Browse Source

Changes made due to play testing on Minakta

NexusBlackRoom
[Scene Object - Black_WhtRmSubworldDummy] add to modifiers - Anim Event Modifier "cAnimEventElevatorUp", "cAnimEventElevatorMoving", "cAnimEventElevatorDown"
[Gen Phys - Black_SubWorldExitRegion01] Transform changed to "<hsVector3 X="4.844787598" Y="-1.597872972" Z="17" />" from "<hsVector3 X="2.660830021" Y="-1.59787333" Z="17" />"
[Gen Phys - Black_SubWorldExitRegion02] Transform changed to "<hsVector3 X="0.008117675781" Y="4.08300066" Z="17" />" from "<hsVector3 X="0.008117675781" Y="1.842319965" Z="17" />"
[Gen Phys - Black_SubWorldExitRegion03] Transform changed to "<hsVector3 X="0.00048828125" Y="-3.994360685" Z="17" />" from "<hsVector3 X="0.00048828125" Y="-1.753679991" Z="17" />"
[Gen Phys - Black_SubWorldExitRegion04] Transform changed to "<hsVector3 X="-4.537750244" Y="-1.677083969" Z="17" />" from "<hsVector3 X="-2.382169962" Y="-1.677084327" Z="17" />"
[Responder Modifier - cResetElevator] Changed responder to reverse, continue, then gotobegin for elevator animation to trigger the anim event modifier for down for animation tracking purposes
[Responder Modifer - cRespElevator] Added forward to set elevator to always play forward when triggered, adjusted waittocmdtable due to addition command
[Python File Mod - cPythonBookMachine] 9 and 10 changed to actual linkinpoints instead of fake locations, 18,19,20 added anim event modifiers for elevator animation for tracking purposes
[Anim Event Modifer - cAnimEventElevatorMoving] New anim event modifier - set to trigger at 0.3333333433
[Anim Event Modifer - cAnimEventElevatorUp] New anim event modifier - set to trigger at 7
[Anim Event Modifer - cAnimEventElevatorDown] New anim event modifier - set to trigger at 0
[ATC Anim - Black_WhtRmSubworldDummy_(Entire Animation)_anim_0] added markers for new anim event modifiers
[Filter Coord - Black_SubWorldExitRegion01-4] Adjusted for new positions

NexusWhiteRoom
[Scene Object - WhtRmSubworldDummy] add to modifiers - Anim Event Modifier "cAnimEventElevatorUp", "cAnimEventElevatorMoving", "cAnimEventElevatorDown"
[Gen Phys - ShaftProxy] Transform adjusted to match blackroom
[Gen Phys - SubWorldExitRegion01] Transform changed to "<hsVector3 X="4.844787598" Y="-1.597872972" Z="17" />" from "<hsVector3 X="3.092109919" Y="-1.59787333" Z="17" />"
[Gen Phys - SubWorldExitRegion02] Transform changed to "<hsVector3 X="0.008117675781" Y="4.08300066" Z="17" />" from "<hsVector3 X="-0.287902832" Y="1.889780045" Z="17" />"
[Gen Phys - SubWorldExitRegion03] Transform changed to "<hsVector3 X="0.00048828125" Y="-3.994360685" Z="17" />" from "<hsVector3 X="-0.2955322266" Y="-1.789659977" Z="17" />"
[Gen Phys - SubWorldExitRegion04] Transform changed to "<hsVector3 X="-4.537750244" Y="-1.677083969" Z="17" />" from "<hsVector3 X="-2.395689964" Y="-1.677084327" Z="17" />"
[Gen Phys - TriggerNoClimbRegion] transform and hull bounds adjusted to cover entire nexus region
[Responder Modifier - cResetElevator] Changed responder to reverse, continue, then gotobegin for elevator animation to trigger the anim event modifier for down for animation tracking purposes
[Responder Modifer - cRespElevator] Added forward to set elevator to always play forward when triggered, adjusted waittocmdtable due to addition command
[Python File Mod - cPythonBookMachine] 9 and 10 changed to actual linkinpoints instead of fake locations, 18,19,20 added anim event modifiers for elevator animation for tracking purposes
[Anim Event Modifer - cAnimEventElevatorMoving] New anim event modifier - set to trigger at 0.3333333433
[Anim Event Modifer - cAnimEventElevatorUp] New anim event modifier - set to trigger at 7
[Anim Event Modifer - cAnimEventElevatorDown] New anim event modifier - set to trigger at 0
[ATC Anim - Black_WhtRmSubworldDummy_(Entire Animation)_anim_0] added markers for new anim event modifiers
[Filter Coord - Black_SubWorldExitRegion01-4] Adjusted for new positions

WallAdditions
Many changes made to better organize the audio and account for new audio recorded by Doobes and r'Tayrtahn

grsnTrainingCenterMudRooms
[Gen Phys - DrRgnSnsr04New] Moved hull bounds back a little so it wouldnt trigger the door when you link in

grsnWallRoomClimbingPhys
[Static Sound - cSfxDeniedButton] volume set to 0.25
[Static Sound - cSfxDeniedButton0] volume set to 0.25
[Static Sound - cSfxSelectButton] volume set to 1
[Static Sound - cSfxSelectButton0] volume set to 1

TrnCtrControlRoom01
[coord interface - LinkInPointCtrlRm01] Moved down to the floor, so when you link in your not falling from a large height

TrnCtrControlRoom02
[coord interface - LinkInPointCtrlRm02] Moved down to the floor, so when you link in your not falling from a large height
pull/37/head
Edmond Mondor 3 years ago
parent
commit
e4c9a5d8cb
  1. 11
      compiled/dat/GahreesenEnglish.loc
  2. 5
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  3. 5
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  4. 5
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  5. 5
      compiled/dat/GahreesenSpanish.loc
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      compiled/sfx/grsnWall_GoAroundTheFlame.ogg
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      compiled/sfx/grsnWall_GoToJakoothsAge.ogg
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      compiled/sfx/grsnWall_GoToTheSuitStation.ogg
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      compiled/sfx/grsnWall_GoToYourMaintainerBook.ogg
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  101. Some files were not shown because too many files have changed in this diff Show More

11
compiled/dat/GahreesenEnglish.loc

@ -161,13 +161,13 @@ Definitely played by two different sides. It's not clear how many were on each s
MAZE CREATION: MAZE CREATION:
Red button at the top engaged the control panel. Once engaged, the nice little red lights started flashing and teams needed to determine how many blockers they would be working with. Green button at the top engaged the control panel. Once engaged, the teams needed to determine how many blockers they would be working with.
Three buttons on the left side of the panel were quick jumps to preset numbers of blockers: bottom button is a quick jump to five, the middle button ten, and the top fifteen. Purple (they look pink to me) lights, up at the top, represent how many blockers have been selected for the purple team and yellow for the yellow team. Blockers can be raised or lowered by ones with the buttons on the right side. If a team wanted seventeen blockers, they would press the top left button once and the top right button twice. Yeah, I've definitely seen more intuitive panels in my life. Three buttons on the left side of the panel were quick jumps to preset numbers of blockers: bottom button is a quick jump to five, the middle button ten, and the top fifteen. Purple (they look pink to me) lights, up at the top, represent how many blockers have been selected for the purple team and yellow for the yellow team. Blockers can be raised or lowered by ones with the buttons on the right side. If a team wanted seventeen blockers, they would press the top left button once and the top right button twice. Yeah, I've definitely seen more intuitive panels in my life.
Regardless, once either side pressed the middle button on the right side, the number was locked on both machines. There was no turning back, at least in regards to how many blockers were going to be used for the game. Those little lights stop flashing and the purple/yellow lights go blank. Regardless, once both side pressed the middle button on the right side, the number was locked on both machines. There was no turning back, at least in regards to how many blockers were going to be used for the game. Those little lights stop flashing and the purple/yellow lights go solid.
Setting up blockers was fairly easy: press the section of the grid where a blocker should appear and...it appears. Magic. A light at the top also appears for each blocker. Once the maze has been set, the red button is pressed and the maze is locked in and transferred to the wall. After both sides had set up their mazes, I'm sure someone would say "let the game begin". They just had to. Setting up blockers was fairly easy: press the section of the grid where a blocker should appear and...it appears. Magic. A light at the top also appears for each blocker. Once the maze has been set, the green button is pressed and the maze is locked in and transferred to the wall. After both sides had set up their mazes, I'm sure someone would say "let the game begin". They just had to.
THE SUITS THE SUITS
@ -244,5 +244,10 @@ RETRIEVE YOUR
KI</translation> KI</translation>
</element> </element>
</set> </set>
<set name="Wall">
<element name="MatchDuration">
<translation language="English">Elapsed Time: %1s</translation>
</element>
</set>
</age> </age>
</localizations> </localizations>

5
compiled/dat/GahreesenFrench.loc

@ -249,5 +249,10 @@ RÉCUPÉRER VOTRE
KI</translation> KI</translation>
</element> </element>
</set> </set>
<set name="Wall">
<element name="MatchDuration">
<translation language="French">Elapsed Time: %1s</translation>
</element>
</set>
</age> </age>
</localizations> </localizations>

5
compiled/dat/GahreesenGerman.loc

@ -247,5 +247,10 @@ HOLEN SIE SICH
IHRE KI</translation> IHRE KI</translation>
</element> </element>
</set> </set>
<set name="Wall">
<element name="MatchDuration">
<translation language="German">Vergangene Zeit: %1s</translation>
</element>
</set>
</age> </age>
</localizations> </localizations>

5
compiled/dat/GahreesenItalian.loc

@ -200,5 +200,10 @@ TUO KI,
PER FAVORE</translation> PER FAVORE</translation>
</element> </element>
</set> </set>
<set name="Wall">
<element name="MatchDuration">
<translation language="Italian">Tempo trascorso: %1s</translation>
</element>
</set>
</age> </age>
</localizations> </localizations>

5
compiled/dat/GahreesenSpanish.loc

@ -202,5 +202,10 @@ RECUPERA TU
KI</translation> KI</translation>
</element> </element>
</set> </set>
<set name="Wall">
<element name="MatchDuration">
<translation language="Spanish">Tiempo transcurrido: %1s</translation>
</element>
</set>
</age> </age>
</localizations> </localizations>

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compiled/dat/Garrison_District_NexusBlackRoom.prp (Stored with Git LFS)

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compiled/dat/Garrison_District_NexusWhiteRoom.prp (Stored with Git LFS)

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compiled/dat/Garrison_District_TrnCtrControlRoom01.prp (Stored with Git LFS)

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compiled/dat/Garrison_District_TrnCtrControlRoom02.prp (Stored with Git LFS)

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compiled/dat/Garrison_District_WallAdditions.prp (Stored with Git LFS)

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compiled/dat/Garrison_District_grsnTrainingCenterMudRooms.prp (Stored with Git LFS)

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compiled/dat/Garrison_District_grsnWallRoomClimbingPhys.prp (Stored with Git LFS)

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compiled/sfx/grsnWall_DetourAroundObstructions.ogg (Stored with Git LFS)

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@ -0,0 +1,3 @@
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Gahreesen Wall: .kahzee'emah nre'nudutahvtee

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compiled/sfx/grsnWall_Entry1_eng.ogg (Stored with Git LFS)

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Gahreesen Wall: Mazes have been created and the two teams are now entering the arena.

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Gahreesen Wall: Both sides have set their blockers and are now going to join the game area.

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Gahreesen Wall: Purple and yellow are now on their way to the wall.

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compiled/sfx/grsnWall_EscapeTheFlame.ogg (Stored with Git LFS)

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Gahreesen Wall: .zintsahr'emah retahmtahv

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Gahreesen Wall: All right, this is starting to become a really bad pattern.

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compiled/sfx/grsnWall_Falloff11_eng.ogg (Stored with Git LFS)

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Gahreesen Wall: C'mon now, someone must be able to win.

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Gahreesen Wall: Look! There's a shiny crystal button for giving up at the bottom.
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Gahreesen Wall: Are you sure you don't want to use it?

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Gahreesen Wall: This may be a bit of a stretch, but... have you tried moving the slider?

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Gahreesen Wall: Now, please tell me this maze isn't going up on anyone's Modern Art Instagrams.

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Gahreesen Wall: Don't get lost now! This isn't Minkata.

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Gahreesen Wall: Ouch! That looked like it hurt.

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Gahreesen Wall: No-no-no-no-no, try again.

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Gahreesen Wall: Uh, you have to climb AROUND the blockers, y'know?

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Gahreesen Wall: Boom!

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Gahreesen Wall: I'm sure you can do better than that.

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Gahreesen Wall: Ooh! So close.

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Gahreesen Wall: Whoops, that was not the way to go.

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Gahreesen Wall: Aw, not again.

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Gahreesen Wall: You just LIKE falling off that wall, don't you?

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Gahreesen Wall: .ahremah n'retahm

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Gahreesen Wall: .ahremah b'sevokh jakoothon

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Gahreesen Wall: .ahrteeah be eder ahreeuhlantahv

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compiled/sfx/grsnWall_GoToYourMaintainerBook.ogg (Stored with Git LFS)

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Gahreesen Wall: .ahrteeah be koromokh beereetahn

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Gahreesen Wall: .tes remah emee'enah

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Gahreesen Wall: .tes teemah emee'enah

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Gahreesen Wall: Is everybody ready for another Wall game?

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Gahreesen Wall: Another Wall game has been initialized and we are eager to see what the competitors will come up with.

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Gahreesen Wall: Welcome to the Wall game! Things are being set up right now. Who is going to win this match?

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Gahreesen Wall: .merehnah medhaynoytee

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Gahreesen Wall: .erthbeereetahn le'oshahnen

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Gahreesen Wall: .erthbeereetahn kolemee'en

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Gahreesen Wall: Oh no! A purple player has given up.

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Gahreesen Wall: Purple can't stand the pressure and forfeits.

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Gahreesen Wall: What is that? A purple player has left. That leaves yellow as the winner.

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Gahreesen Wall: A purple player has won. Congratulations!

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Gahreesen Wall: Purple beats yellow. What a spectacular match!

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Gahreesen Wall: Fantastic! A purple player has defeated their opponent in a Wall game.

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Gahreesen Wall: .sholenah b'mahnshoo

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compiled/sfx/grsnWall_RememberYourLessonsTheyWillSaveYourLife.ogg (Stored with Git LFS)

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Gahreesen Wall: .rifoonemah tahgayrtahvteeom .bothirkeetah tsahvtahvom

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Gahreesen Wall: .tornah te tsahroo'om

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Gahreesen Wall: Both teams have entered the climbing area. Let the game begin!

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Gahreesen Wall: The players are ready. Go go go go!

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Gahreesen Wall: And they're in. Who will win this match?

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