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Author Topic: ship videos?  (Read 14197 times)
Novus
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Re: ship videos?
« Reply #45 on: July 17, 2005, 10:02:53 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...
Well, MinGW (or MSys) contains patch, so you can use that. Failing that, this archive contains the modified source files compared to CVS at Sun Jul 17 07:55:14 UTC 2005.

Quote
oh and do you have to convert the .aif files to .wav for this patch to work?
UQM doesn't have an AIFF loader. However, it does have a WAV loader. If you don't convert the files, the videos will have no sound. The conversion is lossless and easy to perform, so I see no reason to add AIFF support to UQM.
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JHGuitarFreak
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Re: ship videos?
« Reply #46 on: July 17, 2005, 10:16:33 am »

Quote
UQM doesn't have an AIFF loader. However, it does have a WAV loader. If you don't convert the files, the videos will have no sound. The conversion is lossless and easy to perform, so I see no reason to add AIFF support to UQM.

point taken...

i will test this out right away...
i'll probably post right after i do a thorough test of the game, i.e. i'm gonna beat the game and do all the sidequests and test ALL the ships in super melee.

edit----oh yeah, and what is special key to view the ship spins?  Menu-Special right?
« Last Edit: July 17, 2005, 10:32:10 am by Kohr-Ah Death » Logged

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JHGuitarFreak
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Re: ship videos?
« Reply #47 on: July 17, 2005, 11:13:00 am »

well i used your patch and it compiled correctly, now the only problem i have is that when i get to the melee menu where you can select a ship  i tried every button on my keyboard(and yes i defined every input) at the ship selection screen(where it actually says push C for ship description) and nothing, all the menu-special button does is delete ships off your team.

maybe its a directory problem
am i correct in putting the ship spins into the "Content/spins" directory?
or is there more to do?
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Re: ship videos?
« Reply #48 on: July 17, 2005, 02:55:53 pm »

well i used your patch and it compiled correctly, now the only problem i have is that when i get to the melee menu where you can select a ship  i tried every button on my keyboard(and yes i defined every input) at the ship selection screen(where it actually says push C for ship description) and nothing, all the menu-special button does is delete ships off your team.
Sounds like you're pressing Menu-Cancel instead of Menu-Special. Check your key configuration (the same key may appear multiple times).

The selection box refers to the 3DO keys. Someone should do something about that!

Quote
maybe its a directory problem
am i correct in putting the ship spins into the "Content/spins" directory?
or is there more to do?
ship*.duk, ship*.hdr, ship*.tbl, ship*.frm, ship*.aif converted to ship*.wav, spin.wav and create spin.snd. All those in content/spins. Details in the bug database.

Even if the video data is missing, you should get a fade-out and fade-in.
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Re: ship videos?
« Reply #49 on: July 17, 2005, 03:00:47 pm »

Defining WANT_SHIP_SPINS globally may be the missing part.
You did check this, didn't you? If you don't define this, the ship spin code will be replaced by a no-op, just like before.
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Re: ship videos?
« Reply #50 on: July 18, 2005, 12:25:18 am »

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Defining WANT_SHIP_SPINS globally may be the missing part.
You did check this, didn't you? If you don't define this, the ship spin code will be replaced by a no-op, just like before.

how do i "define" WANT_SHIP_SPINS in either visual studio or Dev C++?

and at least i got all the files in the right place


edit--- i swear to god that menu-delete and menu-special are exactly the same function
« Last Edit: July 18, 2005, 12:59:37 am by Kohr-Ah Death » Logged

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Re: ship videos?
« Reply #51 on: July 18, 2005, 09:22:44 am »

how do i "define" WANT_SHIP_SPINS in either visual studio or Dev C++?
If Dev C++ is using gcc to compile, tell it to send -DWANT_SHIP_SPINS to gcc as part of the compilation flags. You should already be doing something similar to select which graphics and audio backends are being used, so this shouldn't be new to you.

BTW, doesn't Dev C++ use MinGW anyway? I still don't see why you can't use MinGW to compile instead of fiddling with the IDE.
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Re: ship videos?
« Reply #52 on: July 18, 2005, 12:51:00 pm »

i've deleted my 2 previous posts right after your most recent post Novus.


i was able to compile uqm with the command you posted
Quote
tell it to send -DWANT_SHIP_SPINS

in visual studio.

and all seems to work very well, i can now test to see if there are any discrempencies in the exe by doing a full diagnostic
i.e. beating the game and doing all side quests, and then doing a debug with visual studio.

but so far everything works perfectly.


edit--- stupid question #1: how do you convert .wav to .snd?
« Last Edit: July 18, 2005, 01:19:55 pm by Kohr-Ah Death » Logged

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Re: ship videos?
« Reply #53 on: July 18, 2005, 01:29:29 pm »

stupid question #1: how do you convert .wav to .snd?
You don't. The snd file is just a list of sound effects; a text file listing all the filenames of the sound effects belonging to a sound effect package of some sort (probably a remnant of the 3DO resource system).

Quote from: Novus
Code:
I've created a patch to play the 3DO ship spin videos. It assumes the 3DO ship
spin videos (from the duckart directory of the CD) are in content/spins as follows:

- ship*.duk, ship*.frm, ship*.tbl, ship*.hdr straight from the disk.
- ship*.wav is ship*.aif converted to WAV (e.g. with sox).
- spin.wav is spin.aif converted to WAV.
- spin.snd contains the single line "spin.wav".
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Re: ship videos?
« Reply #54 on: July 18, 2005, 03:18:31 pm »

oh, i just misread then, well everything works fine on my side, i've beaten the game and i've done debug, i have no problems whatsoever, except my compiled version doesnt play the intro and and ending videos up to speed with the sound.

but what i like is that you've implemented the ship spins into the shipyard.
« Last Edit: July 18, 2005, 03:32:03 pm by Kohr-Ah Death » Logged

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Re: ship videos?
« Reply #55 on: July 20, 2005, 03:52:10 pm »

my compiled version doesnt play the intro and and ending videos up to speed with the sound.
That's my fault. The error was so slight (and machine-dependent) that I didn't notice that the audio was running a bit ahead. Fix added to the bug database.
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Re: ship videos?
« Reply #56 on: July 20, 2005, 05:35:40 pm »

allrighty then, i'll get to work putting it in(hopefully succesfully)
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Re: ship videos?
« Reply #57 on: August 06, 2005, 06:41:25 pm »

Kinda off topic and late, but we had some success making gameplay videos over at TW-Light/Timewarp. 

Divx Format, 44 MB (44,714,908)
MPEG2 format, 87 MB (87,265,284)
QuickTime, 78 MB (77,159,802) (Sorenson compression)

Browse all files here.

Discussion to see how we did it. 

Also, many moons ago we tinkered with a hack in TW that would generate screenshots of each ship, then a tool would combine them into animated Gifs. 
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