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PostPosted: Fri Nov 09, 2007 5:43 pm 
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Albertosaurus
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machf wrote:
Draconisaurus wrote:
machf wrote:
So, you never saw when I added that Remington 870 shotgun using those sounds?

Heh, I don't know what one looks like, so I probably saw it in the Armory and didn't know realize what I was seeing...

It's the one that looks like a "classic" shotgun, wooden stock and grey barrel...

http://trescom.3dactionplanet.gamespy.c ... +870#59344

I remember that gun, but I don't remember seeing it in the armory... :?


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PostPosted: Fri Nov 09, 2007 6:07 pm 
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T-Rex Killer
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Look again, it's at the end of the "middle" row, next to another shotgun...

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PostPosted: Sat Nov 17, 2007 1:00 am 
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T-Rex Killer
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Another one from Effects.tpa:

Code:
  291  c21b715e  no   "TREX-ROAR-BRADY"


Listen and run...

Updated stats:

Code:
File      Done   in %   To do   in %
Menu.tpa   16/16   100%   0/16   0%
Ambient.tpa   143/159   89,93%   16/159   10,07%
Stream.tpa   450/455   98,90%   5/455   1,10%
Effects.tpa   529/628   84,24%   99/628   15,76%
Foley Table   84/85   98,82%   1/85   1,18%
SoundMaterials   102/103   99,03%   1/103   0,97%

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Sun Jan 06, 2008 8:05 pm 
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T-Rex Killer
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Woohoo! I finally decoded the "big block" (those 27 friction entries) compeltely!

Code:
  219  e7827359  no   "drag-wood-dirt-light" (222,225)
  220  ba92a2e7  no   "drag-wood-dirt-med" (223,226)
  221  f6a955f1  no   "drag-wood-dirt-heavy" (224,227)
  222  6ffd70a9  no   "drag-wood-metl-light" (219,225)
  223  e4b4ece6  no   "drag-wood-metl-med" (220,226)
  224  7ed65601  no   "drag-wood-metl-heavy" (221,227)
  225  73a61d48  no   "drag-wood-cmnt-light" (219,222)
  226  300c4d0d  no   "drag-wood-cmnt-med" (220,223)
  227  628d3be0  no   "drag-wood-cmnt-heavy" (221,224) (cement+soft terrain friction)
  228  7a9e695d  no   "drag-metal-dirt-light" (234)
  229  b6ddb890  no   "drag-metal-dirt-med" (235)
  230  6bb54ff5  no   "drag-metal-dirt-heavy" (236)
  231  55963461  no   "drag-metal-metal-light"
  232  4a2c480b  no   "drag-metal-metal-med"
  233  44bd12c9  no   "drag-metal-metal-heavy"
  234  eeba074c  no   "drag-metal-cmnt-light" (228)
  235  3c43577a  no   "drag-metal-cmnt-med" (229)
  236  ff9121e4  no   "drag-metal-cmnt-heavy" (230)
  237  915f4497  no   "drag-barrel-dirt-light" (243) (rubber+soft terrain friction)
  238  17bde4a6  no   "drag-barrel-dirt-med" (244)
  239  8074623f  no   "drag-barrel-dirt-heavy" (245)
  240  2eccdee2  no   "drag-barrel-metal-light"
  241  8537bdce  no   "drag-barrel-metal-med"
  242  3fe7f84a  no   "drag-barrel-metal-heavy" (terrain metal+oil barrel friction)
  243  057b2a86  no   "drag-barrel-cmnt-light" (237)
  244  9d230b4c  no   "drag-barrel-cmnt-med" (238) (aluminum+aluminum friction)
  245  14500c2e  no   "drag-barrel-cmnt-heavy" (239)


And some days ago, I partially decode another mini-block of 3 entries:

Code:
  454  2027364a  no   unknown +"2 METAL"/"B METAL" (bullet+metal pinging)
  455  7aef671a  no   unknown +"4 WOOD"/"D WOOD" (bullet+soft terrain)
  456  86503dfe  no   unknown +"3 METAL"/"C METAL" (bullet+metal)


Hopefully, now decoding other friction sounds will be easier, if they start with "drag" too...

Updated stats:
Code:
File      Done   in %   To do   in %
Menu.tpa   16/16   100%   0/16   0%
Ambient.tpa   143/159   89,93%   16/159   10,07%
Stream.tpa   450/455   98,90%   5/455   1,10%
Effects.tpa   556/628   88,54%   72/628   11,46%
Foley Table   84/85   98,82%   1/85   1,18%
SoundMaterials   102/103   99,03%   1/103   0,97%

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Sun Jan 06, 2008 10:21 pm 
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Hmmm, sweet... Heh, that's gonna be some task, making new foley entries with these sounds.. actually I think a smarter use of time would be to augment existing incomplete entries. :yes:

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 Post subject:
PostPosted: Sun Jan 06, 2008 10:47 pm 
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T-Rex Killer
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No idea what you mean, honestly... I'm just decoding the tables, whatever you do with them later is your business.

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Sun Jan 06, 2008 11:30 pm 
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Erm, yeah I know that's what you're doing, but it's kinda pointless without a use for it. :yum: The only point I see in decoding names used in for the foley table is so that we can go and make new entries..

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PostPosted: Mon Jan 07, 2008 12:04 am 
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T-Rex Killer
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They're names in EFFECTS.TPA (and the other .tpa files), Drac. You can play them at any time if you know their name - you don't need to use the Foley table at all.

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Mon Jan 07, 2008 12:27 am 
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Yeah but the vast majority of sounds in Effects.tpa are for meant for the foley table, and don't really have much other use.. I mean.. sure you could use the sound of concrete hitting wood for a scripted event, but such things are gonna be few and far between, I'd think.. the Spec sounds are the ones which will be called on for the most part. Anyway I am definitely going to want to upgrade at least a couple sound materials from the game, which are soundless when hitting against many certain things.

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PostPosted: Mon Jan 07, 2008 1:16 am 
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Sorry, Drac, but unlike you, I don't start projects that take a long time while I still haven't finished a previous one.

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Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Mon Jan 07, 2008 1:59 am 
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Funny. :P You've got several planned yourself. ED was started because of WOT - anyway, I would consider the foley editing a part of the same project, but that's just me, anyway I get what you mean.

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PostPosted: Mon Jan 07, 2008 2:09 am 
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T-Rex Killer
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Draconisaurus wrote:
Funny. :P You've got several planned yourself.

Planned, but not started. I want to finish the Pens first before attempting anything that's going to take me so long.

Quote:
ED was started because of WOT - anyway, I would consider the foley editing a part of the same project, but that's just me, anyway I get what you mean.


No, the app to reverse the CRC codes was easy, and each improvement to it was really a small project - they weren't really needed for it to work. Now using it to find the original "official" names is something I do from time to time when I take a break from the Pens and other stuff, to let my mind think about different things. You can actually access the sounds with any character combination provided by my app, so I'm in no hurry to find them all - as I said, I only do it as a way to take a break, I could equally be playing some solitaire or solving sudoku puzzles. But making a program to modify the Foley table... that's a major project, and it will have to wait. Being able to play, extract and even import sounds from the .tpa files would be simpler, but the program wouldn't be complete with just that - and you can already do all that with TPAadd and TPAhack.

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Mon Jan 07, 2008 2:16 am 
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T-Rex Killer
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machf wrote:
Now using it to find the original "official" names is something I do from time to time when I take a break from the Pens and other stuff, to let my mind think about different things. You can actually access the sounds with any character combination provided by my app, so I'm in no hurry to find them all - as I said, I only do it as a way to take a break, I could equally be playing some solitaire or solving sudoku puzzles.

Ah, cool, makes sense.
Quote:
But making a program to modify the Foley table... that's a major project, and it will have to wait. Being able to play, extract and even import sounds from the .tpa files would be simpler, but the program wouldn't be complete with just that - and you can already do all that with TPAadd and TPAhack.

Ahh, yeah hmm I don't think I thought it would be so difficult to modify the foley table.. In that case, I'd say that's easily something to be done after Pens.

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PostPosted: Mon Jan 07, 2008 2:30 am 
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Oh, you can easily modify the Foley table with a hex editor, even - the difficult part is providing a user-friendly interface, there are several parameters at work there... this document describes more or less how Trespasser's Foley system works:

http://www.freepatentsonline.com/20030045956.html

(it may not be Trespasser's own, but it's pretty close, I'd say)

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Mon Jan 07, 2008 2:36 am 
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I see, well I'll keep that in mind in case I really need it..

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