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Author Topic: ship videos?  (Read 14191 times)
seankreynolds
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Re: ship videos?
« Reply #30 on: July 01, 2005, 06:03:15 am »

Sure, save it as an OBJ and I'll see if I can open it without it being all screwed up.

As for the models, I'm going to do them my way because it's my personal project to model these things. If you guys want to use the videos, great, if not, fuggedaboutit. Smiley
« Last Edit: July 01, 2005, 06:05:09 am by seankreynolds » Logged

Halleck
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Re: ship videos?
« Reply #31 on: July 01, 2005, 06:40:58 am »

That's fine, there's nothing wrong with taking artistic freedom. I'm just saying that if you really want to see your animations included in an official distribution of UQM, you should probably keep them as faithful to the original as possible (at least as much as the original 3do animations were).

Of course, the final decision is up to the coredevs. It would be nice to hear their opinion on the matter.
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meep-eep
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Re: ship videos?
« Reply #32 on: July 04, 2005, 05:12:39 pm »

I haven't talked about this with the other core team members, but my opinion on this is that the story should at least be in accordance with the canon. The way the story would be displayed would be entirely up to you, but no new plot points should be invented if you want my vote.
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Re: ship videos?
« Reply #33 on: July 14, 2005, 11:57:59 am »

I've created a patch to play the 3DO ship spin videos in UQM. See bug 733 for details.
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JHGuitarFreak
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Re: ship videos?
« Reply #34 on: July 14, 2005, 09:07:45 pm »

awesome, i'll get to work puttin them in

also, is the patched version of those files also in the cvs?
« Last Edit: July 14, 2005, 09:09:17 pm by jhguitarfreak » Logged

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Re: ship videos?
« Reply #35 on: July 14, 2005, 09:32:34 pm »

also, is the patched version of those files also in the cvs?
Not yet. I submitted the patch this morning European time, so I doubt that anyone from the core development team has looked at it yet, let alone committed it to CVS. You'll have to apply the patch yourself to your local copy of CVS.

Waiting until coredev takes a look at it is probably a good idea; I may have broken some feature I was unaware of. patch works both ways, though, so you really don't have much to lose (I strongly doubt that I've screwed things up badly enough to cause any real damage).
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Re: ship videos?
« Reply #36 on: July 14, 2005, 09:50:21 pm »

oh and also how do the ship videos work, i mean, which files are they on the 3do cd and where do they go into your game directory?
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Re: ship videos?
« Reply #37 on: July 14, 2005, 10:45:28 pm »

nvm, i found out when i was applying the code
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Re: ship videos?
« Reply #38 on: July 15, 2005, 12:31:36 am »

well i had applyed the patch and everything seemed to be going fine while building but i got a bunch of syntax errors, i guess i'll wait until somebody has a succesfully patched their files cause im not going in there and finding all the errors, i got ships to mod. Grin
« Last Edit: July 15, 2005, 12:37:30 am by Kohr-Ah Death » Logged

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Re: ship videos?
« Reply #39 on: July 15, 2005, 10:02:31 am »

well i had applyed the patch and everything seemed to be going fine while building but i got a bunch of syntax errors
Interesting. Maybe something big has changed since I wrote the patch. I'll have to look into this. What sort of errors are you getting?

It may be a good idea to continue this part of the conversation in the bug database.
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Re: ship videos?
« Reply #40 on: July 16, 2005, 12:27:54 am »

maybe Halleck or Meep-Eeep could take a look at the patch when they have some free time, cause im not well versed in C, i understand most of it only because i used to write programs in dos with qbasic and some of the commands are very similar.
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Re: ship videos?
« Reply #41 on: July 16, 2005, 11:04:49 am »

jhguitarfreak (or whatever your nom du jour is), I can't help you unless you tell me what syntax errors you've been getting. My guess is that you've applied the patch wrong or something else is badly wrong. Does UQM compile properly for you without the patch?
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Re: ship videos?
« Reply #42 on: July 16, 2005, 11:30:27 am »

i_think_i_might_of_applyed_the_patch_wrong_and_uqm_does_compile_correctly_by_itself.
i'll_try_the_patch_again_and_do_a_more_thorough_look_at_the_errors_i_got_the_first_time_when_i_get_a_new
keyoard. Tongue
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Re: ship videos?
« Reply #43 on: July 16, 2005, 04:40:52 pm »

i_think_i_might_of_applyed_the_patch_wrong_and_uqm_does_compile_correctly_by_itself.
i'll_try_the_patch_again_and_do_a_more_thorough_look_at_the_errors_i_got_the_first_time_when_i_get_a_new
keyoard. Tongue

Typing like that must be a pain. It also makes it very hard to do anything code-related.

Anyway, the patch applies nicely with just a
Code:
patch -p0 < shipspins.patch
in the sc2 directory and compiles nicely with GCC on Linux and Windows (MinGW). I don't have any clue about compiling on Visual Studio or some more obscure compiler, so it'll probably fail. Defining WANT_SHIP_SPINS globally may be the missing part.
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Re: ship videos?
« Reply #44 on: July 17, 2005, 06:16:32 am »

i used to have mingw, but it was alot easier for me with visual studio, and i edit the source code with Dev C++.
i could apply the patch manually, but i know i'll screw something up.

maybe you could send me the patched version of the source, and that way i could test it out and see what changes are made...

oh and do you have to convert the .aif files to .wav for this patch to work?

got a new keyboard and mouse Grin
Kohr-Ah Death has CTRL again Wink
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