BitVenom
(BitVenom)
#18
Indeed - trust me, summoning the devs/mods with @ is way, way better than how people usually do it…
- 1- Cover floor surfaces with summoning symbols
- 2- Liberally sprinkle blood/wax/ash around
- 3- Begin chant of 1000 complaints/snark/personal attacks
- 4- Repeat step 3 until summoning is complete or ban/censure occurs.
Just use @.
10 Likes
JoeKGBX
(Influencer Guy)
#19
There is no @bitvenom, there is only Zuul.
2 Likes
I like BitVenom. Anyhow thx for the responses. I didn’t want to be one of those guys that just uses @. I’m not sure why, but to me that seems more of what BitVenom was referring. Crying for a dev. or a HEY LOOK AT ME. I guess my thought process was backwards.
1 Like
JoeKGBX
(Influencer Guy)
#21
Not at all, @drakolombardi. On the contrary, we want you guys to feel free to get our attention at any time and for any reason. If there’s a problem, we want to know, but we also don’t mind just coming into a thread and making arbitrary Ghostbusters references (see above)… Or chatting… Whichever is applicable. ;D
3 Likes
Note that the remastered version of the song is present in the .big files from day one, it’s just (and I can confirm after playing it) not playing in the mission.
That’s fascinating, I wonder what could of happened, to cause it not to start playing.
UnderOver
(Under Over)
#24
Using magical summoning @joekgbx and @BitVenom
I just wanted to make sure this thread got the right attention. I just finished HW2:R’s campaign and sure enough the song is missing during the planet killer cutscene.
1 Like
Taerkasten
(Taerkasten)
#25
Just for clarification ¿This bug still lives?, waiting in total patience to replay the campaign of both games with the new formations code, sorry for asking for this again
¿this bug about the planetkiller song still there?
??¿¿
ForceUser
(Force User)
#26
The YES song will never be in the game officially, it is not a bug. They do not legally have the rights to put the song in the remastered game.
goose3
(Goose3)
#27
He was referring to the campaign song when the Planet killers arrive. I think it was fixed some while back yes.
ForceUser
(Force User)
#28
Oooh! You’re right. I believe hearing something like that, my bad 
I haven’t checked in a awhile. But I did check when they had added the planet killer song in awhile back. But it was still not 100% the way it was in the original game. In the RM version of the sequence you don’t hear any hyperspace SFX. So its not perfect, but its close. For the original HW2, they actually had the SFX actually as part of the track. If you extract the files from the original disk version of the game, there was actually two different versions of the song, one with SFX merged into the song, and one without. I’m guessing during development they made the one without SFX originally, and then later decided they had to merge the SFX into the song in order to make the sequence work. So if Gearbox, or Bitvenom wants to correct it, all they likely need to do is get the song that has the SFX merged in. If you can’t find it, I can provide it to you. I still have all those extracted music files from years ago.
Update: Ya I just replayed that part of the game, and there isn’t any SFX at all still.
I did locate the file that should be in there. In the original homeworld 2 disc version it was in the music directory under NIS folder, file name NIS15.AIFR. I can email it to you guys if you want, also got a .wma version.
1 Like
goose3
(Goose3)
#30
I’m sure you don’t need to mail em anything. They got the same tools and even more that we use. 
Anyway @joekgbx and @BitVenom you’re hereby summoned. He is right the SFX is missing. Shouldn’t be hard implementing the hyperspace sound into the remastered music file and saving it under a different name. @drakolombardi is correct. That simple sound effect added a lot of immersion to the final mission of the hw2 campaign and should get re-added asap. Doing so takes less than 1 minute with any decent tool out there audacity - goldwave the list goes on. Or what might be even better letting the hyperspace sound play per script when the cutscene starts. So you keep your music clean and there will be few megabytes less for the players to download as there wont be a duplicate song. Hm If just everything would be so easy to fix… 
1 Like
Ya it seemed to me the SFX were embedded into the track itself. So if you extracted it out of the files and played the song in your media player, you would hear both the music and the SFX.
SuperSajuuk
(Super Sajuuk)
#32
@BitVenom @JoeKGBX Any updates on this? BTW, the people mentioning “hyperspace sounds” are wrong: those sounds are part of the soundtrack file itself, not a separate SFX added on top of the music.
BitVenom
(BitVenom)
#33
The SFX won’t be added. The track, as is, is where it will remain. I don’t know if they’ll be added as scene event audio at this point or not, we’re racing to the finish line on this patch.
3 Likes
goose3
(Goose3)
#34
@bitvenom: Well might be nice if you at least mention it to those folks responsible in the audio department that many are wishing for it. Something simple as that is accomplished within 10 seconds.
And if it’s something simple as that to fix it’s actually a nice chance of pace I’d imagine compared to all the complex scripting & coding stuff you’re doing the past couple months now.
Either per copy of the actual music track with the sfx audio trace embedded or per script command to play it timed based on the actual event along with the unmodified music file that’s already present in it’s remastered form in Hw:Rm.
But ya surely not high on the priority list. Still all things which add to the atmosphere will only help making the remastered edition better and closer to the originals so I say “go for it guys”.
1 Like
ForceUser
(Force User)
#35
While not directly involved in writing the patches we use at my work it is never, EVER just 10 seconds regardless of how simple you think a change might be. That is not how it works in this reality. Once you get involved in projects that stretch 6 to 12 months then you start appreciating how even things that seem small and simple have a whole lot of overhead.
2 Likes
@BitVenom So if I’m understanding your post right, we won’t be seeing the music track that was linked in the Opening Post in HW2 RM? Just looking for clarity as your post references an SFX not being present.