MegaBrutal on 21/7/2007 at 10:42
Hi!
I have another minor idea for the game DLL. At the current state, if you start to play a music with trigger_mp3audio in loop, the music won't resume after the player saves, quits, and loads the game again. I thought I could add a field to the worldspawn entity. The worldspawn would start the specified music in loop anytime you start/load the game.
Do you think it's a good idea?
Enchantermon on 21/7/2007 at 15:22
The download link for the latest version seems to have died.
kodan50 on 22/7/2007 at 00:17
The download link is off my server, it should be up within the hour, assuming it cooperates ...
Quote:
At the current state, if you start to play a music with trigger_mp3audio in loop, the music won't resume after the player saves, quits, and loads the game again. I thought I could add a field to the worldspawn entity. The worldspawn would start the specified music in loop anytime you start/load the game.
Do you think it's a good idea?
I think that would be a good idea. That way, it can make the levels a little more complete. Also, I was worried about music change when transitioning from both level to level (luckally, the elevator, the only way to transport between levels, can make sure this works) and was wanting to make sure that if music is playing when switching between levels, that it won't cause problems if I swich between the different levels of music. It shoudn't, and I will test it later, but now I am going to try an incorporate the music into the level.
kodan50 on 22/7/2007 at 19:28
Actually, as I have been mapping, I was thinking about that idea, something would be missing. On System Shock, when you go into an elevator, the music plays. If you walk back out, then it stops, and the original music plays. Here is where we have our issue: If I were to save in the elevator, then resume the save, it would be the in level music, which would be ugly. For now, I can use the Worldspan setting you suggested, to keep the music playing, until a better solution can be considered. With that said, I also am concerned about getting music to play when you go into an elevator, using a constant trigger, I should be able to change the music as you go in, then out of the elevator, later tonight, hopefully I will have medical finished, then at that time experiment with some of the triggers and making them work well with each other.
MegaBrutal on 22/7/2007 at 22:28
Hi!
Here's the latest DLL version that has that worldspawn thing. Now it's accessible for others who would like to try it out.
(
ftp://pub_ttlgforum@megabrutal.no-ip.org:6879/)
Everything is there: the normal DLL with the example maps (however I forgot about their .map source, but I can't access that machine now), the Steam DLL, and the Game Data File for the map editor.
There is a loop spawnflag for trigger_mp3audio, a Music keyvalue for the worldspawn entity, and a WAVE keyvalue for trigger_pda_addfile. You should also know that MP3 files can't be packed into a PAK?.PAK file, because the game won't find them there. But all other files can be packed as well (even the text files for the PDA). Ah, the text files! Each text file must have at least 2 lines. The first line always used for the title of the entry, shown on the button. The other lines are showed in the message window.
And please tell me the size of the pictures need to be shown for the PDA entries. I would be glad if you could send examples of them.
At last, I could download the latest version of your map. It's really much better than the first one I've seen! :) It's good to see that the HL engine renders the System Shock environment so beautifully. It's almost perfect, I have only one thing to mention. I think the map is too large. It's fine now, since you only have simple entities in it, but if you would put some monsters in, the game would be slow down, your r_speeds would be wrong and so on. But it's a guess, I hope I'm not right. I just think of the fact, that HL maps are usually smaller. Do you know the "impulse 76" command anyway? :)
For others who'd like to see the features of the game DLL: connect to the FTP service I mentioned above (it doesn't require a password, just type in something, or leave the box empty if your client asks for a password anyway). The files are in the 20070722 folder. Extract hshock_test.zip into your Half-Life directory. Note, that fmodex.dll must be in the same dir as hl.exe. You can either activate the mod "Half-Shock (Test)", and then start a new game, or you can load "ssdemo" map, it does the same. If you use the Steam version of HL, replace hshock.dll with the one can be found in the other ZIP. (Note, that I suggest to use the normal HL, because Steam HL is buggy, and I still have an issue related to the PDA interface in that.)
Greetings.
kodan50 on 22/7/2007 at 22:50
At least most of that I have discovered during experimentation :) I am glad to see a worldspan settings now, I will try a loop from a save and load game. Also, the images that I extracted from the game file that I want to see used (you know, the avatars?) are 64X52 in size, and look to be standard BMP images.
MegaBrutal on 22/7/2007 at 23:02
Quote Posted by kodan50
64X52 in size, and look to be standard BMP images.
There's a little problem with that, HL VGUI handles TGA images. But it's not a big deal, they can be converted. So, are there 2 images for a log? One shows the face of the man, and the other shows his level?
kodan50 on 22/7/2007 at 23:08
TGA's are easily possible :)
Also log wise other images are 73x57.
kodan50 on 23/7/2007 at 05:10
*Yawn I have been mapping for the majority of the day. I am about 95% complete with the level geometry. I have 3 logs in the level, and 2 e-mails. I am waiting for the right time to release the map, that will be when I complete the main geometry (unmapped secrets will wait :P) and have a few more updated to the PDA device, mainly in how it will manage the level logs and audio. As of now, audio plays on top of each other, like, if I get an e-mail the audio plays, then if I get another e-mail, both e-mails will play on top of each other. Very ugly. I hope that this will be fixed, along with the images to load into the e-mails and logs. The next release is planned for August 3rd, just in time for Hope festival. (I have the entire weekend off !!!)
Anyways the considerable complete as of now, and with MegaBrutal's PDA interface is making it much more complete, and almost playable (like, with some kind of plot, and such!). So, just kind of sit back and wait for that!
MegaBrutal on 23/7/2007 at 20:53
Quote Posted by kodan50
As of now, audio plays on top of each other, like, if I get an e-mail the audio plays, then if I get another e-mail, both e-mails will play on top of each other. Very ugly. I hope that this will be fixed, along with the images to load into the e-mails and logs.
Do you remember, when you picked up more batteries at once in Half-Life? The HEV suit informed you about the current power state.
"Power 40 percent."
"Power 55 percent."
"Power 70 percent."
These sounds were queued correctly. So I think I'll look up the corresponding code to see how to queue the sounds for the logs. ;)
Quote Posted by icemann
If your having issues working out how to implement a log system, be sure to check out the PoV singleplayer mod for Halflife 1. That had a text based log system in it.
WOW! This is an excellent mod! Thanks for suggesting it, I've downloaded it, and I'm just playing that. :) But it doesn't help with the logs though, because that part is already implemented, you can even try it out (and I don't think that PoV developers would give us the source code anyway). The current affairs: show avatars and queue sounds for the logs.