Moar trunk stuffffff (or drunk?)

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Svengali
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Re: Moar trunk stuffffff (or drunk?)

Post by Svengali »

Ah, ok. Then let's dive in .-)

BGS checks the customsounds.plist keys '[galactic-hyperspace-countdown-begun]' and '[hyperspace-countdown-begun]'. If they are set to any other value than 'bgs-m_silence.ogg' .bgsDisableJump becomes true. The available patches for Captain Berf Pilot, Customsounds, Halsis and Hawksound are simply changing the customsounds.plist keys to the expected value and are passing the countdown as single files to BGS. In case the patches are not installed or another sound-OXP sets the keys:

In BGS 1.5.x:
The countdown + jump sequence are not started. They are coupled because the effect is spawned as standard entity a few seconds before the actual jump happens. The handling happens in the countdown timer function. To decouple the countdown from the effect you'll need to:
- change the check for .bgsDisableJump in .playerStartedJumpCountdown

Code: Select all

if(duration<1 || (this.bgsDisableJump && !this.bgsHyperFX)) return;
- enclose the if(!this.bgsCountOnly... else... in .doBGSWPTimer in a check for .bgsDisableJump

Code: Select all

if(!this.bgsDisableJump){
    if(!this.bgsCountOnly && this.bgsCounter.wp>13){...
    } else {...
    }
}
In BGS 1.6:
Only the countdown is not started. The settings are decoupled, because Oolite v1.77 has a new VisualEffect class and the spawning of the effect happens on .shipWillExitWitchspace.

I'll add the mentioned changes in the next update (1.5.2).
zdoofop
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Re: Moar trunk stuffffff (or drunk?)

Post by zdoofop »

Svengali wrote:
Ah, ok. Then let's dive in .-)

BGS checks the customsounds.plist keys '[galactic-hyperspace-countdown-begun]' and '[hyperspace-countdown-begun]'. If they are set to any other value than 'bgs-m_silence.ogg' .bgsDisableJump becomes true. The available patches for Captain Berf Pilot, Customsounds, Halsis and Hawksound are simply changing the customsounds.plist keys to the expected value and are passing the countdown as single files to BGS. In case the patches are not installed or another sound-OXP sets the keys:

In BGS 1.5.x:
The countdown + jump sequence are not started. They are coupled because the effect is spawned as standard entity a few seconds before the actual jump happens. The handling happens in the countdown timer function. To decouple the countdown from the effect you'll need to:
- change the check for .bgsDisableJump in .playerStartedJumpCountdown

Code: Select all

if(duration<1 || (this.bgsDisableJump && !this.bgsHyperFX)) return;
- enclose the if(!this.bgsCountOnly... else... in .doBGSWPTimer in a check for .bgsDisableJump

Code: Select all

if(!this.bgsDisableJump){
    if(!this.bgsCountOnly && this.bgsCounter.wp>13){...
    } else {...
    }
}
In BGS 1.6:
Only the countdown is not started. The settings are decoupled, because Oolite v1.77 has a new VisualEffect class and the spawning of the effect happens on .shipWillExitWitchspace.

I'll add the mentioned changes in the next update (1.5.2).
Thx so much!!! Worked like a charm!!!
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Svengali
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Re: Moar trunk stuffffff (or drunk?)

Post by Svengali »

zdoofop wrote:
Thx so much!!! Worked like a charm!!!
Fine .-) And thx for the pointer!
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Svengali
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Re: Moar trunk stuffffff (or drunk?)

Post by Svengali »

I've updated BGS, CCL, Hyperradio, OXPConfig and Snoopers for Oolite r5603+ (see first post).

Changes:
- fixes and tweaks
- code cleanup
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Diziet Sma
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Re: Moar trunk stuffffff (or drunk?)

Post by Diziet Sma »

A quick bug report.

Using r5608, CCL1.7_r127, BGS-A1.6_r73, OXPConfig2.2.3_r47 and halsis_BGS1.1

The latest BGS update has broken compatibility with halsis_BGS again, and some of the halsis sounds are no longer playing.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Svengali
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Re: Moar trunk stuffffff (or drunk?)

Post by Svengali »

Diziet Sma wrote:
The latest BGS update has broken compatibility with halsis_BGS again, and some of the halsis sounds are no longer playing.
Hey Dizzy - what means 'some sounds'?
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Svengali
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Re: Moar trunk stuffffff (or drunk?)

Post by Svengali »

Diziet Sma wrote:
The latest BGS update has broken compatibility with halsis_BGS again, and some of the halsis sounds are no longer playing.
After taking a closer look at Halsis I'm not surprised.
- Both sounds for the extra piece of kit are missing in the OXP, although they are defined in customsounds.plist.
- The filenames for "[hold-full]" and "[witchdrive-malfunction]" are misspelled.

Ok, try Halsis_BGS1.2
It solves the mentioned problems in Halsis and fixes my own misspelling in the v1.1 patch.
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