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PranQster

[Updated] FM: The Siege Shop (v4.4) by PranQster and lowenz (2020/3/16)

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On 12/25/2019 at 5:16 AM, Anderson said:

The most updated map of TDM needs OpenAL support (reverb sound). Any plans for that?

 

On 12/25/2019 at 11:16 AM, lowenz said:

"EFX" (through OpenAL Soft)

 

.....and restore the original animated grass :D

I've been so busy. I'll try to get to this.

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Linux pranqster 5.5.13-desktop-1.mga8 #1 SMP Wed Mar 25 16:52:32 UTC 2020 x86_64 x86_64 x86_64 GN
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Oh man!, Here you are!


Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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Yeah. It's been a long time. Been very busy with daily life and hobbies, etc.

:)

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Linux pranqster 5.5.13-desktop-1.mga8 #1 SMP Wed Mar 25 16:52:32 UTC 2020 x86_64 x86_64 x86_64 GN
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Now I'm trying to compile a new darkradiant so I can get to fixing shiegeshop.

And having no luck running it after an error-free build. And not enough debug info to know why it's crashing. :(

Edited by PranQster
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Got the windows version of DR working in linux. Installed the 64bit version via Steam 'non-steam-game' installation and running it with steamplay/Proton 5.0-1 (wine).

So far I have only opened a map and looked around. Hopefully DR will work properly.

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OK. The OpenAL reverb effects have been implemented and tested. Sounds good! I just used the presets, which made it really easy. :)

Now time to tweak some other things and see if I can get the moving grass back in.

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Linux pranqster 5.5.13-desktop-1.mga8 #1 SMP Wed Mar 25 16:52:32 UTC 2020 x86_64 x86_64 x86_64 GN
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If anyone would like to test the audio, here's an updated version.

Siegeshop

Changed:

  • Added OpenAL EFX to all locations. Tested fine for me and 'efxs/siegeshop.efx' was added to the .pk4 file.
  • Fixed fog at waterfall inside the cave.
  • Moved a guard's starting position and another guard's rit corner.
  • Increased density of plants and added one grass variety (more & moving grass to come).
  • Added a torch near the balloon and moved the existing one.
  • Changed & moved torch above cave waterfall to make it easier to aim a rope arrow.
  • Changed the weird little support for the end of the drawbridge.
  • Added a plant (yes, just one) to the moat bottom. More to come.
  • Tried to make the web of the (harmless) cave spider more visible.

 

Also updated:

Samhain Night

  • Added OpenAL EFX.
Edited by PranQster
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Linux pranqster 5.5.13-desktop-1.mga8 #1 SMP Wed Mar 25 16:52:32 UTC 2020 x86_64 x86_64 x86_64 GN
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These look and sound great!

I'll try to get more testing done tomorrow.

(I have my own flame-glare mod installed so I'll need to test performance without it.)

 

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Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Back on track!

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Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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5 hours ago, PranQster said:

 

  • Fixed fog at waterfall inside the cave

After some time (1 minute?) standing on the wood platform the waterfall sound disappears, please fix! ;) (I'm testing with the self compiled trunc version)

Moving around the corridor and turning back -> sounds reappears. Loop problem?

Edited by lowenz
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Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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Another thing, maybe TDM-wide: frobbing notification sound is EFX-affected. It's classy and a bit nostalgic (you know, those good old A3D/EAX days now long gone 😛 ) but underwater not very good.

Edited by lowenz
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Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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10 hours ago, lowenz said:

After some time (1 minute?) standing on the wood platform the waterfall sound disappears, please fix! ;) (I'm testing with the self compiled trunc version)

Moving around the corridor and turning back -> sounds reappears. Loop problem?

Def sounds like a loop problem. Will check tonight. 

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Linux pranqster 5.5.13-desktop-1.mga8 #1 SMP Wed Mar 25 16:52:32 UTC 2020 x86_64 x86_64 x86_64 GN
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On 2/12/2020 at 2:31 AM, lowenz said:

Another thing, maybe TDM-wide: frobbing notification sound is EFX-affected. It's classy and a bit nostalgic (you know, those good old A3D/EAX days now long gone 😛 ) but underwater not very good.

I'm looking for a solution to this, but don't have much hope.

On 2/12/2020 at 7:33 AM, peter_spy said:

No sure what's the progress with this, but you can always add no_efx keyword to your version of the frob soundshader.

That is already in the tdm_sfx_world soundshader. I tried  doing it custom with no luck. I also tried raising the volume with no luck.

 

Though... I did this to the basic frob_loot sound. I did not look further for a frob_loot_underwater or such...

To be continued...

Nope, no such thing.

Edited by PranQster
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Getting close to an update. I am now going through the whole map and giving it some polish. Fixing things I was never happy with and adding some models here and there, changing some lights, etc. 

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Linux pranqster 5.5.13-desktop-1.mga8 #1 SMP Wed Mar 25 16:52:32 UTC 2020 x86_64 x86_64 x86_64 GN
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News? We got Coronavirus outbreak (RAMPAGE level) here in Bergamo (I'm OK and my tested father too :D ..... for now) so I'm eager to test!

Edited by lowenz
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Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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So very soon. I almost made a release the other night, but I have a bit left to do.

Stay safe. We're still in pre-rampage mode here in northern Cal, but we'll be having our turn rather soon.

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Linux pranqster 5.5.13-desktop-1.mga8 #1 SMP Wed Mar 25 16:52:32 UTC 2020 x86_64 x86_64 x86_64 GN
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Ok. Here's a new version. I'll list changes in a little bit.

If nothing is seriously wrong, then this will become the official version.

Siegeshop

* Current Release March 16 2020. This is likely the final version. Current changes:

  • Minor tweaks to the start area in the cave.
  • New trees and plants in the outdoor area.
  • Added bushes along the moat.
  • Added some (broken) bars to the open end of the moat.
  • Modified the design of the basket for the hot air balloon.
  • Changed the outdoor lights a bit.
  • Fixed some leaky brushwork and leaking light near the key room.
  • Made sure the cook spends more time cooking than he has been doing.
  • Gave the cook a bit more to work with in the kitchen.
  • The cook keeps the guard captain stocked with herb.
  • Added more rain splash to the top floor area.
  • Made the guards to do more than sit down when visiting the loo.
  • Stunk the place up a bit.
  • Gave a snail some purpose in life.
  • Decorated several rooms and under the stairs.
  • Moved a little loot and added some too.
  • Shed some light on the rec. room, so it's a bit harder to venture there now.
  • Modified a few RIT paths.
  • There is a generator room now where there were two dungeon cells before.
  • It has become the duty of the dungeon guard to check the status of the generator.
  • Freshened up some blood.
  • The flies have multiplied.
  • A couple sounds were changed.
  • A few empty mugs were filled,
  • Reverted the workshop to a lighter rock texture.
  • The drawbridge now moves one time only, since multiple uses can f**k it all up.
  • The drawbridge can now be crossed again by AI once it has been opened. Theoretically, the surviving prisoner in the dungeon can now again make it outside if he has a successful jail-break.
  • Whatever else I forgot...
Edited by PranQster
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Linux pranqster 5.5.13-desktop-1.mga8 #1 SMP Wed Mar 25 16:52:32 UTC 2020 x86_64 x86_64 x86_64 GN
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