Sorry to be so slow.
I want to help out with the reports/bugs, especially the ones I reported.
I'll start with RE>MUA2006 update for characters that were still missing these (Magneto, Nightcrawler, Cyclops, and Sabretooth originally used sounds from XML, Venom originally from Spiderman game, PSP characters used incomplete rips from PSP, Hulk and Doom also got updates for a few missing sounds). OCP 2.0 changed Sabretooth, Magneto, and Venom to use sounds from RE, but not the others while including the (wrong) files in the package. Duplicate files, still old sounds, this had to be fixed.Sounds
Cyclops: Full RE conversion.
Doom: Small sound update.
Hawkeye: Loop fix.
Hulk: Very small sound fix.
Magneto: Very small update on 4 sounds, Small fix in powerstyle.
Nightcrawler: RE sound conversion to match his powerstyle. Suggestion for one sound change.
Sabretooth: Very small sound fix.
Venom: Very small sound fix.
PSP Characters: Few fixes for unused sounds.
Silver Surfer: Cleanup of the sound file. Some sound changes in powerstyle to make better use of the new sounds.
Moon Knight and Colossus got no changes.http://www.mediafire.com/file/otcj1apclqg1zae/OCP2+updates+provided+by+ak2yny.rar/file
This is an update for sounds for the official characters. It relies on the internal names from the OCP 1.3.
Remove fallowing sound files and folders beforehand (the archives includes all the sounds needed):
mgneto_m.zsm, mgneto_v.zss (complete folder sounds\eng\m\g)
ntcrwl_m.zsm, ntcrwl_v.zss, ntcrwl_m.zsm, ntcrwl_v.zss (complete folder sounds\eng\n\t, and from folder sounds\eng\n\i)
sabrth_m.zsm, sabrth_v.zss (complete folder sounds\eng\s\a)
Removing them won't be an issue. If there was any mod that made use of OCP sounds, I was careful to provide files with the same internal name.
If there was a mod that made use of a specific power sound from Cyclops, Magneto, or Nightcrawler (only they changed AFAIK), it would have to be updated (or installed on OCP 1.3).
Because powerstyle usually has to be edited, this means changes
for fallowing characters:
All: Loop sound fix, thanks to Norrin Radd.
Black Widow: Re-enabling all sounds (by ak2yny), adding Widow Shooters by Outsider.
This stays as close to the original (as I believe by comparing it to OCP 1.3) as possible.
It enables her first power to use rapid tap AND charged, as in the original description. Outsider's booster changed that.
Doesn't include other changes by Outsider (description changes, anything else??)
The sound file (bwidow_m.zsm) includes a few unused lines, but also re-enables unique charge max, and Widowbite sound.
Overall, after testing, I believe this version makes a slightly better job in fixing her powerstyle bugs.
To be honest: I think that both Outsider's booster and the provided fix by ak2yny can be used.
Captain Marvel: re-enables p1 + p3 impact and max sounds.
Sidenote: OCP1 voice file has a different xtreme sound. Other than that they're mostly identical.
Cyclops: Complete, to make use of all RE. This is all coming from either LarsAlexandersson or Krisan Thyme (or RE direclty).
The internal name is still the same as from OCP 1.3 (cyclops_icons, cyclop_m, 172_cyclops, ps_cyclops, ...)
Communication between talents and powerstyle has changed a little bit. That's why it comes with new packages as well.
Powerstyle refers to the effects/char/cyclops folder that is already included in the OCP 2.0.
The files from 2006 are unused. So is the folder effects/char/cyclop.
Powerstyle uses the cyclop_m version of sounds and this package comes with it.
The sound file is corrected from the version in the current OCP 2 to divide the struggles (unused).
Note1: The voice file in the OCP is just fine.
Note2: Herostat (and talent file) add leadership to his talents. (From shared talents, instead of powerstyle)
Note3: Herostat has been edited to remove mutant teams and scalefactor to reflect the OCP 2.0 herostats.
Note4: Powerstyle is set up without costume talents.
Note5: Powerstyle has different unique animations, that go hand in hand with the animation files in actors.
The current OCP 2.0 version has a reduced combo system. That is fixed with the RE/Gold version.
The optic blasts in the combos are replaced with melee moves, except for popup. Same for grabsmash.
Adds an attack enemies on ground unique animation with optic blast.
Sidenote: Animations are provided directly from RE. Possible improvements of edited animations (and powerstyle) have to be examined.
Doom: re-enabled grab_smash sound
Note: (Powerstyle) RE and OCP 1.3 are almost identical. OCP changed some sound names for eg. xtreme (I didn't check every line).
Sidenote: Effects files from OCP 1.3 and RE are identical.
Hawkeye: The OCP 2.0 already uses all the sounds available. Only thing I did was fixing loop sound P1_max_loop.
Powerstyle: Re-enabled loop sound for power1.
Note: p2_power and p4_power are unused. I let them unused, because the powers are already pretty loaded with sounds.
Sidenote1: Powerstyle of OCP2 fixes (1) wrong sound name from the ps from RE, otherwise they're identical.
Sidenote2: Effects files from OCP 1.3 and RE are identical, except missing "p2_release.xmlb" (coming from PSP?, unused by ps).
slight power sound fixes, while still being the same content as OCP 2.0. This package is optional.
Powerstyle (all changes from origianl). Optional: grab is ok without sound, all works just fine as it is (exc p8 wrong name)
corrected p8_power for third boost (uses p6_power like in RE which is best, because animation is like p6 too).
Removed duplicate entry of "damagescale: none" in power 4.
Xtreme: Re-enabled intro sound (duplicate from p7) and inserted an unused sound (barely hearable).
Note: p1_charge_loop is a sound and hash that is unused by the official ps (still unused).
Sidenote: Effects files from OCP 1.3 and RE are identical.
Magneto: OCP 2.0 was still the same as from RE. Minor improvement on 4 power sounds.
Powerstyle: Corrected one "mgneto_m" occurance (other than sound file reference, OCP 2.0 and RE are identical).
Note: Voice file in the OCP 2.0 is already the best version.
Sidenote1: Effects files from OCP 1.3 and RE are identical.
Sidenote2: The OCP 1.3 Magneto version was using sounds (and powers?) from XML.
Sidenote3: OCP 2.0 gets rid of partly unused banter that was in the OCP 1.3 Magneto voice (from XML).
Sidenote4: Although MUA had new voicover done, the lines are still the same as in XML2 (apart from very few exceptions).
Sidenote5: Struggles are in the voice file instead of magnet_m file (but they are unused anyway).
Sidenote6: Canino's fix
doesn't really fix the sounds. His changes: Exchanged power sounds p3>p5, p4>p2 (loop stays p4), p5>p8; Custom block; Changed flying forward animation; Few extended headers with combo text.
sounds\eng\m\o\moon_v.zss [...] I dunno what this file added, [...]
OCP 1.3 added a second xtreme, which is only a tiny bit different and of slightly worse quality.
Can't say it's no improvement anymore. So you might want to keep it. (I personally will use the vanilla file.)
Nightcrawler: Converted all his RE sounds to the correct file name (night_m). Edited for unused sounds.
Hash for p1_charge edited to p1_charge2, as used in the powerstyle.
Powerstyle: Changed intro sound on p3 from p2_power to unused p3_charge (sound similar). Don't like it?, just use the ps from OCP 2.0.
Note1: p3_end is unused, because it's identical to special_sheath. p1_charge is unused, because it's identical to p1_power.
I removed these two to have a smaller sound file.
Note2: All voice lines have a slight delay.
Sidenote: OCP2 removes skinfilter for teleport in powerstyle, because it doesn't make any difference/sense. Diff. skinsegment-names.
Ronin: OCP2 already uses the newes sounds files with all sounds available.
Powerstyle: Fixes thanks to Lars: Added sounds to melee moves.
Added unique sounds to p5.
Changed xtreme sounds to add unused p8_power
p1_charge_loop/p2_charge_loop replaced with correct p1_max_loop/p2_max_loop.
Changed duplicate sounds of charge done into unused p9_power (it's better, because you can now hear a difference)
Removed sheath sounds from knive, because the new sound just doesn't match the knife (only the katana).
Changed p5 elektra intro sound to p3_charge, because the same sound for intro and power is bad.
Changed p6_power in xtreme to unused p5_power, because it matches the sword movement quite nicely.
Added sheath and unsheath to p3 (lunge).
Added sound effects to grabsmash. Otherwise it's a bit silent (I know she's deaf, but...).
Fixed smash, soundwise.
Talent: Exchanged icons for p5 and xtreme, as they were clearly mixed up. (Also thanks to Lars.)
Note1: p2_max_loop is a bit loud.
Note2: p5_explode stays unused, because I don't see any use for it.
Note3: On changing charge done (above): p1_max/p2_max are hashes that go to p1_charge/p2_charge (2 hashes for 1 sound).
Sidenote: Talent includes acrobatics ability (since OCP 1.3).
Sabretooth: Few sound-file fixes for pcsab_m. Completed conversion of sounds so sbarth sound files aren't needed anymore.
Powerstyle: Corrected one remaining sabrth_m occurance.
Note1: Files of OCP 1.3 and RE are identical, save for sound names, slight difference for power4, and xtreme msg in ps.
Note2: All entities-files are identical, and have an unused entity "runetrap" (leftover from juggernaut?).
Note3: p8_impact is an unused sound. Doesn't match Sabretooth and his powers well.
Note4: p4_charge and p6_attack are identical. I leave this for now.
Sidenote: The new sounds have much less fleshy and clawy sounds and more growl sounds.
Silver Surfer: More sound fixes (removed duplicates, proper naming/id/hash) on most new sounds. Enabled unused sounds. Added flybegin from Ms Marvel and flyend from DLC characters (the generic one).
Powerstyle: Changed p2 code to make additional loop sound usable.
Added unused sounds p2_power, p4_charge, p4_charge_loop, P4_end, and p5_power.
Because I had to change the powerstyle quite a bit, I explain the changes in detail:
p2 (slide) seems to use the wrong sound. (only loop)
new: changed to p1_charge (sounds like hovering board, therefore matching), added p4_charge_loop, p4_end
p1 is chargeable, no loop sound (otherwise perfect)
old: p1_charge, p1_power + p1_impact
new: changed p1_impact to p2_power, changed p1_charge to p2_charge
p3 ok, radial.
p3_charge + p3_power
p4 has matching sound (lightning).
old: p4_power only.
new: added p4_charge (repeated p4_power for filler)
p5 only short sound (quick power).
old: p5_charge (time 0) p5_impact
new: added p5_power on contact (exchanged with p5_impact and added impact on beam), known bug: this doesn't always play
p6 (perfectly done) (This is button 6 but p7 in ps)
p7 (perfectly done) (This is button 7 but p6 in ps)
p6_charge (reused from thor?)
xtreme. sounds nice!
p8_charge (time 0), p9_charge (time 0.7)
Note1: I tried to leave as much "original" as possible, and keep ps changes minimal. But there's so much more one could do.
silver_v.zss not much of an improvement with the laughs.
AFAIK the laugh sounds are not used by MUA. That's the only reason.
Sidenote1: OCP2 removes board bolton in idle (are there any issues without that fightmove? p2?). In powerstyle.
Sidenote2: Unused "_arcade_remove" removed in newer powerstyles.
Sidenote3: Other than the two sidenotes above, all powerstyles were identical.
Sidenote4: Power 4 is originally from Thor's power 3.
Sidenote5: AFAIK there is a Silver Surfer booster that fixes more stuff on him.
Venom: Only very few sound fixes. Thanks to Lars also.
Fightstyle (interact_venom_victim): OCP used a sound from Juggernaut. Got corrected in RE.
Powerstyle: Added special block effect by Sazandra125.
Differences betw. OCP & RE: "damagescale": "normal", (This comes from OCP 1.3. Removed it. Is removed in RE.)
"manual_loop_timer": 0.4, (removed in RE, but makes loop work)
More claws for p6 (5th and 6th skins) in OCP.
Different tongue names.
Actors: Because the RE tongue looks better, I decided to add it to the archive and change the names in ps and herostat to the RE naming (it's this way in the packages of both OCP and RE).
If this is going to be used, please delete the two venom_tongue... files in actors folder.
Note1: Powerstyle uses the sound hash p4_fail, but it could just as well be p4_release, because they're identical.
Note2: tied_up is an unused sound. (This might actually be in the wrong file and be a duplicate of a working vanilla sound.)
Sidenote1: The icons from OCP 1.3 are still slightly better done, but the banner is better in OCP 2.0 version.
Sidenote2: There's a button hint "twirl_stick2" which doesn't work for keyboards (and even PC?).
Sidenote3: Venom uses interact_spiderman_victim and
Sidenote4: There are various indicators that multiple people (from the devs) have been working on this powerstyle.
Because Sabretooth's sound files are not located under a sounds/eng/s/... folder, I decided to make a version for his sabrth internal sound naming as well.http://www.mediafire.com/file/bjpkv2hm180bcp8/Sabretooth+sabrth+sound+mini+fix+for+OCP2+by+ak2yny.rar/file
You can use the sabrth version instead
. AFAIK the name doesn't matter except for a correction in the herostat.
version. Depending on which version used, fix the herostat sound entry
to either pcsab_m or sabrth_m.
IF you decide to use the sabrth version, please leave sounds\eng\s\a alone and delete pcsab_m and pcsab_v from sounds\eng\p\c instead.
ALL CHARACTERS (VANILLA GOLD, OCP, RE) ARE USING LIFT AS A HASH IN SOUND FILES, WHICH IS UNSUPORTED BY MUA2006.
I CHANGED ALL LIFT (EXCEPT HULK, CAPTAIN MARVEL, THOR, THING, COLOSSUS, VENOM, AND LUKE CAGE) TO PICKUP (XML HASH), WHICH IS WORKING.
Note1: Black Panther and Storm are missing the lift sounds, so no pickup fix for them.
Note2: (ALL) XML characters have pickup enabled by default.
Note3: Many long lifts stay unused. They don't work well in the game. Some long pain sounds should be considered to be deactivated as well.http://www.mediafire.com/file/v66kgm51zg4sktn/file