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Everything EDuke32 (25 posts)
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  1. In Topic: Different Low Tags for Special Sound Effects

    14 June 2019 - 07:15 PM

    There is a slight technicality that I missed with some of my last few posts. Technically stating "998 is the highest you can currently go in EDuke32 with sound definitions", is vague.

    I'm not quite sure about the following terminology, it has been about 10 years since I've done any programming, but the principle is there.

    0 to 998 are the index numbers assigned to the sound objects, and are the LoTag values used in the MUSICANDSFX sprite. Counting 0, there are actually 999 sound definitions.

    Therefore, 998 is the highest index value that is recognized by Mapster32 and EDuke32, and 999 is the maximum amount of sound definitions Mapster32 and EDuke32 can have.
  2. In Topic: Different Low Tags for Special Sound Effects

    14 June 2019 - 03:35 PM

    View PostMark, on 14 June 2019 - 03:07 PM, said:

    I expect a gold star and a chocolate chip cookie. ;)


    Made with EditArt and
    Extracted with BAFed.

    See Attachments.
  3. In Topic: Different Low Tags for Special Sound Effects

    14 June 2019 - 03:04 PM

    View Postrkilyan, on 10 June 2019 - 08:15 PM, said:


    Therefore the sound definitions could stop at 999 and start back up at 1256. Avoiding the sound definition values of 1000 to 1255 means no conflict with the Echo Effect. The LoTag values of 1000 to 1255 are untouched, and are free for the Echo Effect.


    Using EDuke32 (r7657), and NOT AMC TC.

    I did some more testing and found out that 998 is the highest you can currently go in EDuke32 with sound definitions. Also for some odd reason 1256 and on display REVERB even though, the last time I checked, it only goes from a LoTag of 1000 to 1255 as the Echo Effect, or REVERB as Mapster32 displays it.

    Mark's and my solution, quoted all the way at the top, for now, may only apply to AMC TC; it does not seem to work with EDuke32.

    This is why I like to test this stuff, and this is why you should test stuff too.

    It still could be a good idea for AMC TC and a future release of EDuke32.

    Thanks again Mark and everyone else.
  4. In Topic: Different Low Tags for Special Sound Effects

    10 June 2019 - 08:15 PM

    Alright, I'll put what others have typed about altogether.

    It does not seem necessary to modify special LoTag values, update maps, or the palette of the MUSICANDSFX.
    Remember, We're assuming there are over 1,000 sound definitions, and the cache size has been increased to handle it.

    Here's what leads to a solution, or at least a recommendation:
    1) We do not need to have consecutive sound definitions. I've tested that with EDuke32 and I have not found any problems.
    2) In The Official Duke Nukem 3D Level Design Handbook, by Matt Tagliaferri, chapter 6, page 123, he indicates that a LoTag value of 1000 to 1255 defines an Echo Effect for a MUSICANDSFX.

    Therefore the sound definitions could stop at 999 and start back up at 1256. Avoiding the sound definition values of 1000 to 1255 means no conflict with the Echo Effect. The LoTag values of 1000 to 1255 are untouched, and are free for the Echo Effect.

    It seems what we have is fine. Maybe nothing needs to be radically changed after all.

    Thanks for the patience, help, and input.
  5. In Topic: Different Low Tags for Special Sound Effects

    09 June 2019 - 01:33 PM

    View PostJblade, on 08 June 2019 - 10:40 PM, said:

    music and sound fx sprite only works with sounds under a 1000. its not worth the effort to fix this because I don't see anybody using 1000 different environment or door sounds.

    I think I have it!

    How about just turn off the Echo Effect by making the sprite blue (palette 1). Forget all of the Low Tag games and update voodoo for an opportunity that leads to disaster.

    If the Low Tag you have is 1000 or over then just make it palette 1 to deactivate the Echo Effect.

    So, you have a music and sound fx sprite, but you DO NOT want it to echo

    LoTag = 1025
    HiTag = 8000
    Palette = 1 (Blue)
    - overrides the Echo Effect, and 1025 is treated as an Ambient Sound only.

    I think I need to pass this onto a developer.

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