.
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Ok, until now i always used Aslain, XVM + graphic mods (no fog and shit) + garage mods. With this patch and all goodies i try to go stock but i have few problems: no multi line garage and filters no post fight dmg / hit on first page no auto equip / best crew / send all to barracks / return crew no spotted lights (so it's harder to track spotted / unspotted Now i need tips how to solve this without XVM. Or if i install XVM i don't wanna map features and loading screen (i want stock, it's less rage and more focus for me).
WoT from 9.14 CT onwards has migrated to the Wwise sound engine, breaking all current sound mods. This post is here to help people get started with modding crew voices under this new sound engine. While most of the audio is contained in res/packages/audioww.pkg in a file with an as of yet undocumented format, the res/audioww folder contains a voiceover.bnk file which contains the "standard" (ie American) crew messages. This is easy to test by using Ravioli Game Tools to extract, e.g. Chinese crew voices from the audioww.pkg archive, and moving the resulting voiceover.bnk file to res/audioww - this should cause standard crew voices for all tanks in the game to become Chinese if you disable national crew voices. I have written a program in C++ (source: https://gist.github.com/TK-999/6b1c3b222c70dd0c8bf9) to facilitate extracting .wem audio files from res/audioww/voiceover.bnk, as well as replace an existing .wem file within the .bnk file with a .wem file of our own choice. One can create .wem files by downloading the Wwise software from Audiokinetic and feeding it .wav files. To find out the index of the .wem file we need to replace, Ravioli Game Tools is again useful, as it allows you to open the voiceover.bnk file and listen to all the sounds it contains. Please try out the new program too, and hack around Link to .bnk format docs: http://wiki.xentax.com/index.php/Wwise_SoundBank_(*.bnk)