Jump to content

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


Recommended Posts

Posted
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.

  • Like 1

System: Mageia Linux Cauldron, aka Mageia 8

Posted (edited)

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
  • Like 1

System: Mageia Linux Cauldron, aka Mageia 8

Posted

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.

  • Like 1

System: Mageia Linux Cauldron, aka Mageia 8

Posted

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.

  • Like 2

System: Mageia Linux Cauldron, aka Mageia 8

Posted (edited)
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
  • Like 1

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.

Posted (edited)

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
  • Like 1

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.

Posted

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

Posted
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. 

  • Like 1

System: Mageia Linux Cauldron, aka Mageia 8

Posted (edited)
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
  • Like 1

System: Mageia Linux Cauldron, aka Mageia 8

  • 2 weeks later...
Posted

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. 

  • Like 4

System: Mageia Linux Cauldron, aka Mageia 8

  • 2 weeks later...
Posted (edited)

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
  • Like 1

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.

Posted

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.

  • Like 3

System: Mageia Linux Cauldron, aka Mageia 8

Posted (edited)

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
  • Like 3
  • Thanks 1

System: Mageia Linux Cauldron, aka Mageia 8

Posted

A tiny update today.

A water splash particle was fixed for TDM 2.08 and some improper and redundant visportals were removed.

The link in the original post has been updated.

  • Like 3

System: Mageia Linux Cauldron, aka Mageia 8

Posted (edited)

I'll never be done with this map.

"WARNING:Detected 114 func_static-s with bad rotation:"

Hehe. I have some work cut out for me.

...

So, I'm going through siegeshop one room at a time and checking all entities which have been rotated and possibly re-scaled via rotation. I am finding many entities which have only ever been rotated by 90 degrees on any axis, but having crazy looking rotation values. These are items which have not been re-scaled and only rotated.

As an example, I have above the cook stove, 'models/darkmod/mechanical/pipes/steam_pipe02_bend2.lwo'. The current one has a rotation value of '-4.21469e-08 -1 0 4.21469e-08 -1.77636e-15 -1 1 -4.2147e-08 4.21469e-08'. I delete that rotation and then give the pipe 90 degree rotations on X and Y, ending up with rotation value '0 -1 0 0 0 -1 1 0 0'. The pipe ends up the exact size and position as before. I have no idea how those other rotation values had ended up like that.

85 to go, down from 114. About 1/3 of what I fixed so far were entities that I had simply rotated but not scaled.

Edited by PranQster
  • Like 2

System: Mageia Linux Cauldron, aka Mageia 8

Posted

All badly rotated entities were either fixed or replaced. So the next released version will be compliant with future releases of TDM.

Next I will go through the map and adjust all the lights to look good with 2.08. Then comes a new start area, outdoors, before the cave. Perhaps it will feature a bit of hide & seek with some patrols on a road. I'd also like to do more integration of the human-built structure with the cave system. And I'll be changing the entire second floor textures and decor to be a less fancy upgrade from the other floors.

  • Like 3
  • Thanks 1

System: Mageia Linux Cauldron, aka Mageia 8

Posted (edited)

Thanks man!

Remember to re-add the animated grass 😛

Edited by lowenz

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.

Posted
13 hours ago, lowenz said:

Thanks man!

Remember to re-add the animated grass 😛

Lol. Not gonna happen. The one time I had it in there was a happy accident. But it was a pain to try to get a proper sized unit of grass. I'll think about it. :)

  • Like 1

System: Mageia Linux Cauldron, aka Mageia 8

Posted (edited)

Well. Everything just came to a screeching halt. I had done a bunch of work AFTER fixing rotation on many entities. Then when testing the map last night I decided to operate the drawbridge.That's when I discovered that the various chain segments which rotate and translate as the drawbridge lowers are now not rotating and transforming to where they need to be.

So I will have to open a backup version of the map and copy the rotation values back to the many chain segments. A future TDM release might break the drawbridge, but for now it requires those bad rotation values to function.

AHA! Those weren't the chains I fixed rotation on. Instead, the chains had become un-bound from the drawbridge due to two entities changing names. I have two metal rings on the drawbridge which the chains are bound to. They were both replaced with properly scaled models, so their names had changed and I had failed to update the binding of the chains.

Drawbridge fixed. All is well.

Edited by PranQster
  • Like 3

System: Mageia Linux Cauldron, aka Mageia 8

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • JackFarmer

      "The Year of the Rat." 
      😄

      Al Stewart must be proud of you!
      Happy testing!
      @MirceaKitsune
      · 1 reply
    • datiswous

      I posted about it before, but I think the default tdm logo video looks outdated. For a (i.m.o.) better looking version, you can download the pk4 attached to this post and plonk it in your tdm root folder. Every mission that starts with the tdm logo then starts with the better looking one. Try for example mission COS1 Pearls and Swine.
      tdm_logo_video.pk4
      · 2 replies
    • JackFarmer

      Kill the bots! (see the "Who is online" bar)
      · 3 replies
    • STiFU

      I finished DOOM - The Dark Ages the other day. It is a decent shooter, but not as great as its predecessors, especially because of the soundtrack.
      · 5 replies
    • JackFarmer

      What do you know about a 40 degree day?
      @demagogue
      · 4 replies
×
×
  • Create New...