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Author Topic: WIP on alien base  (Read 40821 times)

Offline MCR

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Re: WIP on alien base
« Reply #60 on: June 03, 2011, 08:18:00 pm »
all maps compiled with -quant 2 ;)

Offline Crystan

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Re: WIP on alien base
« Reply #61 on: June 05, 2011, 11:49:42 am »
Holy! Iam gonna upload them right now on IndieDB. Btw. Alien X-Box Boxes FTW :D

@H-Hour
Can you give me a list of amb sounds you need for this map?
« Last Edit: June 05, 2011, 11:57:19 am by Crystan »

Offline H-Hour

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Re: WIP on alien base
« Reply #62 on: June 05, 2011, 10:18:11 pm »
Crystan, I haven't given it much thought at this point. Will probably just want some general humming noises to go near the big green machines as well as something for the white machines.

But I don't know if the ambient noise is working yet. There were problems with it ages ago when I tried to put background noise on +city.

Offline Crystan

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Re: WIP on alien base
« Reply #63 on: June 05, 2011, 11:02:45 pm »
You mean the broken sound range thing that mattn wanted to fix months ago? :D

Offline Crystan

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Re: WIP on alien base
« Reply #64 on: June 21, 2011, 03:43:27 pm »
I made some sounds for the alienbase. I also created a special sound for the wormhole device - i think it sounds really threatening and i hope you gonna use atleast this sound :)
« Last Edit: June 21, 2011, 03:46:20 pm by Crystan »

Offline H-Hour

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Re: WIP on alien base
« Reply #65 on: July 29, 2011, 07:41:40 pm »
We are now planning on splitting the alien base into two separate maps, with the player moving immediately from one map to the next through a "lift" in the map. We'll do this to reduce the size of a single map and therefore how much the engine has to render at once.

So here's an update to the layout map I produced a long time ago, showing how I plan on doing this now. The map size might still need to come down more depending on performance.

Offline H-Hour

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Re: WIP on alien base
« Reply #66 on: August 22, 2011, 01:19:01 pm »
Alien base is now integrated into 2.4. It is just one level with lots of hall connecting tiles at the moment. Once I build out more tiles for lab, antimatter, incubation chamber, telemetry, lift to second level, and nutrition plant.

Anyway, here are some pics of the new tiles and the full base (only one assembly now, but more variation once I have more tiles done).

Offline Crystan

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Re: WIP on alien base
« Reply #67 on: August 22, 2011, 04:54:04 pm »
Dont forget do add the new alien amb sounds. ;D Dont use the outdated files in the misc folder, mattn added them there for unknown reasons. There are new and better sounds in the regular ambience folder.

Offline H-Hour

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Re: WIP on alien base
« Reply #68 on: August 22, 2011, 07:05:13 pm »
Were the misc_sound problems ever fixed?

Offline Crystan

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Re: WIP on alien base
« Reply #69 on: August 22, 2011, 07:20:44 pm »
I think yes but iam not sure. I renember MCR mentioned something about it in another thread but its saver if you ask MCR or mattn.
« Last Edit: August 22, 2011, 07:24:47 pm by Crystan »

Offline MCR

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Re: WIP on alien base
« Reply #70 on: August 27, 2011, 01:23:47 pm »
Were the misc_sound problems ever fixed?

Yes.

Offline H-Hour

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Re: WIP on alien base
« Reply #71 on: September 25, 2011, 08:47:30 pm »
Crystan, I've got some of your sounds integrated into the map now. Volumes/attenuations still need some tweaking probably, but it's a start.

I'm holding back a few of the sounds (like the bubbles) for later tiles.

Offline H-Hour

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Re: WIP on alien base
« Reply #72 on: August 25, 2012, 08:31:01 pm »
New tile added: antimatter storage.

Offline Mattn

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Re: WIP on alien base
« Reply #73 on: August 25, 2012, 10:28:57 pm »
wow - nice map - good job. i really like the containers ;)

Offline H-Hour

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Re: WIP on alien base
« Reply #74 on: August 25, 2012, 10:40:00 pm »
I should mention the pipes are only possible thanks to Sandro's work to fix compilation bugs.