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PostPosted: Wed Jan 16, 2008 4:03 am 
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T-Rex Killer
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Hey, Drac, here's an idea on how to "expand" the Foley table without really doing it... what if you use a Collision trigger to detect a collision between two sound materials and play a specific sound?

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PostPosted: Wed Jan 16, 2008 5:12 am 
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T-Rex Killer
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Haha, that should work, as long as the Emitter works out okay, which depends entirely on what objects are colliding and possibly how much you can control where the player is when the sound is made.. there are at least some instances when that would do the trick, interesting.. It's a temp fix, anyway.

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PostPosted: Tue Feb 05, 2008 4:29 pm 
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Found another one from Effects.tpa:

Code:
  599  d402174a  no   "SPEC-GRINDING STONE"


I wonder what that grinding stone was supposed to do... there is a similar entry in Ambient.tpa, you know:

Code:
  117  70097413  yes  "Spec-Grinding Stone Run"

and it's used when the Mayan ceiling blocks collapse...

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   557/628   88,69%   71/628   11,31%
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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 Post subject:
PostPosted: Tue Feb 05, 2008 10:36 pm 
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T-Rex Killer
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machf wrote:
Found another one from Effects.tpa:

Code:
  599  d402174a  no   "SPEC-GRINDING STONE"


I wonder what that grinding stone was supposed to do... there is a similar entry in Ambient.tpa, you know:

Code:
  117  70097413  yes  "Spec-Grinding Stone Run"

and it's used when the Mayan ceiling blocks collapse...

Ah, indeed, testing reveals that they are one and the same sound. Identical sounds in different TPAs seem to be none too scarce, most likely for when a sound is planned to be scripted one way and ends up working better in another way, though in some cases the sound doesn't end up being played in the retail from either TPA, heh.

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PostPosted: Sat Feb 09, 2008 3:25 pm 
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Four more from Effects.tpa:

Code:
  586  fe3f1c19  no   "DINO-TAP HEAD01"
  587  67364da3  no   "DINO-TAP HEAD02"
  588  10e109b4  no   "DINO-TAP BODY"
  589  b77eb65b  no   "DINO-TAP TAIL"


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   561/628   89,33%   67/628   10,67%
Foley Table   84/85   98,82%   1/85   1,18%
SoundMaterials   102/103   99,03%   1/103   0,97%


Finally approaching 90%...

I guess it's time to update the listings again.

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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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 Post subject:
PostPosted: Wed Feb 13, 2008 9:29 pm 
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T-Rex Killer
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Just to let you know I'm uploading my original text files:

http://machf.tripod.com/Hunt/Tres/MenuNames.txt
http://machf.tripod.com/Hunt/Tres/Sound ... lNames.txt
http://machf.tripod.com/Hunt/Tres/AmbientNames.txt
http://machf.tripod.com/Hunt/Tres/StreamNames.txt
http://machf.tripod.com/Hunt/Tres/Foley ... lNames.txt
http://machf.tripod.com/Hunt/Tres/FoleyTableNames.txt
http://machf.tripod.com/Hunt/Tres/EffectsNames.txt
http://machf.tripod.com/Hunt/Tres/stats.txt

It may prove more practical than pasting them on the first page...

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Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
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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 Post subject:
PostPosted: Thu Feb 14, 2008 4:48 am 
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T-Rex Killer
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Aha, yeah that's a good idea, thanks I've got them DLed now.

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 Post subject:
PostPosted: Thu Feb 14, 2008 7:52 pm 
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-=TresCom Developer=-
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Maybe we can incorporate them into a database on the site once you're finished.

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Last edited by Slugger on Thu Feb 14, 2008 11:33 pm, edited 1 time in total.

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 Post subject:
PostPosted: Thu Feb 14, 2008 9:44 pm 
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T-Rex Killer
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Sure. But who knows ehn I'll finish with them...

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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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 Post subject:
PostPosted: Sat Feb 16, 2008 12:18 am 
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T-Rex Killer
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Got another one from Effects.tpa:

Code:
   11  ab686b53  no   "Wood Small2"


First I thought it was some gun being fired, but since it was between "Wood Small" and "Wood Stick", I guessed "What if...", and presto, it fit right there between them alphabetically.

No updates yet, here are the 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   562/628   89,49%   66/628   10,51%
Foley Table   84/85   98,82%   1/85   1,18%
SoundMaterials   102/103   99,03%   1/103   0,97%

_________________
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
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: Fri Feb 29, 2008 9:52 pm 
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T-Rex Killer
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Two more from Ambient.tpa:
EDIT: Make that four, I got #133 and #136 too

Code:
  133  71c76727  no   "DINO-MISC-DIST-03"
  134  78100178  no   "DINO-RAPT-DIST-01"
  135  087af5f7  no   "DINO-RAPT-DIST-04"
  136  68de1186  no   "DINO-STEG-DIST-01"


Current stats:
Code:
File      Done   in %   To do   in %
Menu.tpa   16/16   100%   0/16   0%
Ambient.tpa   147/159   92,45%   12/159   7,55%
Stream.tpa   450/455   98,90%   5/455   1,10%
Effects.tpa   562/628   89,49%   66/628   10,51%
Foley Table   84/85   98,82%   1/85   1,18%
SoundMaterials   102/103   99,03%   1/103   0,97%

_________________
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
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: Sat Mar 01, 2008 5:23 am 
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T-Rex Killer
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machf wrote:
Code:
  134  78100178  no   "DINO-RAPT-DIST-01"
  135  087af5f7  no   "DINO-RAPT-DIST-04"

Heh, cool, these two were already known and I've used them in test levels since I started modding. :)

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PostPosted: Sat Mar 01, 2008 1:37 pm 
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T-Rex Killer
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You may be thinking of their equivalents from Effects.tpa, which don't start with "DINO-" but otherwise are called the same...

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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 Mar 02, 2008 1:06 am 
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T-Rex Killer
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machf wrote:
You may be thinking of their equivalents from Effects.tpa, which don't start with "DINO-" but otherwise are called the same...

....*thinks*...*thinks*..OMG!! Ambient dinosaur sounds?! Crap, dude. That's awesome. I always wanted to have that. 8)

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PostPosted: Mon Mar 03, 2008 12:44 pm 
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Doesn't the demo level already uses ambient dinosaur sounds?


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