im still waiting to hear from dark, if hes still MIA by the end of next week ill hav to find a new voice actor <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
im also having a bad case of mappers block, cant quite seem to think of any interesting architecture lately <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
What room are you having a mappers block on? Maybe I can do a rough build of a room for you to fix up later on like the briefing room <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
well none specifically, i just wanna spice up the current rooms with a bit more interesting lighting and architecture, im just devoid of ideas and allready at the poly limit due to the corridors which seem strangely high in the poly count for wat they are <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
i did come up with something rather cool though that involves a player walking up to an area and seeing the alien infestation "grow" out of a lift shaft <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Like a phoenix, DarkHand triumphantly rises from the ashes and returns with the completed voices for the second half! I'm uploading them as I type and Meat Popsicle will have a link to them shortly. Thanks to all the folks who private messaged me and encouraged me to finish the voices, that was really neat. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
(Boy can I dodge the fact that I was delinquent on my part or what. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Sorry folks, real life had been beating the crap out of me for the last few weeks and with my job on the line, voices had to take second priority)
thats made my day ! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
edit: haha the sounds r gr8, darks really surpassed himself. shuld hav a beta done within the week providing i dont run into any problems <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-i'm lost+Oct 11 2004, 01:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Oct 11 2004, 01:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Any word back from the dev's saying if they are going to add the necessary features? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I talked to Zunni, he said he'd pass the info on to the devs but I haven't heard anything back yet.
hit (another) snag with the mp3s overlapping if u hit the next trigger too soon which theres not much i can do to avoid in the comm section of the map. anyone know how to kill the target_mp3s once theyve started playing?
<!--QuoteBegin-Meat_Popsicle+Oct 12 2004, 11:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Oct 12 2004, 11:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hit (another) snag with the mp3s overlapping if u hit the next trigger too soon which theres not much i can do to avoid in the comm section of the map. anyone know how to kill the target_mp3s once theyve started playing? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Tried killtargeting it?
<!--QuoteBegin-Meat_Popsicle+Oct 12 2004, 05:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Oct 12 2004, 05:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hit (another) snag with the mp3s overlapping if u hit the next trigger too soon which theres not much i can do to avoid in the comm section of the map. anyone know how to kill the target_mp3s once theyve started playing? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Careful crafting of the map will help prevent overlap like with the WrongWay problem, but I was hoping structure build time would prevent overlap in the comm section. Make sure fast build isn't on when you're testing. What's specifically overlapping?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Careful crafting of the map will help prevent overlap like with the WrongWay problem, but I was hoping structure build time would prevent overlap in the comm section. Make sure fast build isn't on when you're testing. What's specifically overlapping?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> the wrong way thing, i sorted by taking out one of the mp3s so u only get one warning that ur not following orders (theres no need for 2 really), the "dont make me ask u again one" is the only thing ull hear if u deviate from the initial waypoint.
u might be right about the build times actually, ive been testing it with sv cheats on so ill try it again when i get back from work later
I was worried about that first explanation being too long. The one about building the IP, obs, and TF. I could try to shorten it, or I had an idea about stopping the player during that explanation. Maybe with a forcefield just after getting out of the vent that the commander has to remotely disable. The docking bay is depressurized, so the com has to get that exposed-to-space docking bay force field up to repressurize it so the player can get in there. While the commanders working on that, the player listens to the explanation. Afterwards the commander gets the forcefield up, allowing the player into docking and the player goes on with his business. Prevents any overlap!
EDIT: I was just reading the whole thread again, and noticed there were some concerns about total file size. I do know that after having re-optimized the audio, the total size of ALL the audio, sound effects and voices combined, uncompressed, is only about 2.5MB now. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<b>DarkHand</b> - Have you thought of leaving the sound, voice and etc as wav files and compressing it with UHA - you get an awesome level of compression with that and you could just include a setup.bat file and the dos version of UHA and have it extract to the right folders. Just a thought. Don't know how well UHA compresses bsp's..but I imagine it's quite good - the whole UHA compression algorithm is quite impressive...
right heres <u>everything</u> that needs doing (and that can be done w/o dev intervention):
* sort out the timing in the level so no sounds can overlap <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> * increase volume/reduce background noise * timing on comm mission texts and drop textures * credits at end * texture scaling, im a bit over the limit with all the custom sign and weapon textures * testing and tweakage
ill update the list everytime i finish something so dont bother posting so u can follow the progress
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Careful crafting of the map will help prevent overlap like with the WrongWay problem, but I was hoping structure build time would prevent overlap in the comm section. Make sure fast build isn't on when you're testing. What's specifically overlapping?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> the wrong way thing, i sorted by taking out one of the mp3s so u only get one warning that ur not following orders (theres no need for 2 really), the "dont make me ask u again one" is the only thing ull hear if u deviate from the initial waypoint.
u might be right about the build times actually, ive been testing it with sv cheats on so ill try it again when i get back from work later <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I'm not 100% sure how to make it, but isn't it possible to have a trigger_presence cause a stopsound command on the clients machine?
Or, simply make it take longer for the stuff to get done... for instance, make the explanation play part way, stop at a good point, tell them to start building, then continue!
Comments
im still waiting to hear from dark, if hes still MIA by the end of next week ill hav to find a new voice actor <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
im also having a bad case of mappers block, cant quite seem to think of any interesting architecture lately <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
i did come up with something rather cool though that involves a player walking up to an area and seeing the alien infestation "grow" out of a lift shaft <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
(Boy can I dodge the fact that I was delinquent on my part or what. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Sorry folks, real life had been beating the crap out of me for the last few weeks and with my job on the line, voices had to take second priority)
edit: haha the sounds r gr8, darks really surpassed himself. shuld hav a beta done within the week providing i dont run into any problems <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
H0h0.. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
uh, yeah.
ehm.. hell yeah <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
I talked to Zunni, he said he'd pass the info on to the devs but I haven't heard anything back yet.
Tried killtargeting it?
Careful crafting of the map will help prevent overlap like with the WrongWay problem, but I was hoping structure build time would prevent overlap in the comm section. Make sure fast build isn't on when you're testing. What's specifically overlapping?
yes killtargeting doesnt work
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Careful crafting of the map will help prevent overlap like with the WrongWay problem, but I was hoping structure build time would prevent overlap in the comm section. Make sure fast build isn't on when you're testing. What's specifically overlapping?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
the wrong way thing, i sorted by taking out one of the mp3s so u only get one warning that ur not following orders (theres no need for 2 really), the "dont make me ask u again one" is the only thing ull hear if u deviate from the initial waypoint.
u might be right about the build times actually, ive been testing it with sv cheats on so ill try it again when i get back from work later
lots, even with normal build times *sighes* why did i start this sodding map
EDIT: I was just reading the whole thread again, and noticed there were some concerns about total file size. I do know that after having re-optimized the audio, the total size of ALL the audio, sound effects and voices combined, uncompressed, is only about 2.5MB now. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
btw whats happening over here?
(see below)
* sort out the timing in the level so no sounds can overlap <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
* increase volume/reduce background noise
* timing on comm mission texts and drop textures
* credits at end
* texture scaling, im a bit over the limit with all the custom sign and weapon textures
* testing and tweakage
ill update the list everytime i finish something so dont bother posting so u can follow the progress
Might do the trick on killing the sound files... (is there a way to do that...?)
yes killtargeting doesnt work
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Careful crafting of the map will help prevent overlap like with the WrongWay problem, but I was hoping structure build time would prevent overlap in the comm section. Make sure fast build isn't on when you're testing. What's specifically overlapping?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
the wrong way thing, i sorted by taking out one of the mp3s so u only get one warning that ur not following orders (theres no need for 2 really), the "dont make me ask u again one" is the only thing ull hear if u deviate from the initial waypoint.
u might be right about the build times actually, ive been testing it with sv cheats on so ill try it again when i get back from work later <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I'm not 100% sure how to make it, but isn't it possible to have a trigger_presence cause a stopsound command on the clients machine?
Or, simply make it take longer for the stuff to get done... for instance, make the explanation play part way, stop at a good point, tell them to start building, then continue!