doctormidnight on 8/10/2005 at 21:00
OK, sound thingy is up, I put it into a zip file and scanned with the latest NAV updates and ran it to see exactly what it does. Just run it and follow the instructions that come up in the DOS box.
(
http://www.sherlockholmesarmy.net/ttlg/Thief3SoundAddOn.zip)
It's a really small file so anyone can link to it anywhere they want.
Dark Arrow on 9/10/2005 at 15:31
Damn it. Now I have to go back to working with my FM. This is not going well for my lazy personality. :joke:
Erm... I mean great job! Now I can get back to work.
Is getting the tag info added to the metafiles completely out of the question in a possibly new version of the program?
potterr on 9/10/2005 at 15:56
One thing about this is that it will be a bit more complicated for FM authors to get this right, however it will make things much simpler for people playing. The other thing is that the file it updates is about 37MB anyway so its not something that should really be distributed, instead it is best to leave it for the end users PC to deal....which lead me onto my final point....
I suggested to rujuro that the exe will need a few changes as it would be run by GL for each T3 FM regardless of if it needs to (its difficult to know if it need to or not until it runs). This means that the first task it needs to do is to see if it is working on a new FM or a previously patched one (if its one that it did last time and has not been re-installed it should leave it alone). Anyway my point is that there should be a version check done based upon some kind of flag file in the FM zip file to say "I work on version 1.1 or higher" and if the exe is too low a version it will abort the process and warn the user.
Also to answer a few questions, part of the reason I didn't want this a built into GL to begin with is that I can see there being a lot of work that is still going to occur on this, which would mean lots more releases of GL than there should really be. When its at a level that it requires no more work done then it can be built into GL (same with the IBT repackager tool being made, and the Thief 3 launcher). However thats not to say that the exe can not be part of GLs install package.
This is kind of the reason why I added the plugin toolset into GL so that these kinds of things can be tested and tested and tested and then built in once all is fine (saves me a lot of recoding and saves the other developers a lot of delayed frustration waiting for GL releases, it also gives a lot more flexibilty).
rujuro on 9/10/2005 at 19:43
Potterr, is it cool if I get you in contact with the programmer I worked with to get this thing working? I think he'd better understand what you're getting at regarding the version check and how that works with GL. If it's fine with you I'll talk to him tommorrow and get him your e-mail address. Thanks.
Re: tags
It's not totally out of the question, but Scott has already put so much time and frustration into this I'm reluctant to ask it of him right now. However, he did indicate that he'd be more than willing to share the work he did with anyone who was interested in picking it up and extending the functionality.
Dark Arrow on 12/10/2005 at 18:24
Sigh.
It still doesn't work. I guess I'm doing it wrong somehow.
Could someone post a tutorial on how to make a custom conversation? I'm currently trying to get Garrett to say something to an AI and have the AI respond to that.
rujuro on 12/10/2005 at 19:42
That I don't know about, not sure you can have an AI respond to Garrett using the conversation editor (maybe you can, I don't know). You could fake it with a script though.
Put a script on the AI:
CONDITION:
When linked objects MYSELF comes within 128 units of linked object Category:Player
(or trigger with a frob, depends on what you want to do)
ACTION:
Play schema [Garrett's speech schema] in 2D sound (sounds like your hearing it from your own head)
Delay x game seconds (x=length of garretts speech)
Play AI Bark [AI's response schema]
Dark Arrow on 17/10/2005 at 18:08
Well, I tried the script method and it worked to some extend, but I'm experiencing some wierd effects.
If I use a "Play [soundschema] at my location" the sound plays. If I try using the Play AI Bark [String], it doesn't work.
I have another problem caused by another schema. This is simply a "Play AI bark" script when player is near. If I don't add the schema&soundfile to the harddrive metafile, the file plays, but I don't see any lip motions. If I add the sound and the scema to the hardrive metafile the file doesn't even play. What am I doing wrong? When the AI speaks, does it just pick some random facial motions or are they somehow linked to the sound files?
rujuro on 17/10/2005 at 18:29
Think it plays random lip movements, but not sure about that.
Re: the file not playing, I don't know what the problem is. Did you check your metafile with sound drone to make sure the schemas are indeed in there? I have added a number of speech files to the metafile, and they all work when I call them using "Play AI Bark [string]"
Just in case you didn't know, after using the tool, you have to manually rename the HardDriveMetafile to HardDriveMetafile_old or something, and give the new one the proper name, since the new one with the files inserted is called HardDriveMetafile_new or something like that. It doesn't affect your existing metafile.
Dark Arrow on 18/10/2005 at 16:01
It looks like the program couldn't properly read my schema files. The file names were all wrong. Could you ask your programming friend on how the program locates the .wav filename from the .sch file.
I still don't see any lip motions. I have all my sound files in .wav format. I wonder if speech should be in .ogg. I'll go and check.
Edit: No that wasn't it.
rujuro on 18/10/2005 at 16:54
The program just looks in the schema file, which has a filename appended to it when you associate a soundfile with it in the schema browser. Give an .ogg a shot and tell me what you find. I've just been using .ogg's so I suppose there could be a problem with .wav's, but I thought we tried both.