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DarkXL Update 4 - Sound
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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 01, 2008 09:15    Post subject: DarkXL Update 4 - Sound View user's profile Send private message Send e-mail Reply with quote

The 2D and 3D sound system is now "finished." The player makes the jumping/landing sounds, shooting (and hitting) make sounds, punching makes sounds (with hit and miss sounds), picking up items makes sounds, hitting/killing enemies, etc. This, of course, includes playing sounds from logic scripts. Also all the elevator sounds and pages are implemented.

In addition switches now change properly when hit.
Since I can't show screenshots of sounds, I instead put up shots of a switch changing and of various working elevators and doors since I didn't show off that functionality when it was complete.

Note that the screenshots are JPG. Unfortunately PhotoBucket seems to have resampled/compressed them so there are a little more compressed then I originally intended but still look decent. If you want better quality next time then I'll use compressed PNG but I wanted them to be small since their size seems to be an issue.

Like I said previously this is my last update before the alpha demo, see the main thread for a discussion about what will be in the demo.

Anyway here are the screenshots:







By the way this is a serious update, having nothing to do with the date Smile

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DarkXL....http://darkxl.wordpress.com

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Apr 01, 2008 16:49    Post subject: View user's profile Send private message Send e-mail Reply with quote

APRIL FOOLS

Get a short video of it. Upload it to YouTube if you don't wanna care about encoding it etc. Last I checked Fraps has a free 30 second watermark version.

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CoinCollector
Dianoga

Joined: 10 Nov 2007

PostPosted: Apr 01, 2008 18:28    Post subject: View user's profile Send private message Reply with quote

Oooh, yeah; a video would be really nice!

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Apr 01, 2008 19:04    Post subject: View user's profile Send private message Send e-mail Reply with quote

The switch in that screenshot isn't aligned.

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klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: Apr 01, 2008 19:06    Post subject: View user's profile Send private message Reply with quote

I dunno. Considering how close the alpha demo release appears to be, I'd rather wait a few days for the actual demo, than have the demo release get pushed back an extra day because lucius spent time recording and uploading video instead of programming.

Darth Oosha
Trandoshan

Joined: 24 Sep 2003

PostPosted: Apr 01, 2008 20:05    Post subject: View user's profile Send private message Reply with quote

I don't have a preference, but it might be a good idea to install fraps and get a youtube account anyway for future updates, if you don't already have both.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 01, 2008 20:40    Post subject: View user's profile Send private message Send e-mail Reply with quote

The_Mega_ZZTer wrote:
The switch in that screenshot isn't aligned.


You are correct. I still have some floor alignment and switch alignment bugs to work out before the release as well as various other minor issues.
All the system necessary for the demo are there, I just need to polish it up and fix various bugs/issues.

Thank's for pointing it out though Smile

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DarkXL....http://darkxl.wordpress.com

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 02, 2008 10:26    Post subject: View user's profile Send private message Send e-mail Reply with quote

Ok I've decided to upload some videos to youtube. Some caveats before you watch:
1. I'm working on fine tuning the AI right now for the demo, it's temporarily broken. Enemies will die and leave weapons/ammo/items and occasionally speak alert phrases. This will be finished for the demo.
2. Fraps slowed my framerate down which causes the game to look slower then it really is. Yes the character appears to move too slow but it's much better when actually running the game.
3. There are various other issues that you may see but these are the very things I'm working on for the release. This includes the lack of weapon/camera movement while moving.
4. It's on youtube, so it's pretty low quality video. Later I'll look into uploading the higher quality Divx versions.

I would have prefered to wait for the demo, but there is enough of a desire for the videos so here it goes... just remember that the demo will be much better Smile

http://www.youtube.com/watch?v=1fIjMeze2oQ
http://www.youtube.com/watch?v=ZY21dGyFe94
http://www.youtube.com/watch?v=mHpcCF8ZyPU

*New*
Higher quality videos, hosted right here at DF-21:
http://darkxl.df-21.net/Movies/DarkXL_PreAlpha_1.avi
http://darkxl.df-21.net/Movies/DarkXL_PreAlpha_2.avi
http://darkxl.df-21.net/Movies/DarkXL_PreAlpha_3.avi

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DarkXL....http://darkxl.wordpress.com


Last edited by lucius on Apr 07, 2008 22:23; edited 1 time in total

BlazingPhoenix
Ree-Yees

Joined: 22 Mar 2008

PostPosted: Apr 02, 2008 10:51    Post subject: View user's profile Send private message Send e-mail Reply with quote

Yay for it being OpenGL. :p

Fenwar
Admiral Ackbar
Admiral Ackbar

Joined: 15 Sep 2003

PostPosted: Apr 02, 2008 13:18    Post subject: View user's profile Send private message Reply with quote

Impressive.

ZOmegaZ
Dianoga

Joined: 28 Jan 2005

PostPosted: Apr 02, 2008 17:36    Post subject: View user's profile Send private message Reply with quote

Most impressive.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Apr 02, 2008 19:18    Post subject: View user's profile Send private message Send e-mail Reply with quote

Not bad. Physics need some work. Player seems to float instead of falling, moves a bit slowly, stops immediately instead of sliding to a stop. Needs head wave too, and enemy collision... and I don't think enemies are moving with the elevators... and do I see you collecting powerups that aren't there (maybe a different Z level?). Also no powerup flash. Elevators seem to move a bit slowly too... at least some of the doors did. Gun fires a bit late, enemy damage/death seems delayed.

But all these flaws only cement that it's real... and it's also a surprisingly short list actually. Good job!

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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 02, 2008 19:31    Post subject: View user's profile Send private message Send e-mail Reply with quote

Thanks for the compliments.

The_Mega_ZZTer wrote:
Not bad. Physics need some work. Player seems to float instead of falling, moves a bit slowly, stops immediately instead of sliding to a stop. Needs head wave too, and enemy collision... and I don't think enemies are moving with the elevators... and do I see you collecting powerups that aren't there (maybe a different Z level?). Also no powerup flash. Elevators seem to move a bit slowly too... at least some of the doors did. Gun fires a bit late, enemy damage/death seems delayed.

But all these flaws only cement that it's real... and it's also a surprisingly short list actually. Good job!


Your list is almost my entire list of fixes for the demo release, as well as finishing my AI work I'm doing now. There are a few other minor things such as the guns left behind pointing the wrong direction, some alignment issues will some floors and switches (mentioned before) and some other minor things. But as you can see, all the major systems are in place and working. You can see a mouse droid moving in one of the videos which uses the same logic script/AI system that the enemies use - it's just I happen to be working on the enemy scripts now.

So you can see that I really am close to the demo release - but I think first impressions are important which is why I originally didn't plan on showing this stuff until those issues were fixed. However, given the response so far I am happy about changing my mind and putting up the movies anyway Smile

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DarkXL....http://darkxl.wordpress.com

Ryuichi91
Ree-Yees

Joined: 06 Aug 2007

PostPosted: Apr 03, 2008 21:03    Post subject: View user's profile Send private message Reply with quote

I am seriously amazed at how this working out. keep up with the good work

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 07, 2008 22:26    Post subject: View user's profile Send private message Send e-mail Reply with quote

I posted the original DivX version of the videos above along with the youtube versions. It's the exact same videos as before but much higher quality. All future videos will be in the higher quality (they're still only 10MB thanks to DivX). Later I'll make a new video of the AI in action Smile

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DarkXL....http://darkxl.wordpress.com

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Apr 07, 2008 22:41    Post subject: View user's profile Send private message Send e-mail Reply with quote

Quick question: Are you still going to be using the windows sound mixer for midi playback or something completely different? I remember playing DF on mac and the music was fine. But when I played it on windows, the music seemed a bit hollow, like it was missing about half of what it really was.

I dunno, I think that's how I understand it.

_________________
I don't think outside the box... I customize it.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 07, 2008 22:50    Post subject: View user's profile Send private message Send e-mail Reply with quote

I will keep the midi-mixer layer seperate from the iMuse layer, which means I can use the Windows mixer at first but change it without effecting the iMuse code. I will be doing this right after the first demo is released.

Once midi is working through Windows, I will probably look into using TiMidi or some other software mixer to generate more faithful (better sounding) midi. I think I'll set it up so you can choose to use different midi players (Windows, software), so others can be added in the future.

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DarkXL....http://darkxl.wordpress.com

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Apr 08, 2008 03:48    Post subject: View user's profile Send private message Send e-mail Reply with quote

Cool. I must admit the lack of hi res textures and horrible sound kind of killed DF on windows for me. Fortunately that will all change in due time Very Happy

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Magic_Al
Gamorrean

Joined: 22 Mar 2005

PostPosted: Apr 13, 2008 00:01    Post subject: View user's profile Send private message Reply with quote

This is very exciting. Smile

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Armed only with a blaster pistol and an intimate knowledge of
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Fish
Gamorrean

Joined: 29 Sep 2003

PostPosted: Apr 25, 2008 06:36    Post subject: View user's profile Send private message Reply with quote

Burning Gundam wrote:
Quick question: Are you still going to be using the windows sound mixer for midi playback or something completely different? I remember playing DF on mac and the music was fine. But when I played it on windows, the music seemed a bit hollow, like it was missing about half of what it really was.



MIDI also tends to have some minor synchronization problems (a slight lag), but that shouldn't be an issue here, as MIDI is only playing ambient music in DF and nothing that's critical to be synched to milliseconds...

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Apr 26, 2008 02:59    Post subject: View user's profile Send private message Send e-mail Reply with quote

Windows' MIDI mixer doesn't handle DOS games. In fact Windows' native DOS emulator has very bad sound emulation. Most games won't even have sound.

There are third-party tools but they usually offer different choices for which MIDI mixer to use... not sure if it matters on the Windows platform (such choices usually only mean something on Linux). I imagine some use the Windows MIDI mixer and some just do the mixing work themselves.

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Magic_Al
Gamorrean

Joined: 22 Mar 2005

PostPosted: Jun 29, 2008 00:42    Post subject: View user's profile Send private message Reply with quote

Burning Gundam wrote:
Quick question: Are you still going to be using the windows sound mixer for midi playback or something completely different? I remember playing DF on mac and the music was fine. But when I played it on windows, the music seemed a bit hollow, like it was missing about half of what it really was.

I dunno, I think that's how I understand it.



I think the reason it sounds different on the Mac is Mac DF has a built-in MIDI synthesizer with its own instrument sounds. The PC version relies on the PC to be able to play MIDI, a task often delegated to a hardware MIDI synthesizer on the sound card. Built-in sound on the Mac didn't (and still doesn't) include a hardware MIDI synthesizer. In 1995 the only MIDI playback capability included with the Mac was QuickTime 2.0, which few users had because it was fairly new and was the first version Apple charged money to upgrade to, and there was only the full-featured version (no free player). QuickTime 2.x only had a partial set of instruments and QuickTime 1.x had no MIDI support. LucasArts wisely decided to handle the music themselves. Mac DF's music sounds the same on every Mac, while on the PC it can vary with which instrument set happens to be part of each PC's MIDI capability, AFAIK.

_________________
----- MagicAl`s DARK FORCES Niche -----
http://homepage.mac.com/anewmanagn/magic_al/

Armed only with a blaster pistol and an intimate knowledge of
Imperial methods, MagicAl prepares to go to lunch....

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 29, 2008 00:59    Post subject: View user's profile Send private message Send e-mail Reply with quote

Magic_Al wrote:

I think the reason it sounds different on the Mac is Mac DF has a built-in MIDI synthesizer with its own instrument sounds. The PC version relies on the PC to be able to play MIDI, a task often delegated to a hardware MIDI synthesizer on the sound card. Built-in sound on the Mac didn't (and still doesn't) include a hardware MIDI synthesizer. In 1995 the only MIDI playback capability included with the Mac was QuickTime 2.0, which few users had because it was fairly new and was the first version Apple charged money to upgrade to, and there was only the full-featured version (no free player). QuickTime 2.x only had a partial set of instruments and QuickTime 1.x had no MIDI support. LucasArts wisely decided to handle the music themselves. Mac DF's music sounds the same on every Mac, while on the PC it can vary with which instrument set happens to be part of each PC's MIDI capability, AFAIK.


That's actually pretty interesting, I didn't know the Mac version had a built in software MIDI player. As for DarkXL, initially music will be played by the Windows Midi mixer but I will be adding built in software based midi later. Since this isn't a DOS game it won't have the compatibility issues that The_Mega_ZZTer was mentioning.Smile

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The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Jun 29, 2008 18:02    Post subject: View user's profile Send private message Send e-mail Reply with quote

You better have mp3/wav playback support too. Then we can drop one of the Dark Forces soundtracks (there's the CD tracks to the PSX version, for example).

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Magic_Al
Gamorrean

Joined: 22 Mar 2005

PostPosted: Jun 29, 2008 18:31    Post subject: View user's profile Send private message Reply with quote

The_Mega_ZZTer wrote:
You better have mp3/wav playback support too. Then we can drop one of the Dark Forces soundtracks (there's the CD tracks to the PSX version, for example).



He has said he's doing that. And where can I get those CD tracks? Smile

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----- MagicAl`s DARK FORCES Niche -----
http://homepage.mac.com/anewmanagn/magic_al/

Armed only with a blaster pistol and an intimate knowledge of
Imperial methods, MagicAl prepares to go to lunch....

Emon
Ree-Yees

Joined: 10 Aug 2007

PostPosted: Jun 29, 2008 20:42    Post subject: View user's profile Send private message Reply with quote

I probably mentioned this already, but Lucius, you might considering using FMOD for the sound. It's very well written and easy to use. It provides support for nearly every sound format. It also does 3D sound, including occlusion I believe. Further, plugins can be written for it for anything that isn't supported, such as DF's VOC format.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Jun 30, 2008 03:32    Post subject: View user's profile Send private message Send e-mail Reply with quote

Magic_Al wrote:
He has said he's doing that. And where can I get those CD tracks? Smile



Uhh... from the CD? >_>

That's where I got them.

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jun 30, 2008 04:32    Post subject: View user's profile Send private message Send e-mail Reply with quote

There was also a cool unofficial soundtrack made by someone too. I think it's still available for download at the same site the DF for Jedi Academy is available. Cool stuff and I listen to it fairly frequently.

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Tsophika
Gamorrean

Joined: 14 Jan 2008

PostPosted: Jun 30, 2008 10:02    Post subject: View user's profile Send private message Reply with quote

The Playstation soundtrack is available right here on the forums.

Lundquist's unofficial score is still on the DFmod site. -Oops. Thanks Gez.


Last edited by Tsophika on Jun 30, 2008 16:44; edited 1 time in total

Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Jun 30, 2008 12:57    Post subject: View user's profile Send private message Reply with quote

Tsophika wrote:
Lundquist's unofficial score is still on the DFmod site.


Fixed link. Cool

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