This is what happens when I have nothing to do on the weekend.
https://www.youtube.com/watch?v=TY09oVp5iiM
Use it however it's wanted. Attribute me I guess though? Really I don't mind it being used in any way.
A showoff video I threw together
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Re: A showoff video I threw together
Annnd back up.
- karx11erx
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Re: A showoff video I threw together

Very cool!

Just ... one ... thing ... the last part of the video, where you destroy the reactor, is from the original first level of D1FS, not from Lunar Outpost Reloaded, like the rest of it. Why is that?
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Re: A showoff video I threw together
karx11erx wrote::omg:
Very cool!
Just ... one ... thing ... the last part of the video, where you destroy the reactor, is from the original first level of D1FS, not from Lunar Outpost Reloaded, like the rest of it. Why is that?
:3 I'm glad you like it. And actually I might edit it a bit more later on with suggestions given of course (I still have the movies and project file). I'd meant to mix more from the remake and actual first level together at the later half of the movie than was present.
Also I didn't want the reactor part of the Lunar Outpost Reloaded at the end because the reactor shielding noise clips my speakers pretty bad and would make the video end a little too noisy. >.o
Of course any additional editing will be for later :3 But let me know suggestions.
- karx11erx
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Re: A showoff video I threw together
Don't shoot the reactor before it's shields are down.
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Re: A showoff video I threw together
karx11erx wrote:Don't shoot the reactor before it's shields are down.
Oh no it's not just that, the hum of the shields alone is extremely loud. You can kind of hear it in that showoff video where I get the red key. The shield hum nearly overtakes the music.
Edit: That being said, I'll see about turning the ambient slider down. If it counts as ambient noise I can counter it that way and get some better footage

By the way, any ideas on better text to display? I kinda got writers block.
- karx11erx
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Re: A showoff video I threw together
Well, D2X-XL supports custom sound objects the volume of which is individually adjustable, but the reactor shields have the original force field sound, so unfortunately nothing I could adjust. 
I found your text quite ok.

I found your text quite ok.

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Re: A showoff video I threw together
karx11erx wrote:Well, D2X-XL supports custom sound objects the volume of which is individually adjustable, but the reactor shields have the original force field sound, so unfortunately nothing I could adjust.
I found your text quite ok.
Thaaankyou

Note: PLEASE Turn your headphones and/or speakers down for this
https://www.youtube.com/watch?v=UOC47-EPO5s (Processing done. Up to 1080p will be available shortly)
- karx11erx
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Re: A showoff video I threw together
The main problem here is that there are five force fields in close vicinity, which makes their sound add up insanely. I will tie forcefield sound volume to the general ambient sound volume (which so far only affects sound objects, which are a D2X-XL exclusive feature).
As for the sound "thrashing": I have experienced that occasionally. If you are using the advanced collision model (physics options), that effect may be caused by it.
As for the sound "thrashing": I have experienced that occasionally. If you are using the advanced collision model (physics options), that effect may be caused by it.
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Re: A showoff video I threw together
karx11erx wrote:The main problem here is that there are five force fields in close vicinity, which makes their sound add up insanely. I will tie forcefield sound volume to the general ambient sound volume (which so far only affects sound objects, which are a D2X-XL exclusive feature).
As for the sound "thrashing": I have experienced that occasionally. If you are using the advanced collision model (physics options), that effect may be caused by it.
I'll double check that later. It really did sound like it was either some kind of constant collision (maybe the reactor was constantly hitting its own shield?), or a lot of sounds buffered up and played back all at once. I'll look into it a bit. As for the forcefields...It sounds like it might actually be a better idea to limit the forcefield sounds to one at a time. Perhaps play the sound back whenever the player is x distance from a forcefield. That would prevent the sounds from stacking like that. Then again it would affect directional sound wouldn't it? Hrm...a difficult thing to solve that seems like the best idea is to just not put too many shields together XD
EDIT:
Happened on standard physics as well. Also the sound thrashing is almost guranteed to happen in that room. I just duplicated it on a completely different system almost on queue. It seems to happen most often when many of the same constant sounds are playing at once? If I could map I'd test some waterfall/water sounds stacked. Could it be buffering the other sounds and playing them back all abruptly?
- karx11erx
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Re: A showoff video I threw together
I have found the reason behind that sound threshing: It's a flaw in Descent's collision handling code, triggered by the forcefield being single sided to allow reactor shots to pass through. Descent thinks some of the shots are colliding with the forcefield when passing through it. I am just trying to fix that.
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Re: A showoff video I threw together
karx11erx wrote:I have found the reason behind that sound threshing: It's a flaw in Descent's collision handling code, triggered by the forcefield being single sided to allow reactor shots to pass through. Descent thinks some of the shots are colliding with the forcefield when passing through it. I am just trying to fix that.
That would explain why it triggered most often when I agro'd the reactor. Let me know once it is fixed and I'll run the level to make sure the sound "crash" doesn't happen. Should make for some good footage too.
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