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TR3 SFX and Secret Flipmap Triggers#249

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DanzaG merged 4 commits intoLostArtefacts:masterfrom
lahm86:master
Nov 12, 2021
Merged

TR3 SFX and Secret Flipmap Triggers#249
DanzaG merged 4 commits intoLostArtefacts:masterfrom
lahm86:master

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@lahm86 lahm86 commented Nov 12, 2021

#247 SFX

  • All SFX definitions for TR3 have now been added to Resources\TR3\Audio\sfx.json.
  • New categories have been added for enemies that are alerted (Hey/Oi!) and for flying enemies (Crow, Vulture and Wasp).
  • TRSFXDefinition has been updated to use generics to allow the same format to be used between TR2/3. So for TR2, TRSoundDetails are defined in the JSON, for TR3 it's TR3SoundDetails.
  • Shared logic for populating the categories to target based on the user's settings has been moved to AudioRandomizer, and TR2AudioRandomizer has been updated accordingly. The logic for selecting new sounds remains somewhat duplicated in the TR2 and 3 classes, but this is mainly to allow for handling the differences in importing the sound.
  • When importing a sound, the chance value of the previous sound details object will be used rather than using the one in the new sound definition. This avoids issues such as the Coastal Village hut guy constantly shouting "Hey" rather than it being based on chance (i.e. when he normally shouts "Hey You").
  • Adds a minor change to TR2 SFX definitions to categorise crow and eagle wing flapping, although the difference in actual sound between these is quite subtle.

Closes #247.

#248 Flipmap Secret Triggers

If a secret is being added to a room that has an alternate room, the trigger will also be added to the alternate room's FD. In addition, a check is now performed to ensure that no secrets will be placed in flipped rooms (unless development mode is on, in which case a warning message is printed).

The UFO trapdoor in Area51 will now have its antitriggers removed so that the reward rooms can be reached if the final secret is inside the UFO.

Moved a secret from room 12 to room 113 in Jungle as room 12 is a flipped room.

#219 Sequencing Amendment

Sequence-based mods will now only run if level sequencing has been selected. As this setting is stored in the script config, a new variable has been added to RandomizerSettings to access this from the level editing perspective and so TR3SequenceProcessor will only run when this is set.

Closes #219 - remaining randomizers will be implemented under the separate issues raised by @DanzaG.

lahm86 and others added 4 commits November 12, 2021 16:03
Sequence-based mods should only run if level sequencing has been changed. As this setting is stored in the script config, a new variable has been added to access this from the level editing perspective and so TR3SequenceProcessor will only run when this is set.
- All sound effects for TR3 have been categorised.
- New categories added for enemies that are alerted (Hey/Oi!) and for flying enemies.
- TRSFXDefinition updated to use generics to allow the same format between TR2/3 (and others when the time comes).
- Shared logic for populating the categories to target based on user settings has been moved to AudioRandomizer, and TR2AudioRandomizer updated accordingly.
- Minor change to TR2 SFX definitions to categorise crow and eagle wing flapping (although the difference in actual sound is quite subtle).
If a secret is being added to a room that has an alternate room, the trigger will also be added to the alternate room FD. In addition, a check is now performed to ensure that no secrets will be placed in flipped rooms (unless development mode is on, in which case a warning message is printed).
The UFO trapdoor in Area51 will now have its antitriggers removed so that the reward rooms can be reached if the final secret is inside the UFO.
Moves a secret from a flipped room into its original room in Jungle.
@DanzaG DanzaG merged commit 5132bff into LostArtefacts:master Nov 12, 2021
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TR3 - Audio Randomizer Other TR version preparations

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