The original water texture of map1 (white water) can be replaced with Loren Lake map(calm water) that in my opinion looks better in CPU mode.
The various pictures below shows the Trading Post Mission 1 in Full 3D mode, CPU mode, WARTBED(Map viewer) and the last shows it using Loren Lakes Water texture in CPU mode.
Simply Replace Mission 1 Trading Post B1_01 _2WTPOOL and _2WTRIVR textures for both LTexture and Texture folders with _2WTLAKE from B4_06
Yes every Map can now have its own new Deployment and new Background Music, as we can easily create new .FSM script files to call any new .SAD audio music Files. I have cut the Choir intro from Eeerie3 and coverted it into a new .SAD file for the Deployment phase.
When I finish documenting this on our wiki and create a new Audio section under Tools for you and others to easy follow, then we can decide which new audio to assign to exisiting maps and one day they can be released in an updated Map Pack or combined into a Mod release (new races will have new voices and Deployment and Background music on new maps and scenary -> is our ultimate goal!)
However, we would be limited to overwriting the 4 main original Background Music tracks - BATTLE1.FSM BATTLE2.FSM, EERIE9.FSM and EERIE11.FSM but since, thnx to Igor we have new remixed in 2005 alternate Dark Omen Music tracks, created by the Original Dark Omen composer Mark Knight.
I have been thinking of ways to allow every map to have its own unique Back Ground music and after Mikademus informed me that each .PRJ (Map file) calls a music track I took his advice and opened B1_01.PRJ file in WinHex Editor and searched for Music.
B1_01.PRJ uses BATTLE1.FSM
C:\Program Files\Dark Omen\Sound\Script
.FSM are script files that in turn call the music files, they can be opened and altered in Notepad. So I made a copy of BATTLE1.FSM and renamed the copy to New.FSM. I then opened my New.FSM in Notepad and Edited the following line....
#Battle music samples.
sample 2bttl001 mBintro1 to be sample New MBintro1
My new Audio file called New.SAD is actually a Copy of Mark Knight's remix music track Funky Dark Omen and is pasted into
C:\Program Files\Dark Omen\Sound\Music
After converting them in Audacity from MP3 to 16bit mono 22050hz(and 100% increased Speed) Wav files to convert using Rob's audio tool into .SAD files. I then edited B1_01.PRJ to call New.FSM
So bascially now on mission 1 The Trading Post, when I finish deploying my troops the Music kicks in and is Funky Dark Omen (Techno Sounding), leaving the original tracks intact and used by other maps, which means I can assign every map (28 of them) a new Background music track and even use SOTHR Background music.
A Simple, Quick ruleset that applies to any gold amount (3,5,7,9k)
Can't wait to test it out in a Tournament, as close to my own simple rules, that produced some very close/fair battles. It will really test our mettle, having to muster our skills to wield the weaker characters to maximum effect.
Back when Rob created his Dark Omen Audio Convertor, we tried and tested many sounds successfully that will not crash the game at all, we used many of the Shadow of the Horned Rat audio, so Bernhart would say Tally Ho! instead of Charge etc..
Shame to hear that in the end the Russain Playstation Audio was not better/accurate than the Russain Pc Version but hey, as a modder I enjoyed solving the problem and was pleased with the progress we made.
So we can now concentrate on the new Enhanced/remixed Audio and Mark Knight may even remix it more soon, according to his most recent post and your wiki article is loooking good!
Igor pointed out that the Russain Voices in the Pc Version of Dark Omen, were not as good as the Russain Dark Omen Voices for the Playstation, since being made by a different company. So I told him about Rob's excellent Audio Convertor which could easily be used to replace the Russain Pc version with the better Russain Playstation voices, by simply recording them with a mic, as WAV files and Rob's audio tool can convert them into .sad or .mad Dark Omen sounds files.
However, as an alternate method, Igor had his Russain Playstation CD, with the sounds files in .VB and .VH formats.So I found him an old Playstation Audio convertor and we extrated the Good Russain Playstation Voices from the .VB and .VH files, using PSXSND.exe. The tool works in a similar way to Rob's audio convertor but requires a Frequency value which I found a list of in our Dark Omen pc version sound files.
After successfully extracting these files with the correct Frequency he then used Rob's audio tool to convert them for the Dark Omen pc version.
Igor also remembered that the playstation Dark Omen music used the "Chase" sounds track, that perhaps doesn't appear in the PC version and after looking at Mark Knight's website (original Dark Omen music composer) we found remix 2005 versions of the music. Igor posted on the Mad Fiddler's Forum, politely rquesting the Playstation Dark Omen music to be hosted and received a fantastic response from Mark offering a link to downlaod the Playstation versions and some new ones as well (Shadow of Horned Rat ones maybe).
Great work Igor, so we can replace the music in Dark Omen with remxied versions or with SOTHR music etc and we also have the ability to replace the Birdsong SFX with SOTHR or remixed versions and perhaps assign them to the map or other 3d objects, to allow it to be heard when moving around the map, rather than it fading out when moving away from the tree or stream, like the original SFX do.
Early days but Fantastic progress and possibilties to further investigate, such as chopping the up the remixed versions into the appropriate 13k (6sec) files that Dark Omen uses for Chase and Boun.
C:\Program Files\Dark Omen\Sound\Music
So Arsen will love this progress as he is currently translating better Russain Text for Dark Omen and now you have the better Playstation Russain voices, it will enhance it even more and has benefitted us all to perhaps utilise the remixed 2005 versions ( I love the new Funky DarkOmen) and or SOTHR music and sounds.
Following all the various aspects of WARTBED on the wiki, is really great for learning how an RTT game engine fits together. Amazing progress, keep up the good work!
Fantastic news and Arsen Stormvermin certainly loves SOTHR/Dark Omen and thnx for your help last year, translating my old Recruitment Post on thier website.
Sorry, I see that in your initial post that "all new players can ask here about if their army is Lame or not", is also intended to prevent Lameness and my redefinition of your rule was more usefull for when they first join our community, to quickly get them up and running to play their first games before having to read or post/debate about various allowed army combinations. My redefinition was trying to avoid debate over what is and what isn't a Lame Army build.