The Sphere [1.6]

All about modding, mapping and modeling for D2X-XL

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Yokelassence
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Postby Yokelassence » Fri Sep 11, 2009 12:25 am

So the reactors/bosses had a normal countdown time for you?
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Postby Yokelassence » Thu Oct 08, 2009 11:32 am

Why didn't anyone tell me that the countdown trigger used the trigger delay time? :think: Never mind, its in the past.

After reading the latest worklog entry about sound effect objects I decided to try that myself, so I ripped the sounds out of Lunar Outpost Reloaded which were ripped out of Pumo Mines and applied them to the Sphere. The added ambiance definitely makes a huge difference, bringing the level of immersion Descent offers closer to the ranks of Half-Life. I also found the sounds useful for replacing waterfall sounds that get lost adding overlay textures. Cheers to Pumo for making these excellent sounds (it was Pumo right?)

Now if only I knew how to make the sounds independent of Lunar Outpost Reloaded. At the moment you need to have LOR installed before you can hear any ambiance in The Sphere. I tried copying the LOR mods folder and renaming it but the mods don't work that way.

Oh well, you all need a good excuse to play LOR anyway. Its a fantastic work of art.

While I was at it I also renovated some area's in the secret level, previously some sections were lazily done, originally just a random bunch of cubes joined together. Eventually I added some details to those sections to make them look more authentic but no amount of adjusted corners or detail cubes can cover up lazy design. As I put sound effects in those area's I simply could not resist tearing the whole section out and starting over. I also could not resist adding other effects as well as sounds, I made use of the new fire effect and finally bothered to put some bubbles in where they deserved to be.

Some examples of the end result are in the Original Post; I updated the screenshots since I did so for everything else.

Changes for 1.3 include:
  • Added more effects including fire and sound (uses the ones from LOR)
  • Overhauled sections in the secret level
  • Improved several triggers including countdown and boss spawn
  • Nerfed the green spider (was upstaging the class 2 platform's role)
  • fixed some texture flaws


Link will be updated shortly
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Postby Pumo » Thu Oct 08, 2009 4:52 pm

Well, the ambient sounds aren't completely made by me from scratch as they are actually some D3 ambient sound rips, but i 're-mastered' them to CD quality thus adding better quality (higher frequencies) and stereo effects ;)

Anyway, i think that if you want to use the LOR sounds without having it installed, you could just copy the individual WAV files to a 'mods\sphere\sounds' folder and they should work perfectly fine. Also be sure to install the latest D2X-XL data (1.14.135) that includes some prepared general ambient sounds.

Can't wait to see v1.3!! :D
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ambient sounds

Postby Frustikus » Thu Oct 08, 2009 5:26 pm

Hi there,

I am really pleased to see more and more people making some extra stuff for D2X.
There are a lot of possibilities to add ambient sounds: A sound for robots working in the mines (moving rocks, blowing up new pits, repairing other robots, etc.). It would be perfect to have such sounds in two samples: First sample if you are in the room where the action happens and one sample which should sound like you hear the action through walls.
You can get many many many free samples from the internet to work with them.
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Postby Yokelassence » Thu Oct 08, 2009 11:47 pm

Download is up, see the first post.

Too late Pumo, I had already put down your name as the source of the sounds. :lol: Since I do not have D3 I did not know where the sounds originally came from so I just assumed they were yours.

I tried making mods/sphere/sounds but that did not work for some reason. D2X-XL seems to prefure all ambient sounds to come from mods/lor-xl/sounds. I will install the .135 data and see if that fixes the problem

I will be on the lookout for my own sounds too. One particular sound I could use is a deep cavernous rumble that can be applied to large area's and make them more foreboding. I used mighty-machine.wav to imitate that effect for now.
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Postby karx11erx » Fri Oct 09, 2009 2:28 pm

Uploaded to my website, links updated.

Actually the sounds should work w/o having LOR installed, provided you have installed the entire contents of the current D2X-XL release (including sounds).
Last edited by karx11erx on Mon Oct 19, 2009 8:21 am, edited 1 time in total.
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Postby Woodpecker » Sun Oct 18, 2009 1:31 pm

Superb work. The textures are fitting and it is great to see a mixture of D1 as well as D2 and Vertigo robots in there. It's very, very impressive, and that's barely scratching the surface on Level 1 (Trainee). Those bots are so dang hard to hit! I got pounded in a room full of Hulks and PESTs (the one with the red key), running out of energy for my lasers and plasma gun, flew through a door hoping to get back to the energy centre and was blown to pieces by two more Hulks! :evil: :lol:

It looks like this level will provide a decent challenge. :)
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Postby Planet Orange Citizen » Mon Oct 19, 2009 6:34 am

This is by far one of the hardest level sets I've played in a while. Excellent work and thanks!
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Postby Yokelassence » Wed Oct 21, 2009 4:14 am

Thank you for the feedback

Mind you, I toned the mission down quite a bit since I started it. The first beta version used to be twice as hard ;)

There may be one more update following; I am experimenting with robots that change their positions when you start a new game so when you play again you are in for more surprises :twisted: I have already implemented something like this in my new mission. Thanks to Karx for this new feature
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Postby Yokelassence » Tue Jan 05, 2010 12:01 am

I got done converting some old triggers into semaphore based ones in The Sphere and somehow I broke something in level 3.

The game crashes half a second into loading level 3. I don't understand why, I only added about 14 new cubes and some new triggers.

It cant be the geometry. There are geometry errors but only in pre-existing cubes that I have not tampered with. If they didn't crash the game then...why now?

It cant be the triggers, I put the exact same trigger mechanism into levels 1 and 2 earlier and they work just fine

There is no error message, no log output, the loading just plain stops. I don't have the slightest clue what is going on here.

Would anyone be able to check it out if I posted the level? I might need some help figuring out where this bug is.
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Postby karx11erx » Tue Jan 05, 2010 12:18 am

Post it already.
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Postby Yokelassence » Tue Jan 05, 2010 12:43 am

Sphere-1.4 (unofficial)

Contains all recent changes.

I tried rolling back some changes (mainly apply to the yellow key area and associated triggers) but level 3 still crashes. Man this is weird. No other level has this problem.
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Postby karx11erx » Tue Jan 05, 2010 8:42 am

There are segments in the levels now that have only two dimensions (opposing sides take the same space, i.e. their corners are at the same coordinates). Looks like you had something like segment 1 - 2 - 3 and joined the sides of segments 1 and 3 that are facing each other, squeezing down segment 2. Check these. Descent also doesn't like coplanar faces (two different faces of the same segment being in the same plane). You made a few of these when creating triangular shapes. You need to move their common edge out a little. What it really doesn't like are concave segments (i.e. if two faces are at an angle >= 180 deg seen from the inside of the segment - there are quite a few like that in level 3).
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Postby Yokelassence » Tue Jan 05, 2010 11:10 pm

I fixed all of the geometry issues in Level 3 and it continues to crash while loading so it must be something else.

I noticed that the crash happens consistently at the 10 - 15% loaded point. I wonder what it is doing at that point?
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Postby karx11erx » Tue Jan 05, 2010 11:54 pm

I didn't say the crash was created by these.

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