Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: stithe2000 on April 26, 2005, 09:32:56 pm

Title: Species Table.... Sound Table....
Post by: stithe2000 on April 26, 2005, 09:32:56 pm
Since new table ideas are currently being explored, would it be possible to make the species table similar to the ship table in regards to setting specifics.... Such as thruser color is, sounds, etc... I do not know what the current limit is with the number of sounds that can be allowed, but since the game has come so far, what are the limits to the sound table now? Plus would it be a good idea for mp3 to be supported? Just a thought.... I am very interested to hear you ideas/ responses on this! Thanx in advance!
Title: Species Table.... Sound Table....
Post by: WMCoolmon on April 26, 2005, 09:43:34 pm
Code: [Select]
; -----------------------------------------------
; Species_defs.tbl
; Derek 'Kazan' Meek
; FS2 Open Species table
;
; -----------------------------------------------

#SPECIES DEFS

$NumSpecies: 3

;------------------------
; Terran
;------------------------
$Species_Name: Terran
+Debris_Texture: debris01a
+Shield_Hit_ani: shieldhit01a
$ThrustAnims:
+Pri_Normal: thruster01
+Pri_Afterburn: thruster01a
+Sec_Normal: thruster02-01
+Sec_Afterburn: thruster02-01a
+Ter_Normal: thruster03-01
+Ter_Afterburn: thruster03-01a
$ThrustGlows:
+Normal: thrusterglow01
+Afterburn: thrusterglow01a

;------------------------
; Vasudan
;------------------------
$Species_Name: Vasudan
+Debris_Texture: debris01b
+Shield_Hit_ani: shieldhit01a
$ThrustAnims:
+Pri_Normal: thruster02
+Pri_Afterburn: thruster02a
+Sec_Normal: thruster02-02
+Sec_Afterburn: thruster02-02a
+Ter_Normal: thruster03-02
+Ter_Afterburn: thruster03-02a
$ThrustGlows:
+Normal: thrusterglow02
+Afterburn: thrusterglow02a

;------------------------
; Shivan
;------------------------
$Species_Name: Shivan
+Debris_Texture: debris01c
+Shield_Hit_ani: shieldhit01a
$ThrustAnims:
+Pri_Normal: thruster03
+Pri_Afterburn: thruster03a
+Sec_Normal: thruster02-03
+Sec_Afterburn: thruster02-03a
+Ter_Normal: thruster03-03
+Ter_Afterburn: thruster03-03a
$ThrustGlows:
+Normal: thrusterglow03
+Afterburn: thrusterglow03a
#END


MP3 support isn't in, but OGG support is. (MP3 would involve licensing issues, OGG does not.)
Title: Species Table.... Sound Table....
Post by: stithe2000 on April 26, 2005, 09:53:46 pm
I take it this is already available then in the current 3.6.5? And thanx for the mp3 feedback, but what is the number limit to the sounds, for a lot of projects have a lot of sounds (like my little project)! Thanx again in advance!
Title: Species Table.... Sound Table....
Post by: WMCoolmon on April 26, 2005, 09:57:18 pm
OGG support was finalized (ie works) in all builds ~month old or newer. It may or may not work for sounds in 3.6.5 (I think it should).

Species_defs.tbl has been in for a long time, it probably is in 3.6.5

The sounds limit was made dynamic in very recent builds; I'm not sure what it was before.
Title: Species Table.... Sound Table....
Post by: stithe2000 on April 26, 2005, 10:18:17 pm
Thx for all the info! This will help alot!
Title: Species Table.... Sound Table....
Post by: Nuke on April 27, 2005, 02:36:22 am
would it be possible to include an entry in spiecies defs to use another species's icons.tbl entries?  that or just autogen all briefing icons.
Title: Species Table.... Sound Table....
Post by: stithe2000 on April 27, 2005, 03:30:07 am
What?
Title: Species Table.... Sound Table....
Post by: WMCoolmon on April 27, 2005, 04:34:57 am
Quote
Originally posted by Nuke
would it be possible to include an entry in spiecies defs to use another species's icons.tbl entries?  that or just autogen all briefing icons.


Copy-paste not good enough for you? :p

Autogenerated icons should be possible. You'll notice that in the techroom, objects are displayed with the same orientation that they would be in the briefing display. This is intentional; I made a nice little function that'll handle everything given screen coordinates, a width/height, and the class of the ship it's emulating.

I think I checked out implementing it and determined it'd require changes when a briefing was parsed, or the briefing screen was initted, and it wasn't as easy as subbing that function in in for the 2D ones.