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Attempt #2
Here you can find anything related to the Open Source, Freelancer like game project Openlancer.
54 posts
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Ok, i am really bored, so i am going to attempt to compose my first piece for Openlancer. And my first piece using multiple tracks (so that it doesn't sound so one-dimensional, which people have been complaining my songs sound like).
Wish me luck! ^^
Aaaaaand stupid software is bugging the crap out of me. Nevermind -_-'
Edited by - Blackhole on 12/17/2005 9:49:02 AM
Wish me luck! ^^
Aaaaaand stupid software is bugging the crap out of me. Nevermind -_-'
Edited by - Blackhole on 12/17/2005 9:49:02 AM
No, I don't have any IM clients on this system, just games, OpenOffice, Firefox, notepad++, File Compare, 7-zip, winamp, TeamSpeak, game specific modding tools, and drivers/system/oem crap. I do on my laptop, along with my development stuff and pretty much everything else but since I built a new gaming box... I miss my 6 box, 7 display super-workstation! (nm...sad story)
*MegaBurn goes back to work thinking how nice a neural interface would be in both real life and as an upgradable component for OL cockpits*
-Burn
"Only the dead have seen the end of war"-Plato
*MegaBurn goes back to work thinking how nice a neural interface would be in both real life and as an upgradable component for OL cockpits*
-Burn
"Only the dead have seen the end of war"-Plato
Can't, I'm on dialup so can't talk and do anything else at the same time. I only use it for clan meetings and debating stuff for the mod we're working on. Right now I'm downloading and looking at about 20 different sites. Trying to find the best easy to implement features I can, looking for a few client/server systems at the moment if anyone has any suggestions.
Note: I edited my post about audio formats.
Example: Like I mentioned player chat/VoIP built into the game engine, if you do a rather simple script you can add voice mail to the MP server. You can then do the same thing for story missions with voice actors. If I could find you guys a system that comes with that voice mail script and maybe something that simplifies doing voice/video mail in mission breifs that would help and expand the game play options. Another option is to build a render data recorder into the MP server so players can create video mail with their in game character and audio with their own voice via the VoIP system.
Those are all examples of stuff that must be supported within script functions so the function needs to be defined within the game engine. Its easy to add features like that down the road if you include a few things in the very beginning. Thats were a plan for the future comes in handy!
Well I'm rambling again, and excite about this, so no, sorry no IM/TS right now. I'll get back to work.
EDIT: fixed typo and by "must be supported..." I mean if you choose to implement my suggestion, as in any added script function must be defined within the game engine...not that you must to implement my suggestion or anything... I don't want a misunderstanding or a repeat of the drama from the other day.
-Burn
"Only the dead have seen the end of war"-Plato
Edited by - MegaBurn on 12/17/2005 11:44:22 AM
Note: I edited my post about audio formats.
Example: Like I mentioned player chat/VoIP built into the game engine, if you do a rather simple script you can add voice mail to the MP server. You can then do the same thing for story missions with voice actors. If I could find you guys a system that comes with that voice mail script and maybe something that simplifies doing voice/video mail in mission breifs that would help and expand the game play options. Another option is to build a render data recorder into the MP server so players can create video mail with their in game character and audio with their own voice via the VoIP system.
Those are all examples of stuff that must be supported within script functions so the function needs to be defined within the game engine. Its easy to add features like that down the road if you include a few things in the very beginning. Thats were a plan for the future comes in handy!
Well I'm rambling again, and excite about this, so no, sorry no IM/TS right now. I'll get back to work.
EDIT: fixed typo and by "must be supported..." I mean if you choose to implement my suggestion, as in any added script function must be defined within the game engine...not that you must to implement my suggestion or anything... I don't want a misunderstanding or a repeat of the drama from the other day.
-Burn
"Only the dead have seen the end of war"-Plato
Edited by - MegaBurn on 12/17/2005 11:44:22 AM
About the audio, would it be possible to choose the bitrate that you broadcast in? If your connection can handle it, you should be able to broadcast at better quality. If we could change the bitrate of incoming wav files to a "maximum" as set by the player, they can avoid the jarring effect. But some people might WANT to have high-quality recordings simply be availible.
Yeah. Just include multiple codec's in with the VoIP library and add something to the game options to change codecs. Could also add a check box to automatically lower the quality of all pre-recorded voice mail type things to match the selected VoIP codec's bitrate. It might be a little excessive but you could put a bitrate control for all pre-recorded voice mail/radio audio too. That would require another game data (INI) entry that tells the audio engine that its a voice mail or radio audio file.
Then there are a number of ways to make it work: Include a static or other short loop to play in sync with the pre-recorded audio, making it seem like its about the same level of quality. Different noise files could be paired with the different quality settings. Another option is to literally lower the quality to match through constricting the bandwidth with an audio reprocessor. Another way to do it with OpenAL is to make it sound like the audio is from a 3D source thats really far away or something. I'm not sure which is the most efficient.
Good point though, thats an easy thing to add from the beginning but probably a pain to go back and add later.
I'm still writing and researching stuff, I'm also starting feel like I'm writing a book... I hope this is really useful to you guys, its really time consuming to create.
-Burn
"Only the dead have seen the end of war"-Plato
Then there are a number of ways to make it work: Include a static or other short loop to play in sync with the pre-recorded audio, making it seem like its about the same level of quality. Different noise files could be paired with the different quality settings. Another option is to literally lower the quality to match through constricting the bandwidth with an audio reprocessor. Another way to do it with OpenAL is to make it sound like the audio is from a 3D source thats really far away or something. I'm not sure which is the most efficient.
Good point though, thats an easy thing to add from the beginning but probably a pain to go back and add later.
I'm still writing and researching stuff, I'm also starting feel like I'm writing a book... I hope this is really useful to you guys, its really time consuming to create.
-Burn
"Only the dead have seen the end of war"-Plato
54 posts
• Page 3 of 4 • 1, 2, 3, 4