Title: Issue with 3do release, and consequently UQM Post by: sploozoo on May 01, 2003, 11:26:09 pm This point may have been brought up before, but regardless I think its important.
I bought a 3do system and this game a couple years ago, but couldn't stand the 3d0 version because you had to listen through all the damn voice acting. Its a nice added feature, but in order to take in all of the game, it adds at least 200 hours to the experience, assuming I can read 7 times faster than any of the species speaks. This ruined the entire experience for me, and I don't think I'll be able to enjoy anything other than supermellee until this issue is fixed. My suggestion is to simply allow toggling between speech and pure scrollable text mode, would this be so hard? Or just have them run simultaneously? Or have pressing enter move on to the next sentence, where the speech file has start and stop points at each sentence? Make sense? Too idealistic? Thoughts? Title: Re: Issue with 3do release, and consequently UQM Post by: Mark Vera on May 01, 2003, 11:29:09 pm Don't install the speech, or add parameter "--speechvol 0" (without quotes) to the game shortcut.
You can scroll the text with arrow keys. Title: Re: Issue with 3do release, and consequently UQM Post by: sploozoo on May 01, 2003, 11:31:05 pm excellent advice. I'll try that out.
Title: Re: Issue with 3do release, and consequently UQM Post by: Culture20 on May 01, 2003, 11:39:10 pm Is there a toggle to keep the music volume from lowering while the speech goes on at "speech volume 0"? It's kind of odd to hear the music drift in and out when it's the only sound.
Title: Re: Issue with 3do release, and consequently UQM Post by: chmmravatar on May 02, 2003, 12:19:50 am Quote Is there a toggle to keep the music volume from lowering while the speech goes on at "speech volume 0"? It's kind of odd to hear the music drift in and out when it's the only sound. This was actually a bug, it's been fixed in CVS. Now when you set the speech volume to 0, the music's volume won't be adjusted during conversation. Title: Re: Issue with 3do release, and consequently UQM Post by: guesst on May 02, 2003, 02:53:39 am Quote This was actually a bug, it's been fixed in CVS. Just out of curosity, how many bugs have been fixed n CVS? I hate to pop in with the "When is the next beta coming?" thing, but is it possible that the next beta is coming? Sorry, I get this way anytime someone mentions anything about the code getting closer to done, or a new feature that they're almost ready to add (like the opening and ending cinimatics). Title: Re: Issue with 3do release, and consequently UQM Post by: Paxtez on May 02, 2003, 03:19:09 am http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/*checkout*/sc2/sc2/ChangeLog?rev=HEAD&content-type=text/plain
Theres the link to the change log. You can see what has been changed. Title: Re: Issue with 3do release, and consequently UQM Post by: chmmravatar on May 02, 2003, 04:58:57 am Quote but is it possible that the next beta is coming? Well, I'm only a lowly contributor, so I in no way speak for the project as a whole or the core team when I say that my best guess is that there's still a couple of months before the release of 0.3. It may be more, it may be less, who knows. In the mean time, if you don't have access to the CVS or a compiler, I would suggest downloading one of striker's unofficial builds. He seems to update them weekly, so it will give you a good snapshot of the current state of the game (and you can mess around with some nifty new additions, such as the PC-style conversation summaries, courtesy of yours truly ;)). |