Page 1 of 1
Sound set update?
Posted: Sat Jan 24, 2009 7:46 pm
by gogz69
Hi folks,
I've been around for a little while now, and I'm really enjoying it. The things that's being created in here in the last few months have been fantastic. Keep up the good work!
One thing I have noticed recently, what with a the new ships and OXP updates, is that the sound sets seem to be out of sync with the witchspace countdown displayed on the screen. I haven't tried all the sets myself, but is an update a possible way to fix this (integer variable?) problem?
G.
Posted: Sat Jan 24, 2009 8:09 pm
by DaddyHoggy
This used to happen in the "old" days especially when YAH was installed - the game would stutter but the sound would continue to stream - leading to the oddity you describe - have you noticed any lags or freezes on your system during the countdown?
Posted: Sat Jan 24, 2009 8:38 pm
by gogz69
Not in the countdown no, but during the launch, the tunnel vid seq somtimes streams before the audio. (or the other way around) which probably means the next system is being calculated out before display. I hope I'm making some kinda sense here.
Posted: Mon Jan 26, 2009 6:59 am
by Commander McLane
Hi, gogz69, you don't by any chance happen to fly a ship that has <key>hyperspace_motor_spin_time</key> set to something else than 15 in its shipdata?
Since Oolite 1.72 it is possible to adjust the witchjump countdown time to any interval, instead of the previous 15 seconds (which is still the default if no hyperspace_motor_spin_time is set). So if your countdown ends already after 10 or 12 seconds, it may be that the sound effect is played too late.
This would have to be fixed in the code, though.
Posted: Mon Jan 26, 2009 12:44 pm
by DaddyHoggy
Could the sound code not be modified to either play the countdown starting X seconds in? or funnier - play it faster or slower depending on whether the time was greater or less than 15 seconds - so you could have either Pinky and Perky or Barry White doing your countdown...
or if spin motor time isn't 5 just don't play the countdown audio....
Posted: Mon Jan 26, 2009 4:49 pm
by JensAyton
I think a more practical solution would be to add a time parameter to the playerStartedJumpCountdown() and let chatty sound sets handle the countdown with timers and such.
Posted: Mon Jan 26, 2009 5:06 pm
by DaddyHoggy
Yes but like like the thought of pinky and perky doing my countdown if I can jump in 10s and not 15...
Posted: Mon Jan 26, 2009 5:32 pm
by Thargoid
Personally I'm waiting for someone to sample The Count from Sesame St for it
Posted: Mon Jan 26, 2009 10:00 pm
by gogz69
DaddyHoggy wrote:Pinky and Perky or Barry White
Hmm...
Audio countdown Vogon style...
''Alright..., here we go!''
''I don't like this.''
''WoaaaaaaaaAAAAAAAAAAOOOOoooooo!!!''
Posted: Tue Jan 27, 2009 6:34 pm
by gogz69
Good guess work there C.McL.
That was indeed the problem I was having. (now fixed)
It seems however, that our Supreme Grand Admiral has got this one nailed when it comes to using new ships with a deviation from the set 15 sec spin up time with the added parameter.
Cheers Ahruman.
G.
Posted: Wed Jan 28, 2009 12:18 am
by Cmdr Wyvern
gogz69 wrote:
Audio countdown Vogon style...
''Alright..., here we go!''
''I don't like this.''
''WoaaaaaaaaAAAAAAAAAAOOOOoooooo!!!''
A Vogon Witchjump takes about 15 days.
15 seconds to fire up the jump engine, the rest of the time to fill out and process the paperwork.
Posted: Wed Jan 28, 2009 7:25 am
by Commander McLane
Cmdr Wyvern wrote:gogz69 wrote:
Audio countdown Vogon style...
''Alright..., here we go!''
''I don't like this.''
''WoaaaaaaaaAAAAAAAAAAOOOOoooooo!!!''
A Vogon Witchjump takes about 15 days.
15 seconds to fire up the jump engine, the rest of the time to fill out and process the paperwork.
Kind of makes me wonder how they could be so fast in destroying the earth...
Posted: Wed Jan 28, 2009 11:50 pm
by wackyman465
Well, the papers were available on Alpha Centauri for the last 90 years...