Short: Include your own modules in AB3D2 Author: diff Uploader: Muskote T-Online de Type: game/patch Architecture: m68k-amigaos --------------------------------------------------------------------------- --------------------------------------------------------------------------- Short `n' sweet help text for anyone who wants to include their own modules in AB3D2 - The Killing Grounds. Includes script to pack your modules automagically and pointers on how to write your scary module for your favorite Doom clone. Module Compressor Script For Ab3d2 Soundtracks ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Intro ~~~~~ Since those rascals at T17 didn't mention how to put your own modules in ab3d2, I though I would, so I've writen a script that lets you do just that. Now you can incorporate your own scary module into your favorite doom clone. Questions/comments/facts/etc to cryton@dcandy.demon.co.uk or catch me on one of these BBSs : Digital Candy, Perminant Vacation, Gamma Quadrant, TOT2. ^*^ Directions ~~~~~~~~~~ o Copy the file "mc" (Module Compressor) into your "s" directory on your HD. o Copy the file "x" into your "c" directory. This file is just your basic "execute" command, but since you will be typing in "execute" many times during the design of a level, it seems sensible to have a shortened version. o Make two directories in your "TKG-Editors" directory; one called "mods" and one called "mods-for-game". o When you write your module, save it in the "TKG-Editors/mods" dir. o Drop to CLI and type "x mc MOD.WHATEVER". The module will be converted into the format that ab3d2 understands, and then dumped into the "TKG-Editors/mods-for-game" dir under the same filename. o Run "gamelinker", and load your "TEST.LNK" file. From the pulldown menu, choose : Edit - Misc - Select level music file. Click on a level number, then a file requester pops up. Go into the "mods-for-game" dir and click on your module. ^*^ Module Details ~~~~~~~~~~~~~~ Modules can only be SINGLE CHANNEL and written on PROTRACKER. The channel you must use is the very left one. No other channels you use will be played in the game. Volume control ("Cxx"), speed control ("Fxx"), pitch bending ("1xx" and "2xx"), and, erm, warbling ("0xx") all work fine. Sample offset ("9xx") doesn't seem to work. This is all fact. Looped samples only seem to work if the loop is small, and I think that you're only allowed to have 8 samples. I also think that maybe you are only allowed to have four blocks, and maybe you can't choose which order to play the blocks in. I'm not sure about these "facts". With one mod, the loops will work and I can hear up to 10 samples, in other mod, things just don't seem to work at all. If anyone figures out anything, then please drop me an line. I will add is that T17's samples were both 18370 bytes long, and when played at C2 were very fast. In the module, they were played at D2 which is very slow.