Ziemanskye on 6/12/2005 at 08:49
Just a quick shout to say this came out under the radar, incase anyone else didn't notice it slip by.
It's available over at thiefmissions, and I think it might be Bho's slightly delayed Komag 6 entry.
I'm still dl'ing, so you can have more info later.:p
nobody on 6/12/2005 at 17:10
AAARG! so much catching up to do! I got sent away to schools for a few months then I get home and have just enough time to play and vote on the C6 missions before my computer burns up! come on repair shop! only good thing will be that I get a slight upgrade to my CPU, not worth two weeks down time. *grinding teeth*
OrbWeaver on 6/12/2005 at 22:17
Not a bad little mission, a bit rushed in places but there were a couple of interesting touches.
ascottk on 6/12/2005 at 22:24
It's a fun mission. There's a few things that could be fixed though: textures choices & alignment, there's the backend of a light mesh sticking through one of the walls. I'm not sure what you could do about the sound but I could hear guards that were above the player in different rooms. Other than that stuff I had fun with this :thumb:
Bardic on 6/12/2005 at 23:06
For my little guards, I made them hidden because you could hear them down the elevator in the little cellar. then a brush to unhide them when you entered it, and hide them again when you left.
You could work something there, but you don't want them going hidden when they are chasing you.
Bho on 6/12/2005 at 23:34
Thanks for all the feedback guys! Its really helpful, since I'm working on C7 now.
Krypt on 7/12/2005 at 00:27
A question for those with the hearing through walls problem... how do you have your portals set up? I'm not sure if this is common knowledge, but the sound engine uses portals much the same way the renderer does. There is falloff based on distance, but the only way it can adjust this calculation to account for walls is with portals.
For example, let's say you have a U-shaped area with no portals. The player is on one side of the wall and some sound-emitting thing is on the other side. In this situation the sound will only attenuate based on distance, which will be a straight line between the player and the sound. The player will hear the sound through the wall as though it's right next to him. As far as the engine knows, there's nothing blocking the sound. Now if you place a portal cutting the U in two halves at the middle/bottom, this changes the path the sound has to take to get to the player. The sound will now find the portal and travel through it and around, increasing the distance between the sound and the player, the end result being that the sound becomes softened. The sound will also sound like it's coming from around the corner instead of through the wall.
Doors also help block sound. If you place a door near a portal--which should always be the case because all doorframes should have a portal--they become linked. When the door is closed, all sound travelling through that portal will be muffled by the amount specified on the door's SoundDamping property.
GlasWolf on 7/12/2005 at 01:24
That's news to me, thanks Krypt. I suppose that ties up with the per-zone EAX settings. I presume the straight line sound propagation you describe would also be disturbed if there was a separate zone (say a thin corridor) between the sound source and player?
Krypt on 7/12/2005 at 01:56
The volume of the sound is all based around the distance the engine calculates between the player and the sound. It draws the shortest line it can between the player and the sound. Think of this line as a piece of string.
Situation 1: The string is 30 feet long, stretched in a straight line between the player and a sound across an open courtyard. Nothing is between the player and the sound but open air.
Situation 2: Now let's say you put an appropriately portaled twisty hallway between the player and the sound. Not accounting for walls, the distance between the player and the sound is only 5 feet. You then wrap the string through the hallway, across the actual walking distance between the player and the sound, and it comes out to 30 feet.
The volume of the sound will be the same in both situations, because the game calculates a distance of 30 feet between player and the sound for both. Hopefully that makes some amount of sense :eek: