[Solved] Berf Engineer quite mute

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: winston, another_commander

User avatar
Commander Mick
Competent
Competent
Posts: 58
Joined: Sat Aug 24, 2013 2:31 pm

Re: [Solved] Berf Engineer quite mute

Post by Commander Mick »

Is it possible to use ....

Captain Berf Engineer
Captain Berf Pilot Alien
Captain Berf Pilot
Captain Berf Pilot_BGS
Captain Berf Tactical Officer

All together?

Do they cause conflicts with one another?

Are they ALL compatible with the BGS and the HALSIS OXP?

Why is it that only Captain Berf Pilot is the only one that comes with a BGS OXP Patch?
Right on Commander!!
User avatar
Svengali
Commander
Commander
Posts: 2370
Joined: Sat Oct 20, 2007 2:52 pm

Re: [Solved] Berf Engineer quite mute

Post by Svengali »

To understand the short answers below, you'll probably need a overview about the internals:

Oolite looks up all OXPs if a customsounds.plist is there. Found entries in that plist are not merged together, they are overriding existing definitions. The loading order (and therefor which customsounds.plist entry wins) is a OS Filemanager thing and not handled by Oolite or OXPs.

All soundpacks are defining different subsets of the available customsounds.plist keys (except BGS which uses the full range). This means the loading order and different subsets are creating a mixture. In the case of BGS any other soundpack which gets loaded before gets overridden.

After reading in all customsounds.plists the script are loaded. Again the loading order is defined by the OS. Then Oolite calls the .startUp() handler in all OXPs. This can be influenced by OXPs (chained only, but still). And to make it even more fun. The loading order of scripts may change, e.g. if you are loading another savedgame or after dying (at least I've seen this on some rare occasions the last time I've checked it).

The script in BGS checks if the customsounds.plist keys for jumping are defined. If one of them is found and the value is not what BGS expects it disables it's own 'timed' countdown. The patches for other soundpacks are doing only three things. They are setting the value in customsounds.plist, define the files for the countdown and split the jump files in pieces (this is done externally, e.g. via Audacity).

This means:
All together? - Yes.
Conflicts? - Yes.
Compatible? - No.
Why only Pilot patch? - Engineer and Tactical Officer don't need it, Pilot Alien would need it.
Post Reply