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Old 23-05-19, 19:27   #21
Sardoc
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Yes, that is the plan at least. Unfortunately TRMOD has been delayed a lot, because I'm working on something far more interesting.
Any spoilers on what it might be?
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Old 25-05-19, 07:34   #22
b122251
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Any spoilers on what it might be?
Not quite yet, but I think I'll announce it in June. Patience... I'm sure I will not disappoint.
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Old 25-05-19, 08:56   #23
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Not quite yet, but I think I'll announce it in June. Patience... I'm sure I will not disappoint.
Oh that's soon!
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Old 25-05-19, 17:58   #24
Fiamma Patrick
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What I want to do is merge the levels from Tomb Raider 2: The Golden Mask to the normal game instead of having it be separate. So TR2 and TR2: TGM is all one big game. The Only problem is the sound, sounds of the enemies, guns etc. are all mixed up for some reason. If I could apply sound effects to something, I could probably fix the sound issues with the Golden Mask levels in the main game. Or does anyone know of any other way of doing this?
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Old 25-05-19, 18:16   #25
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They are mixed up because the main game uses a different MAIN.SFX file to the one that Gold levels use. All sounds in all animations would have to be changed and remapped to main game's sound file, but I think there is also the issue of some sounds being called directly from the code by their IDs...
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Old 25-05-19, 18:32   #26
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They are mixed up because the main game uses a different MAIN.SFX file to the one that Gold levels use. All sounds in all animations would have to be changed and remapped to main game's sound file, but I think there is also the issue of some sounds being called directly from the code by their IDs...
Is there anyway to fix this?
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Old 25-05-19, 18:39   #27
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Is there anyway to fix this?
Not without modifying an executable
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Old 25-05-19, 18:40   #28
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Well you'd have to do what I wrote in my post - replace all sound commands in animations and the sound IDs they call for with correct IDs in the main game's main.sfx file. That's hypothethically speaking, since no one has attempted that yet afaik.


Perhaps Arsunt will be able to do something about it with his TR2/TR2 Gold patches.
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Old 25-05-19, 19:40   #29
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The sounds are called from their ID's. These are the same across TR2 and Golden Mask. So the executable doesn't need to be edited at all. Then in the SoundMap, these are tanslated into SoundDetails entries, and in those, the actual number of the sample is decided. So all you need to do is go through all five levels of Golden Mask, and for every single used sample, you need to change the SampleIndex in the SoundDetails struct from the ones used in golden mask's main.sfx to the one used by tr2. This would actually be quite a lot of work.

Last edited by b122251; 25-05-19 at 19:42.
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