Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Vanilla Modding » Does anyone know how the Steady State Ambience works?
Does anyone know how the Steady State Ambience works?[message #279345] Thu, 05 May 2011 16:55 Go to next message
Tao

 
Messages:2245
Registered:August 2009
Location: The Known Universe
Can this be utilized or is it an inactive feature from the get go?
I tried plugging in some sounds, but have failed initially.
Re: Does anyone know how the Steady State Ambience works?[message #280563] Mon, 23 May 2011 20:08 Go to previous messageGo to next message
Tao

 
Messages:2245
Registered:August 2009
Location: The Known Universe
So I take it that nobody knows anything about this?

Can someone who is familiar with the source confirm this please? I originally found it in the Night Ops Source, but I can almost guarantee that it exists in the Regular source.
Re: Does anyone know how the Steady State Ambience works?[message #282138] Fri, 03 June 2011 21:49 Go to previous messageGo to next message
Tao

 
Messages:2245
Registered:August 2009
Location: The Known Universe
Anyone?

I feel like this could up the immersion level if we figure out how to get it working.
Re: Does anyone know how the Steady State Ambience works?[message #282886] Fri, 10 June 2011 00:41 Go to previous messageGo to next message
Tao

 
Messages:2245
Registered:August 2009
Location: The Known Universe
God damn I wish someone would at least check this out to see if there is something of value.

The way I saw it was that, whenever close to a particular tile, the game would play ambience.
This is unlike the current set up where the owl, cricket, and bird ambience sounds play every once in a while.

For example:

When close to the water at the ocean, we could put in a waves crashing sound.

Please can someone check this out? I know there are a shit load of people who look at the code.

Thanks,
Re: Does anyone know how the Steady State Ambience works?[message #282949] Fri, 10 June 2011 12:52 Go to previous messageGo to next message
Will Gates

 
Messages:1029
Registered:September 2006
Location: Far far away.
Ambient sounds are hard to alter. There's a few bird calls (not crows) a few owls and some crickets chirping loops. If you want to swap a bird for dog barking say it must not only be in the exact same format... it must also be near as damn it the exact same length or it will never play. I think rain, thunder and cows mooing are all semi ambient in a way but triggered by something else; in the cows case by being in the map of course.

Re: Does anyone know how the Steady State Ambience works?[message #282964] Fri, 10 June 2011 14:13 Go to previous messageGo to next message
Tao

 
Messages:2245
Registered:August 2009
Location: The Known Universe
I know how "Ambience" works. I want to know if it is possible to integrate an unused feature that is present in the source. It is called "Steady State Ambience".
Re: Does anyone know how the Steady State Ambience works?[message #282982] Fri, 10 June 2011 16:03 Go to previous messageGo to next message
Will Gates

 
Messages:1029
Registered:September 2006
Location: Far far away.
Pretty snappy for somebody who likes telling other people off for being err... snappy.

The answer is in your name Tao. "It is only the emptyness of the vessel makes it useful" as Lao Tse would have put it. Just as a colour needs a background, ambient sounds from crickets to airstrikes need a blank backdrop to be measured against. That's my penith but I love the waves crashing on the coastal maps idea so much I think it's worth chasing up.

Re: Does anyone know how the Steady State Ambience works?[message #283007] Fri, 10 June 2011 19:34 Go to previous messageGo to next message
Tao

 
Messages:2245
Registered:August 2009
Location: The Known Universe
No. You took the words that I typed on the screen the wrong way. My tone was not of that nature at all.

Have you seen it? Has anyone else seen it?
Re: Does anyone know how the Steady State Ambience works?[message #288146] Tue, 02 August 2011 14:59 Go to previous messageGo to next message
Tao

 
Messages:2245
Registered:August 2009
Location: The Known Universe
Someone look in the source for me.
Look up steady state ambience.
What do you make out of it?
Re: Does anyone know how the Steady State Ambience works?[message #290649] Tue, 13 September 2011 22:33 Go to previous messageGo to next message
Tao

 
Messages:2245
Registered:August 2009
Location: The Known Universe
[font:Fixedsys][color:#006600]Code for Steady State Ambience[/color][/font]

Ambient Types

Toggle Spoiler


Ambienct Control .H

Toggle Spoiler



Ambient Control .C

Toggle Spoiler

Re: Does anyone know how the Steady State Ambience works?[message #290680] Wed, 14 September 2011 07:33 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
what is Steady State Ambience for?
Re: Does anyone know how the Steady State Ambience works?[message #290712] Wed, 14 September 2011 21:28 Go to previous messageGo to next message
Tao

 
Messages:2245
Registered:August 2009
Location: The Known Universe
PasHancock
what is Steady State Ambience for?


Steady State Ambience is Dynamic Ambience in game.
Re: Does anyone know how the Steady State Ambience works?[message #290723] Thu, 15 September 2011 00:59 Go to previous messageGo to next message
aliaslockie
Messages:9
Registered:September 2011
tao , that doesn't really answer the question , as asked . Try detailing your response , or even simplifying it !
Re: Does anyone know how the Steady State Ambience works?[message #290754] Fri, 16 September 2011 07:26 Go to previous messageGo to next message
PasHancock

 
Messages:738
Registered:February 2011
Location: Estonia,Tallinn
taoteching
PasHancock
what is Steady State Ambience for?


Steady State Ambience is Dynamic Ambience in game.


explain more please
Re: Does anyone know how the Steady State Ambience works?[message #292455] Thu, 20 October 2011 18:50 Go to previous message
AZAZEL

 
Messages:756
Registered:February 2004
Did you figure it out? Smile
Look in the map editor, the 'map info' button. You can set color scheme,"underground" luminosity,type of map (cave, outdoors, etc) and other stuff and it is from what you set there that the hour-related changes are applied. Don't think there's anything else to it...tileset related coding is elsewhere.

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