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Post by h- on Feb 5, 2005 17:15:02 GMT -5
Alrighty... I'll be sending you mail soonish.. EDIT: Erm, or I am not.. Address hidden.. PM me yer e-mail...
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Post by PsyWarrior on Feb 6, 2005 17:10:13 GMT -5
Only I, supreme commander of this forum, can see the E-Mail addresses Being the Admin does allow me certain privaleges... but it's not much use if my 'net connection kills itself about 10 seconds after I get home from work, and stays offline for about 5 hours... Anyway, E-Mail transferred to HateR_Kint. -Psy|W
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Post by Killswitch on Feb 7, 2005 9:28:53 GMT -5
Contact has been established, new code under review ...trying to figure out why was done and if it's really needed. I assume it refers to the createVehicle:ing of _dummy and _target in PSY_MCAR_fired_2.sqs and ..._fired_3.sqs Sound formatsIn the mean time - next performance tweak: the sounds. Right now, they are a mixture of .wav and .wss files. Optimal performance comes from having them all in .wss format. To save you time, here's a psy_mcar_sound with all sounds in WSS format. Now, if I could only find that old post where the BIS lead programmer, Suma, confirms that "WSS is the biz for perfomance"... Invisible weapons removal troublesPSY_MCAR_removeInv.sqf tries to removeWeapon "psy_mcar_invWeapon" but the vehicles currently only have that in their magazines[] properties. PSY_MCAR_removeTow.sqs sits in the #wait loop until a player gets in. Intended?
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Post by h- on Feb 7, 2005 10:20:10 GMT -5
Some camCreate stuff was turned back to createVehicle because they were earlier the other way around when there was the dummy missiles used... Our own versions of the code are always quite different from the ones that have been released So, in this case the codes I had earlier still utilised the dummy missile stuff... I know. But, to this day I have converted only 8 sound samples succesfully from wav to wss... All the other conversions didn't seem to do anything; the filesizes stayed just the same, only the extension changed from .wav to .wss... Or all sounds came to be 75kb in size, and empty... This has also happend when I've turned BIS default wss to wav and back... The 'new' wss is the same size as the wav, and the original wss is much smaller... In some cases it has worked perfectly, and the filesize has also changed dramatically smaller... So I have always presumed that the conversion doesn't really work because the filesize doesn't change at all, and thus not bothered to convert the wavs... But anyway, thanks a bunch... Sounds.pbo is being replaced asap.... EDIT: Actually it's not "File not found on this server"...
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Post by Killswitch on Feb 7, 2005 10:28:41 GMT -5
Oops... URL edited to actually work. Also, I edited my post above and added a few things while you posted yours. Yeah, getting conversions to .wss to succeed can be a hair-tearing experience. Quite often, they come out garbled (static) or as 0 kB in size. My trick for this is to load the .wavs in Audacity and, well, just "Export to WAV" again. That seems to fix up whatever was broken in the original .WAV:s and a subsequent WSS conversion works again. (I have done the same using a demo of the GoldWave sound app)
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Post by h- on Feb 7, 2005 10:40:19 GMT -5
That is not an error... (afaik ) It is used to remove the invWeapon which is used to get the kills recorded with the 'real' humwees (and to make sure that there is no invWeapon in the begin with)... Oops, should not... That's probably some old remnant of the earlier code altough the comment states it's completely re-written... ;D Why write a similar sentence when you can copy/paste ;D (which also copy/pastes possible bugs.. ) But nevertheless it didn't work in MP (if I recall correctly..) The only way I've had succesfull wss convs was when I 'ripped' (yes well, not really ripping involved... ) sounds from Call of Duty, modified them in Nuendo and then converted those files to wss... If I've tried to edit another non-CoD wavs to exactly the same bitrate etc they still don't work...
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Post by Killswitch on Feb 7, 2005 10:46:40 GMT -5
That is not an error... (afaik ) Heh. I meant to say "Should that not be removeMagazine (or move the magazines[] entry into the weapons[] entry, whichever works best)?" (Currently, the code tries to removeWeapon a magazine)
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Post by h- on Feb 7, 2005 10:54:42 GMT -5
Well, it has worked just fine like that this far... ;D
EDIT: Actually, there's a small 'buggish' apparently (won't affect the vehicles performance in any way...), the removeInv should only be on the 'real' humwees...
But, it's run in order to prevent the vehicle from having it in the beginning (should some try to add it by some odd reason...)...
That weapon is added, fired and removed by another script later...
It's a weapon the vehicles don't have initially...
EDIT2: Oh, and completely non-MCAR related MP question: - How does sound behave in MP? I mean can for example a camCreated fireplace be heard on all clients or just the one that camCreates it?
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Post by raedor on Feb 7, 2005 14:37:11 GMT -5
i can state that it is very important to use *.wss files. since i converted all oggs/wavs of the t-55s to wss there are no more CTDs (killswitch gave us the hint to convert them).
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Post by h- on Feb 7, 2005 15:55:24 GMT -5
Yeah, ogg is a bad choice when it comes to other sounds than music... Just tried to convert several sound samples into wss, and no luck on any of those Annoying...
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Post by raedor on Feb 7, 2005 20:14:29 GMT -5
i'm using ofp cool studio (ofp.info >>> utilities). i had no problems. ok, once i tried to convert a 10mb file and it failed, but with "normal" soundfiles i had no problems.
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Post by h- on Feb 8, 2005 5:09:51 GMT -5
Hmm.. Completely missed that util... That must be tested then... EDIT: Ok, that software did not work at all... The start up screen is all black and just some buttons there but without any explanation what they do... Myriads of error messages appear no matter what of those utils I choose... Among those errors the one mentioned in the readme... Then I finally found the wav to wss conv from there, I used it and nothing happened... No wss created anywhere on my hds... (or is there some prefs somewhere? I didn't find anything related to this...) I guess this is way too old software for crappy XP equipped with even crappier SP2...... Altough all the wss converters I've seen this far use the same codecs that were released years ago so it shouldn't matter which software I use... And, that Audacity Killswitch uses did not help either... None of my wavs still turn into wss the right way... But maybe OFP handles better those wss' anyway, and that packing is not so important... At least unpacked sounds should be read faster as the engine doesn't need to unpack it... Killswitch: Btw, there's some very odd thing happening with the Mk19 Humwee (not released yet) in MP... No-one (not HI nor AI) can get in the vehicle In SP it works just fine but in MP you get the action 'get in xxx' but when you use it, the guy starts his anims for getting in but then he gets sorta spewed out of the car before he even gets in it... If yer interested, I could post that for you as well...
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Post by raedor on Feb 8, 2005 18:20:05 GMT -5
after installing ofp cool studio ther should be a folder ofp cool studio\Bfdata\oggwav\ and there's a wsscod.exe. just drag you wav file on it, it should produce a wss file. and it doesn't matter if the file is smaller after that, important is the format!
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Post by h- on Feb 9, 2005 4:06:19 GMT -5
Yeah, that's probably true...
It's just odd that some of the files get packed and some do not...
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Post by Killswitch on Feb 9, 2005 11:45:00 GMT -5
Killswitch: Btw, there's some very odd thing happening with the Mk19 Humwee (not released yet) in MP... No-one (not HI nor AI) can get in the vehicle In SP it works just fine but in MP you get the action 'get in xxx' but when you use it, the guy starts his anims for getting in but then he gets sorta spewed out of the car before he even gets in it... If yer interested, I could post that for you as well... It sounds like it could be model-related, and that's beyond my expertise. Of course, it could be something simple within the config of the vehicle itself (like "hasDriver=0;" which might stuff things up) Uhm...just a hunch... have a radio trigger tell you the damage level of the Mk19 Hummer just before you tell an AI to get in, even if you're sure it's a pristine Mk19. OFP bug - vehicles that are repaired will never be fully repaired but retain a very small damage value, something in the order of 1e-4 or even smaller. This leads to AI:s refusing to get in. I rather sure this isn't the issue at hand, but stranger things have occured in OFP... just a wild guess/hunch, really... EDIT: About sounds - I made a post in the Addon forum detailing my workflow. I hope if will be of some help. I suggest further sound conversion discussions be continued there so as to keep this one for the scripts/config aspect of MCAR.
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