BGS advice
Moderators: winston, another_commander
BGS advice
Could someone please offer advice how I can enable the background cabin chatter that comes with the BGS-A1.4 OXP. The background images work fine, as do the laser, jumpdrive and fuel injection engine noises and the voice-overs in the commodities market, but no background chatter going on when docked or in flight. The only other sound OXP I have installed is Halsis, which I understand shouldn't interfere with the BGS oxp. The ogg files are assigned to VLC which I have, and the relevant files appear to be present in the "sounds" file....thanks
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- Quite Grand Sub-Admiral
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- Joined: Wed Feb 28, 2007 7:54 am
Re: BGS advice
I could be wrong, but I thought the background chatter is enabled only when inside the station Aegis. You should not be hearing chatter during open space sequences, battles etc.
Re: BGS advice
Thanks for the response. You could well be right. I've based my expectations largely on those found on this and subsequent clips - http://www.youtube.com/watch?v=j7b-ifv4 ... re=related - which clearly also have music tracks activated somehow and they could well be of a soundscape type. However, I have no background chatter inside the departure station Aegis nor inside the one where I am arriving.
Re: BGS advice
Welcome onboard, zarkov.
Yes, Halsis shouldn't interfere. BGS-A1.4 checks if other soundpacks are declaring sounds for the jump sequence and disables the timed countdown then. The patch for Halsis simply ships the jump sequence sound as single files which gives BGS the possibility to use them for the timed countdown.
Anyway - I can't reproduce the no-chatter thing. So please provide more infos (as mentioned in the readme). Specially take a look at Latest.log / Previous.log if they are containing errors or warnings. If so, please post them.
Another thing is that BGS can be configured. Either by using OXPConfig or by editing script.js. Please post the first 40 lines of script.js.
And the last thing. BGS can be disabled / reconfigured by other OXPs. I'm not aware though that any released OXP does it, but who knows. A list of used OXPs can be helpful (already contained in Latest.log) .-)
Yes, Halsis shouldn't interfere. BGS-A1.4 checks if other soundpacks are declaring sounds for the jump sequence and disables the timed countdown then. The patch for Halsis simply ships the jump sequence sound as single files which gives BGS the possibility to use them for the timed countdown.
Anyway - I can't reproduce the no-chatter thing. So please provide more infos (as mentioned in the readme). Specially take a look at Latest.log / Previous.log if they are containing errors or warnings. If so, please post them.
Another thing is that BGS can be configured. Either by using OXPConfig or by editing script.js. Please post the first 40 lines of script.js.
And the last thing. BGS can be disabled / reconfigured by other OXPs. I'm not aware though that any released OXP does it, but who knows. A list of used OXPs can be helpful (already contained in Latest.log) .-)
Re: BGS advice
Thanks Svengali - Prompted by an onscreen message to check the latest log, I looked at it to find "[BGS-M]: BGS-M - Shutting down. -> Cabal_Common_Library is missing" I've just installed the latter and it all works fine. Thanks again for your help and also for a great OXP. If I were - one day - to fiddle about with script editing and tweaking, is there anywhere on this site where I would find tips to find my way around. I'm not familiar with the programming language used in Oolite, but I was fairly up to speed with Basic many years ago and wrote several small programs, so computer logic is not totally foreign to me.
Re: BGS advice
OXP writing is covered on the Wiki
http://wiki.alioth.net/index.php/OXP_howto for general descriptions of the various script and config files
http://wiki.alioth.net/index.php/Oolite ... ject_model for the Javascript API reference
http://wiki.alioth.net/index.php/OXP_howto for general descriptions of the various script and config files
http://wiki.alioth.net/index.php/Oolite ... ject_model for the Javascript API reference
Re: BGS advice
Cool - then you could take a look at the following links to get a overview about syntax and general JS handling (additionally to the Oolite specific links cim has already posted) .-)zarkov wrote:If I were - one day - to fiddle about with script editing and tweaking, is there anywhere on this site where I would find tips to find my way around. I'm not familiar with the programming language used in Oolite, but I was fairly up to speed with Basic many years ago and wrote several small programs, so computer logic is not totally foreign to me.
- http://www.w3schools.com/js/default.asp
- https://developer.mozilla.org/en/JavaScript
As we are a friendly bunch of