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<!--quoteo(post=224671:date=Dec 6 2007, 12:50 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Dec 6 2007, 12:50 PM) [snapback]224671[/snapback]</div><div class='quotemain'><!--quotec-->In my opinion, we should now concentrate on recording the sounds - have you tried to read the merged file Arbitterm? Is it understable enough?<!--QuoteEnd--></div><!--QuoteEEnd-->

I think I've got it. I should have an update by the end of the week.
 
Fantastic ! I cannot wait to hear thoses sounds... <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
Good news here!
I've managed to solve the sound-jam issue, thanks to Nathan Kell and the code he used to improve CCC fire-on-ship mod.
But there is something I need to discuss with you guys first.
Currently in the sound menu you can change music, common sounds, and dialog sounds (= greetings) volume. But because of my changes the dialog sounds will be using the common sounds volume, and the now useless dialog volume will have to bet set to 0 (and we will have to prevent the player from changing it). I remind you guys that a lot of CCC random characters are already doing that.

So : do you think this is a minor loss? Or not? I need your opinion to continue.
 
Is there any reason why we would want different characters talking at different volumes? I personally can't really see why. Everybody the same volume sounds good to me. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
Perhaps we do need to be able to set volumes for things like common sounds though.
 
Currently - for exemple - we are able to set low volume for dialogs if we don't like them and high volume for common sounds. With my change we'll loose that ability. But indeed all dialog will then have the same volume, which is not the case now because of CCC dialogs.
I'm not telling of preventing the player from changing music or common sounds volume ; we would only remove the ability of changing the 'Dialog volume' that would become completly useless.
 
I don't think we actually need to change the dialog volume. All files have the same volume and we want to hear all of them on the same volume anyway, so that's no problem. Only ambient sounds should be able to have their volume changed, but you say these won't be influenced anyway, so it sounds good to me. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
as long as i'll be able to change the music volume, it's fine with me. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Question to a simple virtual sailor: Do you mean the changing of the volume in the Options>Audio menu or the changing of the volume per sound in the sound init files?
 
I mean Options>Audio menu. I've already changed the required files in my game, and it works fine.
 
Ah. That explains a lot. That's a bit annoying to not be able to tweak that anymore. But I suppose having spoken dialog would be preferrable.
 
The good thing is that if we want that option back it's relativly easy to do, we just have to remove a few // and ; in the files I've changed. So if in the future we find another way...
As soon as Arbitern comes back I'll send him the new code.

By the mean time I'll look back to the camera-move-during-dialog again. With the last code I've sent you the distance you are from the camera depends on the distance you are from the guy with whom you're talking. That for always seeing him. It doesn't work everytime, so I need to improve it once more.
You asked for the camera going left - the problem is, some times the character you're talking to gets hidden behind the frame with the talking heads. So I personally prefer right. But by asking the camera to focus on the Npchar that could work anyway.
 
I just want to have a left and right camera move function that we can use depending on the situation. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Well. Some news here.

Concerning my dialog camera mod : I think it's now very good. Now you always see the NPC (unless there's an obstacle between him and the camera : tree, wall, other character...). The only thing I want to add is the camera not moving if you are in 1st person view. I'll do that later. Here's the latest code version :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    float a,b,c,locx,locy,locz,x,y,z,ay,d,e,f;
    GetCharacterPos(mainChr, &x, &y, &z);
    a = x;
    b = y;
    c = z;
    GetCharacterPos(Character, &x, &y, &z);
    locy = b/2 + y/2 + 1.5;
    d = a - x;
    if (d < 0) {d = d *(-1)};
    e = c - z;
    if (e < 0) {e = e *(-1)};
    GetCharacterAy(mainChr, &ay);
    f = ay + PI/2; // + PI/2 for camera turning to the right, - PI/2 for left
    locx = a/3 + 2*x/3 + sin(f)*(d+e)*1.5;
    locz = c/3 + 2*z/3 + cos(f)*(d+e)*1.5;
    locCameraToPos(locx, locy, locz, true);<!--c2--></div><!--ec2-->

Concerning the dialog sounds : Pieter I've been looking a lot at the files that were in FOR_PIETER AND_KK_26.11.2007 from Maximus... And I have a question : using it <u>do you ever see the face in the frame talking?</u> (= moving its lips.) Because either there's something I haven't understood yet and that would help me pretty much, either heads shouldn't talk anymore with this rewritten greeting code from Pirate_KK and Maximus.
If this is the case and that isn't bothering anybody, well we haven't got to screw up the Dialog volume in Option Menu.
 
I'm STILL getting an error message when using your camera code as a function:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->RUNTIME ERROR - file: locations\locations_camera.c; line: 49
function must return value
RUNTIME ERROR - file: locations\locations_camera.c; line: 49
function 'locCameraRight' stack error<!--c2--></div><!--ec2-->
This is my code:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// a simple virtual sailor -->
bool locCameraRight(ref Character)
{
    float a,b,c,locx,locy,locz,x,y,z,ay,d,e,f;
    ref pchar = GetMainCharacter();
    GetCharacterPos(pchar, &x, &y, &z);
    a = x;
    b = y;
    c = z;
    GetCharacterPos(Character, &x, &y, &z);
    locy = b/2 + y/2 + 1.5;
    d = a - x;
    if (d < 0) {d = d *(-1)};
    e = c - z;
    if (e < 0) {e = e *(-1)};
    GetCharacterAy(pchar, &ay);
    f = ay + PI/2;
    locx = a/3 + 2*x/3 + sin(f)*(d+e)*1.5;
    locz = c/3 + 2*z/3 + cos(f)*(d+e)*1.5;
    locCameraToPos(locx, locy, locz, true);
}

bool locCameraLeft(ref Character)
{
    float a,b,c,locx,locy,locz,x,y,z,ay,d,e,f;
    ref pchar = GetMainCharacter();
    GetCharacterPos(pchar, &x, &y, &z);
    a = x;
    b = y;
    c = z;
    GetCharacterPos(Character, &x, &y, &z);
    locy = b/2 + y/2 + 1.5;
    d = a - x;
    if (d < 0) {d = d *(-1)};
    e = c - z;
    if (e < 0) {e = e *(-1)};
    GetCharacterAy(pchar, &ay);
    f = ay - PI/2;
    locx = a/3 + 2*x/3 + sin(f)*(d+e)*1.5;
    locz = c/3 + 2*z/3 + cos(f)*(d+e)*1.5;
    locCameraToPos(locx, locy, locz, true);
}
// a simple virtual sailor <--<!--c2--></div><!--ec2-->It DOES work as it should though. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

As for the talking heads: I indeed recall that there is no lip sync anymore in the latest files. Shame, really. But not the biggest loss, I suppose. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
I'd like to show you this: Your locCameraRight function put to use in the CotBP quest. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
<!--quoteo(post=231239:date=Jan 3 2008, 05:19 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 3 2008, 05:19 PM) [snapback]231239[/snapback]</div><div class='quotemain'><!--quotec-->I'm STILL getting an error message when using your camera code as a function:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->RUNTIME ERROR - file: locations\locations_camera.c; line: 49
function must return value
RUNTIME ERROR - file: locations\locations_camera.c; line: 49
function 'locCameraRight' stack error<!--c2--></div><!--ec2--><!--QuoteEnd--></div><!--QuoteEEnd-->Well... uh... hem... function must return value... aha.. well... What if you add <i>return res;</i> at the end of your function? I don't know.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->As for the talking heads: I indeed recall that there is no lip sync anymore in the latest files. Shame, really. But not the biggest loss, I suppose. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->I'll send you a rewritten Dialog.c for your latest game version. I cannot test it in my game because I want to use the new FindFile function I've discovered in MAXIMUS_functions.c, and that's not in my old Build 13.

<!--quoteo(post=231243:date=Jan 3 2008, 05:49 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 3 2008, 05:49 PM) [snapback]231243[/snapback]</div><div class='quotemain'><!--quotec-->I'd like to show you this: Your locCameraRight function put to use in the CotBP quest. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->I personaly use it for every dialogs. But thanks for posting the screenshot. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
Good point on the <i>return res;</i>! That wouldn't work, because it was an undeclared identifier, but <i>return true;</i> works perfectly. No more error message! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

I think for the dialog camera that I keep Maximus' code as default, because it's tweakable in the Advanced Options interface, but we can now use your functions wherever we like as well. We can just stick them into some dialogs where they work nicely. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
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