Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Inquisitor on July 15, 2003, 07:04:19 am
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What's required here?
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Originally posted by Inquisitor
What's required here?
I might take a look at it once my CVS woes are sorted out
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I have no idea why you can't get cvs working properly, iam stumped, you sound like you have everything setup correctly :(
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Notice to everyone: I'm using CVS for the first time. My apologies if I screwed anything up. my changes are minor ones in grD3DCalls.cpp, grD3DTexture.cpp, and grD3D.cpp for glowmapping.
For RT's speech stuff, I added fsspeech.cpp, fsspeech.h, speech.cpp and speech.h in /code/sound, and modified the following - FreeSpace.cpp, MissionBrief.cpp, MissionBriefCommon.cpp, MissionDebrief.cpp, MissionLoopBrief.cpp, MissionMessage.cpp, RedAlert.cpp, and TechMenu.cpp. To enable text-to-speech (in case no wave file is provided) at compile-time, you need to add FS2_SPEECH to the preprocessor definitions under project settings, and you must have the Microsoft Speech SDK v5.1 set up and linked to the executable.
Text-to-Speech is still not completely finished - if you hit escape while it is playing a message in-game, the message will not pause, and other such small problems still exist. They are simple to rectify, as the speech code is exceedingly simple.
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Seems as though its the same basic idea as what was done to have cloaking work in OpenGL. Essentially we set the second D3D texture stage to the cloaking 'energize' effect and then increase the alpha value of the underlying texture or the object to full.