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Posted: Sat Mar 18, 2006 7:53 pm
by EAGLE 5
The Amiga Elite had the best presentation in my opinion. The music and sounds were great!

Posted: Sun Mar 19, 2006 10:34 am
by Selezen
The music and sounds were great, yeah, but what posessed Mr. Micro to put that garish surround around the viewscreen...?

The docking sequence was lovely too...

Posted: Mon Mar 20, 2006 1:58 am
by EAGLE 5
I actually thought it was a pretty cool touch. True that it cut out a lot of viewspace, but the "snake" motif went well with the ship's name.

Posted: Mon Mar 20, 2006 9:41 pm
by Evil Juice
In those times it was just ok, elite on amiga was real fun

Posted: Tue Mar 21, 2006 9:35 am
by TGHC
Ahruman wrote:
which should either fix the problem or cause entirely new interesting errors…)
Now that's real programmer speak!

Posted: Tue Mar 21, 2006 10:30 am
by JensAyton
TGHC wrote:
Ahruman wrote:
which should either fix the problem or cause entirely new interesting errors…)
Now that's real programmer speak!
Unfortunately, I think what I ended up will will not fix the problem, but cause slightly different errors. However, these errors should be handled slightly more gracefully. I’ve yet to see an error report for 1.64 confirming this, though. :-/

Posted: Mon Apr 03, 2006 11:22 pm
by milinks
Not wanting to open up another thread, i thought I'd attach an audio type question here. Is there a way at present to attach a sound with a given keypress, such as when pressing target missile "T" then an audio file will play the linked "missile targeted" or similar? similar to what was on X-Elite. Ive been playing about with a voice synch software that i have which saves in any format, and would like to give it a try if possible.

Posted: Mon Apr 03, 2006 11:35 pm
by aegidian
Ahruman wrote:
Unfortunately, I think what I ended up will will not fix the problem, but cause slightly different errors. However, these errors should be handled slightly more gracefully. I’ve yet to see an error report for 1.64 confirming this, though. :-/
Oh. I just emailed the oolite-devs list with one.

Code: Select all

/Volumes/teak/Users/giles/development/GUSTO/src/Cocoa/OOCASoundChannel.m:575: failed assertion `kState_Playing == _state'
Gave me a quick exit from Oolite just earlier. And the Sound Inspector window appears unexpectedly too.

Posted: Tue Apr 04, 2006 12:16 am
by aegidian
milinks wrote:
Not wanting to open up another thread, i thought I'd attach an audio type question here. Is there a way at present to attach a sound with a given keypress, such as when pressing target missile "T" then an audio file will play the linked "missile targeted" or similar? similar to what was on X-Elite. Ive been playing about with a voice synch software that i have which saves in any format, and would like to give it a try if possible.
A custom event sounds system is in place and is being expanded for the next release. You'll be able to add custom sounds to replace a large number of beeps and boops - see customsounds.plist in the latest SVN builds for more details of which events are currently looked at for custom sounds.

Posted: Tue Apr 04, 2006 8:07 am
by JensAyton
aegidian wrote:
Ahruman wrote:
Unfortunately, I think what I ended up will will not fix the problem, but cause slightly different errors. However, these errors should be handled slightly more gracefully. I’ve yet to see an error report for 1.64 confirming this, though. :-/
Oh. I just emailed the oolite-devs list with one.
There’s an oolite-devs list?
aegidian wrote:

Code: Select all

/Volumes/teak/Users/giles/development/GUSTO/src/Cocoa/OOCASoundChannel.m:575: failed assertion `kState_Playing == _state'
Gave me a quick exit from Oolite just earlier.
That’s not the “more graceful” code, though. That’s the “fixed” code. :-)

*Looks*

Ahh, I guess that could happen if a sound is sent -stop between actually stopping and the channel being recycled… that case now gracefully handled. It’s quite possible that the sound code now actually works.
aegidian wrote:
And the Sound Inspector window appears unexpectedly too.
Oops. Switched that off now.

Posted: Tue Apr 04, 2006 8:11 am
by JensAyton
*Looks at customsounds.plist*

Nice. It’d be good to do the same for music, though – the Amiga sound pack uses identical, relatively large files for docking and loading music.

Posted: Tue Apr 04, 2006 2:03 pm
by JensAyton
(That last comment was supposed to be in another thread, but hey.)

I’ve now checked in those fixes. A useful detail to remember.

Posted: Wed Apr 05, 2006 5:14 pm
by Frantic
I'm modifying the sound mods I've been doing to work with the custom sounds changes in the last few days. The game really sounds cool with more sounds :-)

Posted: Sun Apr 09, 2006 4:12 pm
by JensAyton
Ahruman wrote:
aegidian wrote:
Oh. I just emailed the oolite-devs list with one.
There’s an oolite-devs list?
Incidentally, this was not a facetious question.

Developer mailing list

Posted: Sun Apr 09, 2006 4:46 pm
by aegidian
Yeah, the oolite-linux-devs list at berlios.de - there should be a sign up option if you log in and go to the oolite-linux summary page.

http://lists.berlios.de/mailman/listinf ... linux-devs