CP artpass_Groovypants

Groovy Pants

L1: Registered
Jul 24, 2009
20
22
Here goes something. It's all I really have. I've been working on this since the day the contest was announced, but I went on vacation for two weeks so that put a dent in my progress. Any feedback would be greatly appreciated. All the good stuff.


Don't worry, I like the missile too.

Some background info on my entry:

• It's going to consist a combination of Sawmill, Thunder Mountain, and Mining themes.

• There will be weather.

• There will be map-wide reactions when a point is captured, e.g., bunker sirens, events like trains passing by, etc.

• I'm attempting to make it look like there are idle soldiers, like in Thunder Mountain. Any help with this would be greatly appreciated.



TODO LIST:

1. Remove all developer textures - COMPLETE

2. Add weather - Complete, fixing clipping issues.

3. Finish adding detail areas

4. Detail Structures

5. Optimize


MOAR PICTARS:

http://i37.tinypic.com/6hs5c4.png
http://i35.tinypic.com/30wxgue.jpg
 
Last edited:

Groovy Pants

L1: Registered
Jul 24, 2009
20
22
Okay, so I have added a lot of things, including soundscapes, but they appear to not be working I would appreciate some help with this. The soundscape settings in-game are as follows:

Name: Outside
Parent:
Start Disabled: No
Radius: -1
Soundscape: Groovy.Outside

Please note that the soundscape is located directly outside blue spawn, where it would be plainly visible were you able to see the entity in-game.

The soundscape text file is called "soundscape_artpass_groovypants".

Code:
// DSP Effects
// 0 : "Normal (off)"
// 1 : "Generic"
// 2 : "Metal Small"
// 3 : "Metal Medium"
// 4 : "Metal Large"
// 5 : "Tunnel Small"
// 6 : "Tunnel Medium"
// 7 : "Tunnel Large"
// 8 : "Chamber Small"
// 9 : "Chamber Medium"
// 10: "Chamber Large"
// 11: "Bright Small"
// 12: "Bright Medium"
// 13: "Bright Large"
// 14: "Water 1"
// 15: "Water 2"
// 16: "Water 3"
// 17: "Concrete Small"
// 18: "Concrete Medium"
// 19: "Concrete Large"
// 20: "Big 1"
// 21: "Big 2"
// 22: "Big 3"
// 23: "Cavern Small"
// 24: "Cavern Medium"
// 25: "Cavern Large"
// 26: "Weirdo 1"
// 27: "Weirdo 2"
// 28: "Weirdo 3"

//	ATTN_NONE		0.0f	
//	ATTN_NORM		0.8f	75dB
//	ATTN_IDLE		2.0f	60dB
//	ATTN_STATIC		1.25f	66dB
//	ATTN_RICOCHET	1.5f	65dB
//	ATTN_GUNFIRE	0.27f	140dB

//	SNDLVL_50dB		= 50,	// 3.9
//	SNDLVL_55dB		= 55,	// 3.0
//	SNDLVL_IDLE		= 60,	// 2.0
//	SNDLVL_TALKING	= 60,	// 2.0
//	SNDLVL_60dB		= 60,	// 2.0
//	SNDLVL_65dB		= 65,	// 1.5
//	SNDLVL_STATIC	= 66,	// 1.25
//	SNDLVL_70dB		= 70,	// 1.0
//	SNDLVL_NORM		= 75,
//	SNDLVL_75dB		= 75,	// 0.8
//	SNDLVL_80dB		= 80,	// 0.7
//	SNDLVL_85dB		= 85,	// 0.6
//	SNDLVL_90dB		= 90,	// 0.5
//	SNDLVL_95dB		= 95,
//	SNDLVL_100dB	= 100,	// 0.4
//	SNDLVL_105dB	= 105,
//	SNDLVL_120dB	= 120,
//	SNDLVL_130dB	= 130,
//	SNDLVL_GUNFIRE	= 140,	// 0.27
//	SNDLVL_140dB	= 140,	// 0.2
//	SNDLVL_150dB	= 150,	// 0.2


"Groovy.Outside"
{
	"dsp"	"1"

	
	"playlooping"
	{
		"volume"	".25"
		"pitch"		"100"
		"wave"		"ambient/forest_life.wav"
	}

	"playlooping"
	{
		"volume"	".35"
		"pitch"		"100"
		"wave"		"ambient/forest_high_wind.wav"
	}

	"playrandom"
	{
		"time"		"10,15"
		"volume"		"1"
		"pitch"		"100"
		"rndwave"
		{
			"wave"		"ambient/thunder2.wav"
			"wave"		"ambient/thunder3.wav"
			"wave"		"ambient/thunder4.wav"

		}
	}
	
		"playrandom"
	{
		"time"		"15,30"
		"volume"		".4"
		"pitch"		"100"
		"rndwave"
		{
			"wave"		"ambient/forest_bird7.wav"
			"wave"		"ambient/forest_bird9.wav"
			"wave"		"ambient/forest_bird1.wav"

		}
	}
}

"Groovy.Inside"
{
	"dsp"	"1"


	"playlooping"
	{
		"volume"	".6"
		"pitch"		"100"
		"wave"		"ambient/indoors.wav"
	}

	"playlooping"
	{
		"volume"	".1"
		"pitch"		"100"
		"wave"		"ambient/lighthum.wav"
	}
}

I would greatly appreciate any help with getting the soundscapes to work. Thanks in advance.

Also, there's going to be a giant missile suspended above the last point, and I'm wondering whether or not I should have it pointy side up or have it aimed at C.
 
Last edited:

Cynick

L4: Comfortable Member
Feb 7, 2010
153
284
I compiled a test map to with your soundscape file, and it worked for me. Make sure your file is saved in your tf\scripts directory as soundscapes_artpass_groovypants.txt. In your post you were missing the "s" on soundscapes, I'm not sure if that was a typo or not :p.

Also, I wrote a program for editing and previewing soundscape files that can be found here which (hopefully) should make the process of creating soundscapes less tedious.

Good luck with your map!
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
This:

Error: displacement found on a(n) func_detail entity - not supported (entity 228, brush 0)