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Topic: OK. I know there are no intro-conclusion but... (Read 7183 times)
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Draco
Zebranky food
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I love YaBB 1G - SP1!
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I would like to know why? im not bitching or anything, ive seen them before in the early 90's seeing how star control was my first computer game, and pretty much all i had for a few years... lol the good old days before you could get everything free off the net . anyhoo, i would like to know why, does it have something to do with coding? or something
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Novus
Enlightened
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Fot or not?
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I would like to know why? im not bitching or anything, ive seen them before in the early 90's seeing how star control was my first computer game, and pretty much all i had for a few years... lol the good old days before you could get everything free off the net . anyhoo, i would like to know why, does it have something to do with coding? or something There has been some discussion about this here before, but I'll summarise for your benefit. First of all, nobody's quite figured out how the 3DO version stores its video files (what format, how to play it, et.c.) and second, it's somewhat unclear whether we're actually allowed to use them anyway due to some odd copyright problems (similar to the trademark problem with the name "Star Control").
Due to these problems, work is being done on using the PC intro instead. This is easier for a number of reasons: the PC version only uses static images, and we know (or at least think) we're allowed to use it. However, since most of the development team is working on getting the game itself working properly first, there has been little progress on showing the introduction and ending. Also, since UQM is based on the 3DO version of Star Control 2, we have none of the source code for the PC introduction and ending sequences. In effect, the PC introduction/ending code has to be rewritten from scratch.
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Death 999
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We did. You did. Yes we can. No.
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I thought that it was a mixture of Static shots, static shots being panned-across, fade-in/out, and conversation-style animations. All that is fairly straightforward, but not so easy that it takes priority over more serious issues.
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« Last Edit: March 03, 2003, 11:14:09 pm by Death_999 »
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Azzizi
Zebranky food
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Posts: 10
I love YaBB 1G - SP1!
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I'm no expert, but given the 3DO version was out during a period in the gaming industry where proprietary formats were the *norm*, for various reasons (for instance, modding was a pretty foriegn concept to most companies, and then there's some performance issues that were more important then than now, etc), I wouldn't be surprised if the format's some nearly lost information at this point. There might be something in the source code, possibly, but if it's a 3DO proprietary format, and not a SC2 format, I wouldn't count on much useful.
But whatever the case is, either the developers will need to write their own player code, use existing code as yet undiscovered, or modify the files to a standard format. In the foremost and latter cases, they'd have to decode the file format *anyway*, and at that point, most of the work in getting new player code written is done, so you might as well use the original format to avoid further quality problems. In the second case, it's all a moot point, anyway.
Another, more insane option, is to get someone real good with 3DS Max or something like that(whatever's appropriate-- i haven't seen the 3DO's opening myself) to re-build the sequences from scratch. I'd have to say, that I sure wouldn't volunteer for a job like that, though. Ug-ly.
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Novus
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But whatever the case is, either the developers will need to write their own player code, use existing code as yet undiscovered, or modify the files to a standard format. In the foremost and latter cases, they'd have to decode the file format *anyway*, and at that point, most of the work in getting new player code written is done, so you might as well use the original format to avoid further quality problems. In the second case, it's all a moot point, anyway.
How about this: use the original 3DO video playback code through an emulator (e.g. FreeDO). That could be somewhat inefficient, but it ought to work, at least. If we, for one reason or another can't or don't want to add 3DO emulation to UQM, we can take the emulator output and recompress it in a suitable (possibly custom-made) format.
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