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Need help identifying tracks in Starship Troopers TC

#1

Hey, I wanted to make some sort of HQ soundtrack pack for SST, however I have trouble identifying most of the tracks. Some of them are, what I assume, parts of the official SST movie soundtrack. I can't find any of them listed anywhere. So far I know these:

SSTTRK01.WAV - Fallout 2 - Followers Credo
SSTTRK03.WAV - Fragile Allegiance theme
SSTM09.WAV- some track from Quake 2
2

User is offline   Daedolon 

  • Ancient Blood God

#2

I started looking into the same stuff as I got into Machine Head few months back and heard something familiar. Here's what I wrote down as "confirmed", I got a bunch of other notes but I haven't confirmed them.

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

0

User is offline   Daedolon 

  • Ancient Blood God

#3

Apparently there is an age-old thread about this very topic on AMC:
http://www.amcwebfor...hp?topic=5238.0
1

User is offline   Jblade 

#4

Damn, too bad he couldn't remember the source of the base music. That track was pretty amazing.
1

#5

View PostDaedolon, on 13 April 2016 - 09:19 AM, said:

I started looking into the same stuff as I got into Machine Head few months back and heard something familiar. Here's what I wrote down as "confirmed", I got a bunch of other notes but I haven't confirmed them.

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!
0

User is offline   OpenMaw 

  • Judge Mental

#6

One of the tracks that plays during one of the city maps is from the Alien 3 score.
1

User is offline   Daedolon 

  • Ancient Blood God

#7

Thanks for the heads up, will check which file it is.
0

#8

What I've discovered what is not on this list:

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

1

User is offline   Daedolon 

  • Ancient Blood God

#9

Can't believe I missed the AOE one :D Thanks!

Can't you tell me where you found track names for the Half-Life songs?
0

#10

I have the HL soundtrack from Steam.

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

1

#11

Bumping this topic.
0

User is offline   Daedolon 

  • Ancient Blood God

#12

View PostDecember Man, on 14 April 2016 - 10:17 AM, said:

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?


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.
0

#13

View PostDaedolon, on 26 April 2016 - 12:30 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.


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

0

User is offline   Daedolon 

  • Ancient Blood God

#14

There are a variety of versions of Outa Space, so I wasn't sure at first. Anyway, I actually got that track by checking the wave file with SoundHound.

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.
0

User is online   NightFright 

  • The Truth is in here

#15

Bump with technical side question:

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

0

User is offline   Hendricks266 

  • Weaponized Autism

  #16

SST TC has god-tier v1.5 CON coding hacks, such as using the scuba gear inventory item as a variable. Its music is all .voc files played somewhere in the CONs.

(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
endevent


I 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

1

User is online   NightFright 

  • The Truth is in here

#17

Maybe some kind of reset code if you want to start with default weapons/inventory? Or if you use the weapons cheat so it doesn't give you weapons from Duke3D?

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

0

User is offline   Hendricks266 

  • Weaponized Autism

  #18

Does SST TC have anything in the shrinker/expander slot? If I remember correctly, they are just empty and don't do anything.
0

#19

Oddly enough I've never played that TC
0

User is offline   Hendricks266 

  • Weaponized Autism

  #20

It should be required reading for all community members. So good.
0

User is online   NightFright 

  • The Truth is in here

#21

The mod has a weapon for the Shrinker, but no Expander replacement.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #22

My bad, I misremembered what weapon id #7 is: the Devastator.
0

User is online   NightFright 

  • The Truth is in here

#23

I found a way to make use of your second piece of code. Needed it to reset weapons/inventory for some custom maps I am adding to the TC. Had to use the actor IDs instead of names since SSTTC doesn't define them. (The line vith VOLUME and LEVEL is there since I want the code only to be applied to the episodes which I have added by myself.)

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

0

User is offline   Hendricks266 

  • Weaponized Autism

  #24

My code is to prevent you from ever getting weapons that have nothing in the slot. It's not part of a reset.
0

User is online   NightFright 

  • The Truth is in here

#25

I see. Well, good news is that I tried the weapons cheat and you are not getting any Duke weaponry. It's because the game replaces all cons and only defines the weapons it uses. Weapon slot #8 remains empty (without ammo) - that's the Devastator, just like you stated above.

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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