Pac-Man
26 Jan 2013, 20:34
Well I had the following idea but my FTP was too slow for it and I didn't find a well working FTP to Drive Letter mapping tool.
The idea was to create a fast online resource for soundbanks which contains all the soundbanks from wsbdb.org (unzipped, of course).
1. Remove the "Speech" folder in the W:A's User directory.
2. Map a fast FTP server to a drive letter. Actually, \\BLA UNC links also work, but I didn't know how to create a resource in the web which can be accessed like that (maybe only with VPN).
3. Create a symbolic link to the speech directory on the mapped FTP (or whatever resource), like
mklink /D Speech "Y:\files\worms\speech"
4. Let W:A read the stuff from the ftp since it thinks the symbolic link is the real directory.
Sadly my FTP is horribly slow (including the awful "NetDrive" tool to map it to a drive letter which even crashed several times) and the game fell back to the default voice after some time, but I was able to hear the samples in the team editor in the frontend (and every sound needed to load like a second). I'm not quite sure if someone can get this working more fluently with a faster server. Any ideas or people who wanna try this?
The idea was to create a fast online resource for soundbanks which contains all the soundbanks from wsbdb.org (unzipped, of course).
1. Remove the "Speech" folder in the W:A's User directory.
2. Map a fast FTP server to a drive letter. Actually, \\BLA UNC links also work, but I didn't know how to create a resource in the web which can be accessed like that (maybe only with VPN).
3. Create a symbolic link to the speech directory on the mapped FTP (or whatever resource), like
mklink /D Speech "Y:\files\worms\speech"
4. Let W:A read the stuff from the ftp since it thinks the symbolic link is the real directory.
Sadly my FTP is horribly slow (including the awful "NetDrive" tool to map it to a drive letter which even crashed several times) and the game fell back to the default voice after some time, but I was able to hear the samples in the team editor in the frontend (and every sound needed to load like a second). I'm not quite sure if someone can get this working more fluently with a faster server. Any ideas or people who wanna try this?