tpa player (version 4.0.9.18 (released 04/11/2021)

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Re: tpa player (version 4.0.9.15 (5/11/20))

Post by Draconisaurus »

Hmm I am sure you are right that ED means EastDock here.
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Re: tpa player (version 4.0.9.15 (5/11/20))

Post by machf »

Updated SndIds.dat file attached.
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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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Re: tpa player (version 4.0.9.15 (5/11/20))

Post by tatu »

Oh nice!
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Re: tpa player (version 4.0.9.15 (5/11/20))

Post by Rebel »

machf wrote:Who included them on the list?
(I guess the ones ending in "ED" are from East Dock...)
I did that a while back, machf. I tried to cover the major releases as best I could. I think I included sound ids from rtjp as well.
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Re: tpa player (version 4.0.9.17 (4\9\21

Post by Rebel »

A little update. Added menu option 'Is_Effects'. If adding sounds to an effects.tpa file that's named effects, you don't need to
click on the Is_Effects option. However, if you're building an effects type tpa file not named 'effects', then turning this option
on will ensure your sound is imported as an effects_type sound.

So there's no confusion, I named my new effects tpa file 'neweffects'. In this case, you choose the 'Is_Effects option. Easy,
enough. One click on the menu item toggles the option on or off. Inside the caption text box msg. will show which state the
option is currently.
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tpa_player_40917.zip
tpa player (v. 4.0.9.17
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Re: tpa player (version 4.0.9.17 (released 04/09/2021)

Post by tatu »

Oh, is this required for the game in some cases? Why exactly is this needed?

A good future feature would be the ability to add/modify the foley table, if that would be possible. :)
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Re: tpa player (version 4.0.9.17 (released 04/09/2021)

Post by Rebel »

tatu wrote:Oh, is this required for the game in some cases? Why exactly is this needed?

A good future feature would be the ability to add/modify the foley table, if that would be possible. :)
It's mainly used for dino vocals, tatu, whereas the emitter of the sound is the dino itself. The program was
originally preset to recognize a tpa named effects and added the sound appropriately. But, seeing that I've
noticed people naming their effects tpas all different names it seemed logical to add the new menu option.
I should expand the option to cover *eel to tpa and *caus to tpa functions as they're just set up to handle
stream type tpa creations. Right now, effect's required sounds must be added 1 at a time -

As far as the foley table, I never got into it. As far as I know, machf is the only one who released detailed
into on its structure. I think the Effects_Editor can produce new foley tables already anyways, that's what
the collision section of that program presumably does (I never tried it, just assuming).
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Re: tpa player (version 4.0.9.17 (released 04/09/2021)

Post by tatu »

Oh I see. That is good to know. It means I need to redo the TPA for Isla Sorna at one point.

True, I was thinking as the Effects Editor is not release as it is in the source. Then I think overall it could be fine sharing it publicly though, as the tools themselves usually don't cause issue, and the source is on GitHub anyway. I need to look into Effects Editor at some point. I did make a test TPA from it a few years ago which worked. :D
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Re: tpa player (version 4.0.9.17 (released 04/09/2021)

Post by Rebel »

I need to look into Effects Editor at some point. I did make a test TPA from it a few years ago which worked. :D
Oh, it most certainly works. It is an official developer's tool afterall. My own *eel to *tpa function is based on the Editor albeit
it is my own code (which is most certainly more simplistic than theirs).
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Re: tpa player (version 4.0.9.18 (released 04/11/2021)

Post by Rebel »

Latest version 4.0.9.18 in the zip below.
Changes: The option 'Is_Effects' previously introduced in version 4.0.9.17 can now be used in unison with the operations
*caus_to_*tpa and *eel_to_*tpa.

Plainly, all sounds will be imported as effects type sounds when the menu option 'Is_Effects' is on.
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tpa_player_4.0.9.18.zip
tpa player 40918
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Re: tpa player (version 4.0.9.18 (released 04/11/2021)

Post by TheIdiot »

Just want to pop in and say thanks, Rebel, that Effects change will save me a bit of trouble with renaming my files. :)
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Re: tpa player (version 4.0.9.18 (released 04/11/2021)

Post by Rebel »

Good to hear you found it useful, T.I. :rambo:
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Re: tpa player (version 4.0.9.18 (released 04/11/2021)

Post by Draconisaurus »

Ah, I am glad this got taken care of. It's a common phenominon to hear fan levels with dino sounds that have no distance dithering. So that, all dinos sound to be right behind you. Thanks!
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Re: tpa player (version 4.0.9.18 (released 04/11/2021)

Post by TheIdiot »

Hey again, Rebel. I'm trying to add some Raptor vocals to my TPA and it seems the "IsEffects" switch isn't working. The file is called "TIEffects.tpa" and I checked to make sure "IsEffects" was operational. I'm importing my .wav files and they aren't being properly attentuated with distance - the Raptors sound like they're right next to me even though they're not. Am I doing something wrong?
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Re: tpa player (version 4.0.9.18 (released 04/11/2021)

Post by Rebel »

TheIdiot wrote:Hey again, Rebel. I'm trying to add some Raptor vocals to my TPA and it seems the "IsEffects" switch isn't working. The file is called "TIEffects.tpa" and I checked to make sure "IsEffects" was operational. I'm importing my .wav files and they aren't being properly attentuated with distance - the Raptors sound like they're right next to me even though they're not. Am I doing something wrong?
Hey TI. All I have is this crapy phone so I can't check anything. Worst case just name ur tpa effects then rename it afterwards. When I get my comp up and running again I will check into it. Sorry I can't do anything atm
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