Thanks for the feedback Isaasc. You have been always my hero.
I am sure all wave files are at 16bit and at a max of 41.khz. or even at 44khz. It works.
Hey it runs here?, as the video shows.... I do not get it...
Ofcourse latest grimrock 1 version. No question about it.
I think that they should all be 44,100. [afaik]
*Despite that it works on Windows when it's not. Perhaps for the very reason it isn't working on Linux, and/or Mac.
Isaac wrote:I think that they should all be 44,100. [afaik]
*Despite that it works on Windows. Perhaps for the very reason it isn't working on Linux, and/or Mac.
I do see the logic in that... But why does my noob mod run here and not at your place?
trancelistic wrote:I am sure all wave files are at 16bit and at a max of 41.khz. or even at 44khz. It works.
No, it doesn't work. It runs on Windows because the Windows version doesn't use OpenAL. It still doesn't work on the Linux or Mac versions because one or more of your wav files is not 16-bit 44100Hz RIFF. Not a maximum of 44100Hz, it has to be exactly 44100Hz, as the asset definition reference says.
trancelistic wrote:I am sure all wave files are at 16bit and at a max of 41.khz. or even at 44khz. It works.
No, it doesn't work. It runs on Windows because the Windows version doesn't use OpenAL. It still doesn't work on the Linux or Mac versions because one or more of your wav files is not 16-bit 44100Hz RIFF. Not a maximum of 44100Hz, it has to be exactly 44100Hz, as the asset definition reference says.
Thanks for the feeback.
So, uhm in other words. I should resample all sounds in the dungeon to the same 16 bits, 44k100hz and RIFF?
trancelistic wrote:Hey you can always hit the escape key to skip the intro ( and the ending)
That doesn't work. The game still crashes with the "OpenAL incompatible WAV file" error.
So I installed the Windows version of LoG1 under Wine, and now your mod works.