World Tour modding topic (sound packs, etc)
#1 Posted 16 October 2016 - 01:16 PM
Seems several people are working on doing full replacement packs for the World Tour audio, which is very cool. For personal use I've done a mini pack, only 11 sound files replaced. Just pistol sounds, shotgun sounds, RPG, pipebomb, explosion, vent, switch, weapon switch, etc. All from Playstation, except pistol fire and RPG are from N64. Wav files renamed to .ogg not re-encoded, these do work in World Tour though, just extract into your sound folder. (which you may want to back up first)
http://www.mediafire...some_N64%29.zip
By the way, for the record I happened to notice the Freeze fire sound is different in eDuke and World Tour. In eDuke if you hold down fire you only hear the light pleasant part, then hear the VWOOOM when you let go of fire. In World Tour it plays the whole thing including the loud VWOOOM repeatedly while you fire. I didn't include any freeze sound in this pack for the record, but when I tried replacing it it still played that way.
The wav files I'm using are ones that were posted in the World Tour topic a few pages back, that are named SOUND011.WAV etc, so would need to use the sound list to identity them all and would take quite a while to replace all the audio. But the sounds I wanted to replace most I did last night anyway.
But anyway, here be the general World Tour modding topic!
This post has been edited by PsychoGoatee: 16 October 2016 - 01:23 PM
#2 Posted 16 October 2016 - 08:14 PM
#3 Posted 16 October 2016 - 09:09 PM
#4 Posted 16 October 2016 - 11:02 PM
Shadow Jolteon, on 16 October 2016 - 08:14 PM, said:
You can elaborate on what you mean by this?
When playing World Tour, the only issue with mini-bosses I noticed is that their own rockets hit their backs (something already an issue in the orignial game, but that should have been fixed as soon as mini bosses become supported).
NWO however uses minibosses AND actual bosses, sometimes next to each other too (like at the end Red Ruckus), only difference with the original game that I noticed regaring the (non-mini) those bosses is that they don't trigger the game's endings.
However when playing NWO in EDuke32, everyboss (minus BOSS5) is small sized, even those have that should be full sized. But I could bet Hendricks has already fixed it, it's an easy oversight considering he says he hadn't played NWO (using WT) yet.
This post has been edited by MetHy: 16 October 2016 - 11:04 PM
#5 Posted 17 October 2016 - 07:18 AM
Lunick, on 16 October 2016 - 09:09 PM, said:
Usermaps? (Then again you do make a good point on that )
MetHy, on 16 October 2016 - 11:02 PM, said:
When playing World Tour, the only issue with mini-bosses I noticed is that their own rockets hit their backs (something already an issue in the orignial game, but that should have been fixed as soon as mini bosses become supported).
If set to palette 21, they are fine, but if placed at any other palette (Besides 0 and 22) they will still appear small but be as strong as the big bosses, This doesn't happen in the new episode, but it can happen in usermaps, making them unplayable. Also I am aware about them hitting themselves with their own rockets, so I fixed that too.
#6 Posted 17 October 2016 - 09:49 AM
World Tour now sounds fairly close to the original version, however there are still some pitch and tempo issues for some of the sounds that I will have to adjust manually.
There's also some sound issues that cannot be fixed without changing the code, such as the Freezer not playing its firing sound correctly, or the fact that ROAM22.OGG creates total and utter earrape on "The Abyss"
Expect a release of this on Wednesday or Thursday
This post has been edited by Doom64hunter: 17 October 2016 - 09:49 AM
#7 Posted 17 October 2016 - 10:16 AM
#8 Posted 17 October 2016 - 10:19 AM
Doom64hunter, on 17 October 2016 - 09:49 AM, said:
Why can't they just be converted directly? and if re-recording is really needed, why in EDuke32?
This post has been edited by MetHy: 17 October 2016 - 10:19 AM
#9 Posted 17 October 2016 - 10:25 AM
MetHy, on 17 October 2016 - 10:19 AM, said:
This should be tested to be sure, but I believe they removed the Apogee Sound System and its specific way of crappily resampling audio, so it would still sound wrong.
Going through EDuke32 gives a 100% chance of success.
#10 Posted 17 October 2016 - 11:40 AM
Hendricks266, on 17 October 2016 - 10:25 AM, said:
Going through EDuke32 gives a 100% chance of success.
I used the pistol sounds as a benchmark for sound quality (since it's immediately available as soon as you start the episode, and because the version in World Tour is especially awful for some reason.)
The sound quality doesn't improve much if you simply extract the file from the GRP and put it into the WT folder, hence I was pretty much forced to record the sounds ingame in order to get them at a better quality.
Some of them are however distorted in pitch and tempo since I used the SFX&MUSIC presets to record them, so I'll have to change that manually to match the .voc files.
(I just used eduke because of ease of usage with mapster32 of course)
This post has been edited by Doom64hunter: 17 October 2016 - 11:42 AM
#11 Posted 17 October 2016 - 11:43 AM
#12 Posted 17 October 2016 - 12:10 PM
Hendricks266, on 17 October 2016 - 11:43 AM, said:
Well I did it using by placing a sound as close as possible to the player in a closed space, and then hitting a button. (music turned off of course)
I already considered that that might not have been the smartest choice, but with my limited knowledge of Duke modding, that's the best I could come up with.
What changes are we talking about exactly? If it's just the volume due to player/emitter distance that's affected, then I can still adjust that in post.
#13 Posted 17 October 2016 - 12:12 PM
Doom64hunter, on 17 October 2016 - 12:10 PM, said:
Both overall volume and relative volume of the two channels (3D sound). I don't believe ASS uses any delays to simulate 3D.
Doom64hunter, on 17 October 2016 - 12:10 PM, said:
Any manual adjustment is a lapse in faithfulness, though I am a perfectionist.
It sounds like you have a pretty good setup considering that you're new to this.
The one piece of information I don't know for my idea is what sampling rate World Tour uses. I assume it is either 44.1 KHz or 48 KHz, but I don't know for sure, and I don't know how to find out.
#14 Posted 17 October 2016 - 12:35 PM
Doom64hunter, on 17 October 2016 - 12:10 PM, said:
I already considered that that might not have been the smartest choice, but with my limited knowledge of Duke modding, that's the best I could come up with.
What changes are we talking about exactly? If it's just the volume due to player/emitter distance that's affected, then I can still adjust that in post.
Why place the sound file anywhere at all when you can play the sound files through mapster's menu?
But honestly if I have a hard time to believe there isn't a way to convert the sound files in a more direct way. VLC can read the voc files extracted from the original GRP and convert to .ogg; it seems to do a poor job at it though and cut the end of the sounds and I can't be arsed to figure out why at this hour. My point is, if VLC can do it, I'm ready to believe a better program out there can do it
This post has been edited by MetHy: 17 October 2016 - 12:37 PM
#15 Posted 17 October 2016 - 12:37 PM
MetHy, on 17 October 2016 - 12:35 PM, said:
Did you miss my post?
Hendricks266, on 17 October 2016 - 10:25 AM, said:
Going through EDuke32 gives a 100% chance of success.
#16 Posted 17 October 2016 - 12:55 PM
I could've saved myself a lot of time with that, heh. Ah well, everything's a learning experience.
(the pitch differences are still there though)
This post has been edited by Doom64hunter: 17 October 2016 - 12:57 PM
#17 Posted 17 October 2016 - 03:18 PM
Doom64hunter, on 17 October 2016 - 12:55 PM, said:
http://hendricks266....d_soundtest.con
#18 Posted 18 October 2016 - 05:27 AM
Toggle-able remastered audio!
I've found quite a few of the original audio pieces used for some of the SST TC sounds, as well as using the list of music sources.
Additionally, I've also found a few of the ones they used for Duke3D to begin with, and since SST TC still uses some of those, they'll be included, too.
I'll be mixing the ones I can't find on my own. The first two, which are in very early stages, are heard here with the rifle and shotgun. I won't rest until they sound as close to the TC as possible.
This post has been edited by Wolf: 18 October 2016 - 05:27 AM
#19 Posted 18 October 2016 - 01:29 PM
Wolf, on 18 October 2016 - 05:27 AM, said:
Please document this in the thread.
Wolf, on 18 October 2016 - 05:27 AM, said:
https://www.doomworl...-sound-effects/
#20 Posted 18 October 2016 - 11:06 PM
This post has been edited by NightFright: 18 October 2016 - 11:07 PM
#21 Posted 19 October 2016 - 10:42 AM
The code for the Alien Queen in World Tour
actor BOSS4 BOSS4STRENGTH fall cactor BOSS4 state boss4code spritepal 6 getlastpal enda
And here's the code for the Alien Queen in the Atomic Edition
actor BOSS4 BOSS4STRENGTH fall cactor BOSS4 spritepal 6 state boss4code getlastpal enda
Should I leave it as it is just for the mini Alien Queens, or should I fix it? The latter means that there can't be any mini Alien Queens that aren't useable. (Although I think LR & WB had a work around for this while the Alien Queen still having green blood)
#22 Posted 19 October 2016 - 10:49 AM
Shadow Jolteon, on 19 October 2016 - 10:42 AM, said:
The code for the Alien Queen in World Tour
actor BOSS4 BOSS4STRENGTH fall cactor BOSS4 state boss4code spritepal 6 getlastpal enda
Wow, it's like they didn't understand the whole purpose of changing the pal to 6 and back again. The whole point is that during actor code execution, the sprite is pal 6 so that the blood and jibs that it spawns from the boss4code will be green. If you just have it changing to pal 6 and back outside of the boss4code, it does nothing. This is like when you are coding for the first time, you don't know what all the lines do so you just change the order figuring it won't matter.
#24 Posted 19 October 2016 - 11:43 AM
It seems that those fireballs he shoots don't even have range either. At least those lava pools might give out an challenge (Either that or just use it to you're advantage and lure him into it ).
As for the Alien Queen, I think I'll fix it for the pack, which means there won't be any mini Alien Queens at all.
This post has been edited by Shadow Jolteon: 19 October 2016 - 11:44 AM
#25 Posted 19 October 2016 - 11:59 AM
#26 Posted 19 October 2016 - 12:30 PM
Shadow Jolteon, on 19 October 2016 - 10:42 AM, said:
I noticed this change looking through the diff of their GAME.CON and I originally brushed it off as simple incompetence, but now that you mention it I remember encountering the same issue trying to make miniboss Queens. I solved it with a gamevar back when I was a noob, but the simpler solution is to spritepal 6 and getlastpal immediately surrounding any calls to guts, debris, state standard_jibs, etc. instead of during the entire actor code.
#27 Posted 19 October 2016 - 10:39 PM
#28 Posted 20 October 2016 - 02:16 AM
This contains all sounds in their full glory, recorded to match the originals as closely as possible. The pitch should be correct for all of them, and I even remembered to include the small delays in the "JibbedActor" sounds.
Tell me if the volume is okay or if you found any problems with the sounds. If you find any, please point out which sound exactly is causing the problem and I'll try to fix it.
Known issues are: (unfixable on my end)
- The Atomic Health sound has a different pitch
- The Freezer firing sound does not cut off correctly
- "The Abyss" ROAM22.ogg earrape deal (christ my ears)
This post has been edited by Doom64hunter: 22 October 2016 - 02:33 AM
#29 Posted 20 October 2016 - 02:34 AM
Download: http://www.mediafire...g7/TILES020.ART Just replace TILES020.art
This post has been edited by HMNuke93: 20 October 2016 - 02:38 AM
#30 Posted 20 October 2016 - 03:55 AM
Will there be a pack somewhere down the line, in which all downloads are put together (EDuke32 fixes, better sounds, boss fixes, new Incinerator, etc ...), so that we can download that pack and replace the stuff we want from one file instead of looking through several pages here?
This post has been edited by fuegerstef: 20 October 2016 - 03:56 AM