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Project Oogie 0.2.8 test 3 (packs in mods just work)

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@Pallypots Pallypots released this 05 Nov 06:31
· 3 commits to main since this release

Project Oogie 0.2.8 test 3

  • Packs switched off by mistake work again. Test 1 listed the texture
    packs among the ordinary mods with their own On / Off switch; turning one
    off there left a file inside the pack that later builds obeyed, so the
    buttons pack stayed off with every setting on. The packs are no longer
    listed as ordinary mods and that leftover file is ignored: they are
    switched only with F1 > Mods > PS2 HD Textures and Button Prompts.
  • Long names no longer cover On / Off in the menu: they shrink, then are
    cut short with "...".
  • Tested in a copy of a Quiver Launcher install (a folder deeper than
    Quiver's) with both packs dragged into mods: all 831 HD textures and the
    Modern Xbox buttons in use.

Project Oogie 0.2.8 test 2

PS2 HD textures and button prompts, fixed

  • The packs now load wherever the game is. The packs' own folder names
    are about 130 characters long. Unless the game sat in a short folder, the
    path to each texture went over Windows' old 260-character limit, so the
    game saw the pack but could not open one file in it: no HD textures, and
    the button choice did nothing. Packs are now read from any depth.
  • Dance battles follow the button choice. The dance icons (and the
    dance gauge) now show Modern Xbox or PlayStation buttons as chosen. The
    PlayStation dance icons come from the HD pack, so keep it in mods\ for
    those; it no longer has to be switched on for them.
  • The packs' PNG editions work as well as the DDS ones.
  • F1 > Mods now says what the packs give, for example "HD pack: in use
    (831 HD textures)", instead of only that a folder is there.

Download the packs from RetroGenerica's page:
https://gbatemp.net/threads/the-nightmare-before-christmas-oogies-revenge-ps2-hd-texture-pack-xbox-button-texture-pack-100-complete-updated-2024.623200/
and put both folders, as they are, anywhere inside mods.

Project Oogie 0.2.8 test 1

A test build for the sound balance (GitHub #9). Everything else is as in 0.2.7.

Sound

  • Voices are easier to hear. The game's cutscene sound is in 5.1
    surround, with the dialogue in the centre channel. When the port turned it
    into stereo, the rear channels came in at full strength and the bass
    channel was mixed in loud, so they covered the dialogue. They now use the
    usual stereo downmix, which brings the dialogue 1 to 2.5 dB forward.
  • Sound effects no longer drown out the rest. Every ordinary sound effect
    was also played a second time through the reverb channel, as a plain copy,
    so effects came out about 3.5 dB louder than the game asks for. In fights
    the sound hit the loudness ceiling and distorted: 64,689 clipped samples in
    one Mega Spider fight, now about 2,000.
  • New: Music, Voices and Sound Effects volumes (F1 > Audio, 0 to 200 %
    each). Jack's singing is part of the song tracks, so it follows Music.

These were measured on Windows, not yet heard on a Steam Deck. If the voices
are still too quiet, raise Voices, and please say where.