Need help identifying tracks in Starship Troopers TC
#1 Posted 13 April 2016 - 08:28 AM
SSTTRK01.WAV - Fallout 2 - Followers Credo
SSTTRK03.WAV - Fragile Allegiance theme
SSTM09.WAV- some track from Quake 2
#2 Posted 13 April 2016 - 09:19 AM
SST002 Fed Net March Basil Poledouris SSTE02 They Will Win Basil Poledouris SSTM01 Klendathu Drop Basil Poledouris SSTM09 Quad Machine Sonic Mayhem SSTMDY1 Hopper Canyon Basil Poledouris SSTSS07 Silver Machine Head SSTSS08 The Blood, The Sweat, The Tears Machine Head SSTSS14 fly bit Basil Poledouris SSTSS15 Hopper Canyon Basil Poledouris SSTTRK16 Outa Space Mellow Trax
For the "fly bit", I can't pinpoint it for some reason on any of the extended OSTs but I'm pretty sure it's still Basil.
EDIT: Here's the list I wrote earlier with the changes I made just now.
http://pastebin.com/f8z4HVTs
This post has been edited by Daedolon: 13 April 2016 - 09:44 AM
#3 Posted 13 April 2016 - 09:58 AM
http://www.amcwebfor...hp?topic=5238.0
#4 Posted 13 April 2016 - 09:56 PM
#5 Posted 13 April 2016 - 10:33 PM
Daedolon, on 13 April 2016 - 09:19 AM, said:
SST002 Fed Net March Basil Poledouris SSTE02 They Will Win Basil Poledouris SSTM01 Klendathu Drop Basil Poledouris SSTM09 Quad Machine Sonic Mayhem SSTMDY1 Hopper Canyon Basil Poledouris SSTSS07 Silver Machine Head SSTSS08 The Blood, The Sweat, The Tears Machine Head SSTSS14 fly bit Basil Poledouris SSTSS15 Hopper Canyon Basil Poledouris SSTTRK16 Outa Space Mellow Trax
For the "fly bit", I can't pinpoint it for some reason on any of the extended OSTs but I'm pretty sure it's still Basil.
EDIT: Here's the list I wrote earlier with the changes I made just now.
http://pastebin.com/f8z4HVTs
Damn, didn't expect this much info from the very first post. Thank you very much!
#6 Posted 14 April 2016 - 01:44 AM
#8 Posted 14 April 2016 - 09:30 AM
SSTSS13 - Loss - Stephen Rippy, David Rippy - Age of Empires
SSTSS01 - Steam In The Pipes - Kelly Bailey - Half-Life
This post has been edited by December Man: 14 April 2016 - 09:30 AM
#9 Posted 14 April 2016 - 09:36 AM
Can't you tell me where you found track names for the Half-Life songs?
#10 Posted 14 April 2016 - 10:17 AM
http://half-life.wik...Life_soundtrack
:edit:
Ok, I've been working on the pack, but there are some problems.
SSTTRK01.WAV - Fallout 2 - Followers Credo has some ambient noises in the background like thunder. That sound at the 1 minute mark is something I might have trouble finding a replica of. Any ideas?
:edit 2:
Ok, I identified a few more tracks.
SSTSS02 - Space Ocean - Kelly Bailey - Half-Life
SSTSS03 - Scared Confused Short (that's what it is actually called) - Kelly Bailey - Half-Life
SSTSS05 - Hurricane Strings - Kelly Bailey - Half-Life
SSTSS06 - Nuclear Mission Jam - Kelly Bailey - Half-Life
SSTSS14 - Destruction of Roger Young - Basil Poledouris - Starship Troopers OST
Basically I went through the whole Half Life soundtrack.
This post has been edited by December Man: 18 April 2016 - 12:19 PM
#12 Posted 26 April 2016 - 12:30 AM
December Man, on 14 April 2016 - 10:17 AM, said:
To me it sounds like the track from the first Fallout, just with the same name.
I'll add the current stuff to the pastebin list and see what else might be missing.
#13 Posted 26 April 2016 - 12:07 PM
Daedolon, on 26 April 2016 - 12:30 AM, said:
I'll add the current stuff to the pastebin list and see what else might be missing.
I just checked and FO1 version of Followers' Credo is literally the same track so that sound is not present there. Anyway, I copied the sound from the original SSTTRK01.WAV and pasted almost perfectly into the new file. Though the original source of the sound would be much better.
Also I checked your pastebin and I can confirm that SSTTRK16 is indeed Outa Space - Mellow Trax.
This post has been edited by December Man: 26 April 2016 - 12:10 PM
#14 Posted 26 April 2016 - 12:34 PM
I guess we need some oldschool tracker music guys to confirm few of the tracks. I can't find a single tracker song called "Back to reality" representing that particular song.
#15 Posted 16 September 2016 - 12:39 AM
Does anybody know how the SSTC maps access the music? I am trying to figure out how a level "knows" which track to play in that TC since apparently it doesn't work via con code (it's always "null.mid" there).
This post has been edited by NightFright: 16 September 2016 - 12:39 AM
#16 Posted 16 September 2016 - 01:07 AM
(Which reminds me: if you're modifying the cons, here is something good to add so that using cheats doesn't break the level flow.)
onevent EVENT_CHEATGETSCUBA
getplayer[THISACTOR].scuba_amount RETURN
endeventI also have the following in my notes but I forget where/when/if it is useful:
setplayer[THISACTOR].got_weapon 7 0 setplayer[THISACTOR].ammo_amount 7 0 setplayer[THISACTOR].got_weapon 11 0 setplayer[THISACTOR].ammo_amount 11 0
#17 Posted 16 September 2016 - 01:25 AM
Other than that, will put the event code at the end of sstc.con. Thanks a lot for this unexpected bonus fix!
I was just wondering because SSTC bonus/custom maps like "Before the Storm" seem to access/replace certain music tracks, but I cannot figure out how the game knows which one to use if they are not played from a certain episodic map slot.
I realized that the game gives the player some kind of inventory item (scuba gear, as you say), and depending on that, the game plays a certain track. If no inventory item is given, no music is playing (or you can define it via regular music definitions in user.con). But when and how does a map give the player an item - and how can I prevent it from happening?
*EDIT*
OK, I found out that they put an invisible sprite with tile #487 into the starting area of the map. Depending on its pal value, it seems to play different tracks. If you delete that sprite, you are able to customize music via con definitions.
This post has been edited by NightFright: 16 September 2016 - 04:02 AM
#18 Posted 16 September 2016 - 11:29 AM
#20 Posted 16 September 2016 - 11:55 AM
#21 Posted 16 September 2016 - 12:57 PM
#22 Posted 16 September 2016 - 01:20 PM
#23 Posted 22 September 2016 - 02:45 AM
gamevar ACTORLOAD 0 2
onevent EVENT_GAME
ifactor 1405
ifvarn sprite[THISACTOR].owner -1
ifvarvarl sprite[THISACTOR].yvel MULTIMODE
ifvare ACTORLOAD 0
{
ifvare sector[].floorpicnum 859 set ACTORLOAD 1
else ifvarg VOLUME 3 ifvarg LEVEL 0
{
setactor[THISACTOR].extra 200
setplayer[THISACTOR].gotweapon 1 1
setplayer[THISACTOR].ammo_amount 1 48
setplayer[THISACTOR].gotweapon 2 0
setplayer[THISACTOR].ammo_amount 2 0
setplayer[THISACTOR].gotweapon 3 0
setplayer[THISACTOR].ammo_amount 3 0
setplayer[THISACTOR].gotweapon 4 0
setplayer[THISACTOR].ammo_amount 4 0
setplayer[THISACTOR].gotweapon 5 0
setplayer[THISACTOR].ammo_amount 5 0
setplayer[THISACTOR].gotweapon 6 0
setplayer[THISACTOR].ammo_amount 6 0
setplayer[THISACTOR].gotweapon 7 0
setplayer[THISACTOR].ammo_amount 7 0
setplayer[THISACTOR].gotweapon 8 0
setplayer[THISACTOR].ammo_amount 8 0
setplayer[THISACTOR].gotweapon 9 0
setplayer[THISACTOR].ammo_amount 9 0
setplayer[THISACTOR].gotweapon 11 0
setplayer[THISACTOR].ammo_amount 11 0
setplayer[THISACTOR].shield_amount 50
setplayer[THISACTOR].firstaid_amount 0
setplayer[THISACTOR].holoduke_amount 0
setplayer[THISACTOR].jetpack_amount 0
setplayer[THISACTOR].heat_amount 0
setplayer[THISACTOR].scuba_amount 0
setplayer[THISACTOR].boot_amount 0
setplayer[THISACTOR].steroids_amount 0
setplayer[THISACTOR].curr_weapon 1
setplayer[THISACTOR].subweapon 0
setplayer[THISACTOR].inven_icon 0
set ACTORLOAD 1
}
}
endevent(Side note: In SSTTC, standard value for health is 200, armor 50 - that's why it's not 100/0 in the code.)
This post has been edited by NightFright: 22 September 2016 - 02:47 AM
#24 Posted 22 September 2016 - 09:59 AM
#25 Posted 23 September 2016 - 01:05 PM
Gratefully, this reset code also fixed another problem I had with some custom levels I added - music not being reset when changing levels. It seems that scuba_amount 0 took care of that.

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