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Old 25 August 2022, 11:17   #61
Karlos
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Quote:
Originally Posted by grond View Post
Totally wild guess: perhaps some of the data transfer from sample to mixing buffer is done using the blitter?
I haven't seen the mixing code yet so that's entirely possible.
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Old 25 August 2022, 20:19   #62
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Sound mixing is done here
https://github.com/mheyer32/alienbre...hires.s#L10710 (8 channel mix)
and
https://github.com/mheyer32/alienbre...hires.s#L11101 (4 channel mix)
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Old 26 August 2022, 01:59   #63
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Minor mod updates:
Small texture bugs fixed for levels A and B.
The big robot guard in level B is now a mandatory takedown.

Not sure what to do about some of the levels. Let's be honest, the designers seemed to forget the action was taking place on a spacecraft for the first half of the game. Level C is particularly confusing, multiple different environments, only some of which feel like they could be in the suggested setting.

Last edited by Karlos; 26 August 2022 at 02:12.
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Old 26 August 2022, 21:27   #64
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New video, same level: [ Show youtube player ]

* Drifting floor texture fixed
* Original music (almost, see if you notice the change)
* Some improvements to level play through and texturing.
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Old 26 August 2022, 23:44   #65
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Very impressive!!

I followed the link in the description, but where can I find the latest build?
Would it be possible to upload it here?

Thanks for your crazy work, guys.
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Old 27 August 2022, 23:57   #66
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Originally Posted by pipper View Post
In fact I couldn't resist to test this... it worked! So I submitted the patches to GitHub :-D

The downside is that there's now audible clicking and popping sounds... something does not work 100%, as if the mixing is not producing enough data and the HW channels run into random noise.
I have to say, my audio experience doesn't seem to have degraded in any noticeable way.
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Old 31 August 2022, 01:20   #67
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Updated version pushed. This cleans up some of the editing resources and replaces one of the floor textures I've loved to hate for a long time (floor.9 for those familiar).

Most significantly, the repo now contains the latest working build from pipper's repository, so you can just download and go.
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Old 31 August 2022, 01:26   #68
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sweeeeeet!
I will be grabbing a copy, NOW!
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Old 31 August 2022, 01:33   #69
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I've been re-learning what I've forgotten in the last 25 years with the editors and other foibles. I spend about 30 mins trying to get my new floor texture included before I realised that I'd switched to using a feature of LevelEd 303 that converts a full picture of them all.

I spent another 10 minures wondering why the new floor graphic didn't appear on a saved game in an area that used it. I had saved the floor tile to the default location but the mod link file used a specific name. This was something to do with having multiple episodes and not having to move files around.
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Old 31 August 2022, 01:37   #70
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yes, it makes ones brain (what's left of it in my case) ache some what
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Old 31 August 2022, 01:38   #71
Karlos
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Quote:
Originally Posted by pipper View Post
In fact I couldn't resist to test this... it worked! So I submitted the patches to GitHub :-D

The downside is that there's now audible clicking and popping sounds... something does not work 100%, as if the mixing is not producing enough data and the HW channels run into random noise.
I have something on this. I don't think it's the moving of sample data to fast ram, I think it's a commit you made to default to 8ch stereo at some point. I used to play the game in 8ch mono because I found the 8 channel mode was buggy. One of the things I remember was that sounds could play abnormally quietly based on their direction and could change volume suddenly. This could be your perceived audio issue.
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Old 31 August 2022, 02:29   #72
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I don't think I have ever had sound working correctly in winuae, but, that is my fault because there are so many settings. Is the audio issue present on real hardware and/or emulation?
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Old 31 August 2022, 09:12   #73
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sweeeeeet!
I will be grabbing a copy, NOW!
I'm wondering if it would be sacrilege to replace some of the levels entirely. Level C, for instance, is such a random hodge podge of bizarre, incomprehensible subzones. I don't remember the storyline so maybe it's meant to be the alien ship, since the level before is the docking ring, but it certainly doesn't have any familiar space ship feel to it.
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Old 31 August 2022, 19:55   #74
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Quote:
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I'm wondering if it would be sacrilege to replace some of the levels entirely. Level C, for instance, is such a random hodge podge of bizarre, incomprehensible subzones. I don't remember the storyline so maybe it's meant to be the alien ship, since the level before is the docking ring, but it certainly doesn't have any familiar space ship feel to it.

No, not sacrilege. Not many people got past the first level or demo so won't miss what they never knew! If level 3 isn't up to scratch then work your magic as far as I'm concerned!
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Old 31 August 2022, 21:28   #75
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Quote:
Originally Posted by Karlos View Post
I'm wondering if it would be sacrilege to replace some of the levels entirely. Level C, for instance, is such a random hodge podge of bizarre, incomprehensible subzones. I don't remember the storyline so maybe it's meant to be the alien ship, since the level before is the docking ring, but it certainly doesn't have any familiar space ship feel to it.

You know, I dont think anyone would complain if level c was remade to actually look like a spaceship ;-) or become playable for that matter.
One could probably keep the overall scope of the level to keep somewhat faithful to the original.

Btw, Do you have any clever way of extracting the map outline to something that can be saved to a bitmap or similar?
Im tempted to do a quake map in trenchbroom on that theme one day ;-)
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Old 31 August 2022, 21:35   #76
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I realised I'd not added all the files for level B so the last push was probably broken or missing something. I just pushed everything.
- You now have to work a tiny bit harder to get the assult rifle.
- The shotgun is lying around early in the level in case you missed it in Level A.
- The surreal curved crazy paving floor texture is gone, at last.
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Old 31 August 2022, 22:19   #77
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Originally Posted by eXeler0 View Post

Btw, Do you have any clever way of extracting the map outline to something that can be saved to a bitmap or similar?
Im tempted to do a quake map in trenchbroom on that theme one day ;-)
You could use leveled303 and screen grab that I guess. It doesn't seem to scale to higher resolutions, so it may need a few screenshots combining. One problem you will have is understand the upper and lower zones.

Last edited by Karlos; 31 August 2022 at 23:08.
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Old 31 August 2022, 22:21   #78
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Thanks a lot for the new upload.
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Old 31 August 2022, 22:56   #79
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Thanks a lot for the new upload.
When I originally worked on this mod, the iteration cycle was a nightmare.
1) Do work with flaky tools, risk data loss. Forget to backup.
2) Test in game, risk random crashes.
3) Note each issue.
4) Reboot.
5) Repeat until happy.
6) Make an archive.
7) Forget to upload anywhere.

Combined with a lack of a good backup strategy or version control, this was a real pain.

Fast forward to now:
1) Do work with most of the same flaky tools, but in UAE with all the files on a proper journalled filesystem.
2) Test in game.
3) Note issues.
4) Reset UAE
5) Commit or revert changes to files as necessary.
6) Repeat until happy.
7) Push changes to GirHub

The difference in turnaround time and effort required to get stuff done is like night and day. Coupled with the ability to jump to a terminal to modify and rebuild the game engine in the event in find something that looks like a bug, the whole experience is better from every angle.
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Old 31 August 2022, 23:47   #80
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It´s an outstanding achievement.

Just tested the latest version. An immersive experience, especially the large corridors and halls. Much, much cooler than the original.
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