Author Topic: Cutscene questions...  (Read 1803 times)

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Offline Mongoose

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As it stands right now, if you're playing a mod (like the FS1 Port) that has separate cutscenes, they don't display properly in the Cutscenes listing in the Tech Room.  For example, when I play the FS1 Port with the FS1 cutscenes in the Port's mod folder, they play fine during the game (save Endgame, for some reason), but the only thing that shows up in the Cutscene listing is the FS2 intro and description.  Is there any feasible way of getting cutscenes to display properly in the listing?  Also, while I'm asking, would there be any way to get cutscenes to play at their original resolution, instead of being stretched to fill the entire screen?  Every time I watch some of the cutscenes, I cringe at the blockiness that ensues when they're re-sized to fit the whole screen.

 

Offline Goober5000

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Something tells me this might be the same issue as the tech room bug with the ship list.

 

Offline taylor

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Try creating a new pilot and see if that helps.  If you are using 3.6.5 (or above) then make sure that you switch campaigns properly before trying to enter a mission or things get mixed up in the savefiles.  In a previous fix for the new pilot files I removed a few savepoints which I thought were causing improper data to get saved into the files.  I ended up removing too many though and will be putting them back in the next couple of days (after extra testing).  Because of this it's sometimes difficult for the currently available ships/weapon/intel/cutscenes to get written to the disk before the info gets lost.

A few minor changes are coming to the cutscene code in the near future.  There will be an option to scale them or not, among other things.

 

Offline Mongoose

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I tried quickly creating a new pilot file, but the Introduction description still showed up as the FS2 one, even though I was playing the Port.  I'd have to play a few missions into the campaign to test the other cutscenes, though, so I'll have to come back to it when I have some free time.  It's good to hear about the scaling, at least. :)

 

Offline WMCoolmon

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taylor, could you add a savepoint right after you press "Commit" to start a level? It'd nice for testing in case the mission crashes or you exit for some reason, so that you wouldn't have to re-do your loadout every time.
-C

  

Offline taylor

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Quote
Originally posted by WMCoolmon
taylor, could you add a savepoint right after you press "Commit" to start a level? It'd nice for testing in case the mission crashes or you exit for some reason, so that you wouldn't have to re-do your loadout every time.

Ok, I think I've already got one of those ready to go in but I'll be sure before commit.  I tend to put savepoints where the normal pilot file is saved but not if the info should only be what goes in the pilot file.  There is a pretty freaky line that I have to avoid crossing to make sure multiple campaigns work right.

Won't be as much of a problem after the next pilot file version update though (after 3.6.6) which will know that you might have a problem and actually prompt you before saving out possibly tainted data.  That way you can avoid saving the current data set if you want but still keep playing.  The problem in the past is that it's been too automatic.