The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
December 10, 2024, 10:32:44 am
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  Technical Issues (Moderator: Death 999)
| | |-+  Addons on 0.7
« previous next »
Pages: [1] Print
Author Topic: Addons on 0.7  (Read 2813 times)
Volka
Frungy champion
**
Offline Offline

Gender: Male
Posts: 78



View Profile WWW
Addons on 0.7
« on: July 16, 2011, 05:42:26 pm »

So guys I'm trying to update the spanish translation (uqm.starsite.com.ar) to make it work with uqm 0.7 and I'm having quite a headache with the new addon system. I have to say that I don't see the improvement here since it seems to me it's way more complicated to make an addon pack work! Maybe it's just me  Undecided

Anyways, after reading this http://wiki.uqm.stack.nl/Content_Management_in_0.7.0 I can't make it work so I need help. These are my questions:

1)I've followed the tree structure, still I'm having doubts. Please check if the tree is correct.
http://uqm.starsite.com.ar/UQM-spa07.zip

2) Fonts go to shadow-content and the rest outside of it? How about the images? For the example, the images inside the folder ui, most of them have been modified for the translation. Where do they go?

3) What's the "spanish.rmp" file for and how do I make it? Is it necesary?

4)Just to check, once I have the spanish.zip, I place it in content/addons and run it by adding the line --addon UQM-spa07 to a shorcut right? Just like before?


Thanks!
Logged

UQM in spanish:
Here
meep-eep
Forum Admin
Enlightened
*****
Offline Offline

Posts: 2847



View Profile
Re: Addons on 0.7
« Reply #1 on: July 17, 2011, 01:40:29 am »

I agree that it's a bit of a mess. It's kind of an intermediate step to something better.

The main differences between the way 0.6 worked, and 0.7 works is this:
In 0.6, the game used hard-coded locations to find its content files; in 0.7 the .rmp files are used to translate symbolic names to content files. The content files themselves can be anywhere now. So far so good.

Now the problem is that some resources are built up from multiple files, and we don't (yet) have a way to refer to the individual files.
For example, a font is a directory containing separate image files for each glyph.
So using the 0.7 system, if we want to replace just a file for a single glyph, we'd have to copy all glyphs in the font.
So the "shadow-content" directory was introduced as a hack. It basically works as entire add-ons worked in the old system, with everything in it overriding the files in the base content.
Try to use that "shadow-content" dir as little as possible. It should go away asap.

So, yes, the .rmp files are necessary.
To make them, the easiest way is to use one from one of the default add-ons (3domusic or 3dovoice) as an example.
You will an entry in your .rmp file for each of the resources which you replace or add.
The uqm.rmp file shows the identifiers for these resources.

A few more remarks:
  • you should put a uqmpack.nfo file in your add-on package. It contains a bit of meta-info, which could be used by the game later (but isn't currently.). See this file in one of the standard add-on packages.
  • in your zip file, put just a single entry in the root: a directory with the name of your package. In this directory put your .rmp file, the uqmpack.nfo file, your own resource files in whatever subdirectory you want, and (optionally) the shadow-content dir. This add-on is then placed directly in content/addons, and not in content/addons/spanish/ as it would be in 0.6.
  • use uqm-0.7.0-voice.uqm or uqm-0.7.0-3domusic.uqm as an example; they work exactly the same as your add-on should, with the same structure.

We'll be updating the documentation to make all of this clearer, and we hope to obviate shadow-content asap.
Logged

“When Juffo-Wup is complete
when at last there is no Void, no Non
when the Creators return
then we can finally rest.”
Volka
Frungy champion
**
Offline Offline

Gender: Male
Posts: 78



View Profile WWW
Re: Addons on 0.7
« Reply #2 on: July 17, 2011, 04:26:57 pm »

So, for example an entry of the .rmp would be like this?

Code:
comm.arilou.dialogue = CONVERSATION: addons/spanish/base/comm/arilou/arilou.txt


Edit: Nevermind, I just saw you updated the ultronomicon page, so I'm doing it like it says:

Code:
comm.commander.dialogue = CONVERSATION:addons/spanish/base/comm/commander/commander.txt:addons/3dovoice/commander/:addons/3dovoice/commander/commander.ts

It works, the text gets replaced but now there's no voice! It''s like the voices files are missing or something? Any clues=
« Last Edit: July 17, 2011, 05:33:52 pm by Volka » Logged

UQM in spanish:
Here
fossil
Core Team
Frungy champion
*****
Offline Offline

Gender: Male
Posts: 94



View Profile
Re: Addons on 0.7
« Reply #3 on: July 17, 2011, 06:24:30 pm »

Well, the 3dovoice add-on must be loaded in order to get the voices, of course. v0.7 always attempts to load the 3dovoice add-on, so you have to have it installed to get the voices. Note that all voice ogg files have been renamed, for example coman001.ogg has become commander-001.ogg. Your translated commander.txt must reflect that. I know it's a pain, but for a long time we planned to normalize the content file naming. There should be no more significant naming changes from now on.
Other than that, you should log a test run of the game to see what's going on, or use a debug build which displays the log in a console window. To log it run the game like so:
Code:
uqm.exe --log=mylog.txt --addon spanish

And this is what a successful run looks like over here (a snippet of relevant log entries):
Code:
_GetMusicData(): loading base/comm/commander/commander.mod
    decoder: MikMod, rate 44100 format 17
'addons/spanish/starbase.txt' -- conversation phrases -- 62274 bytes
'addons/3dovoice/starbase/' -- voice clip directory
'addons/3dovoice/starbase/starbase.ts' -- timestamps
SpliceTrack(): loading addons/3dovoice/starbase/starbase-015.ogg
StreamDecoderTaskFunc(): finished playing addons/3dovoice/starbase/starbase-015.ogg
SpliceTrack(): loading addons/3dovoice/starbase/starbase-046.ogg
StreamDecoderTaskFunc(): finished playing addons/3dovoice/starbase/starbase-046.ogg

EDIT: You do not have to replicate the base/comm/etc directory structure in your add-on. You can arrange your files however you like.
« Last Edit: July 17, 2011, 06:41:46 pm by fossil » Logged
Volka
Frungy champion
**
Offline Offline

Gender: Male
Posts: 78



View Profile WWW
Re: Addons on 0.7
« Reply #4 on: July 17, 2011, 07:21:50 pm »

Ok thank you!
Logged

UQM in spanish:
Here
fossil
Core Team
Frungy champion
*****
Offline Offline

Gender: Male
Posts: 94



View Profile
Re: Addons on 0.7
« Reply #5 on: July 18, 2011, 09:44:16 pm »

We plan to remove the zipped limitation on shadow content in v0.7.1. So you will not have to place zips inside zips. That should also make it easier to work on your mods, since you will be able to simply keep all of the add-on content unpacked in content/addons/spanish. We hope to release v0.7.1 with bugfixes as soon as possible (or as soon as we are able to remove the above limitation).
Logged
Pages: [1] Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!