On another note ... *drumroll* ... I finally got the port to 3.2 functioning.
Huzzah!







Code: Select all
info |02:33:33: [resLoadFile:437] Assert in Warzone: frameresource.cpp:437 (strcasecmp(psRes->aID, pFile) == 0), last script event: '<none>'
info |02:33:35: [findAssemblyPointPosition:4997] unable to find a valid location!
info |02:33:35: [findAssemblyPointPosition:4997] Assert in Warzone: structure.cpp:4997 (!"unable to find a valid location"), last script event: '<none>'Code: Select all
info |04:21:35: [res_parse:102] script/binary is not a directory!
info |04:21:35: [res_parse:102] Assert in Warzone: resource_parser.ypp:102 (PHYSFS_isDirectory(aCurrResDir)), last script event: '<none>'


v23 should make it not needed to extract to text file to read & catch up. I've put a lot of work into "stopping the action" so that the player can read and not need to fight. There likely will be a few rough edges in this regard, and those will continue to be smoothed out over the next few releases as needed, especially in later stages that don't recieve as much testing due to my personal real-life time concerns.I will mention that I've been thinking about extracting your message strings, placing in sequence and time stamping them with elapsed game time to run in a text window so if I get lost I can pause the game and just scroll to the appropriate time stamped message to re-orient myself
I hadn't considered that option. What I wanted to do was lower the music and FX volume via script a certain percentage during voice dialogue then raise it again to where it was. Pausing the game would eliminate the issue of action going on while important dialogue was taking place .. it's an option but read below for the continuation.Ultimately the voice acting will be the answer but I understand the work involved and how it should not be rushed. Speaking of the voice acting, some questions.
- Shall the game be paused when it is triggered ?
Star Treak Armada and Armada II did something like this as well (including the "pause" feature) and I found the experience a bit .. abrupt. Things just "stop". I think it can be done more gracefully.- Will the text be overlayed on a still graphic during the pause with the voice over as Bungie did in thier "Myth" trilogy ?
You don't want to see that. Nobody wants to see that. I'm self-concious just doing the voice acting for crying out loud.- Or will you do a vid selfie in costume acting the message ? Or maybe you have some acting buds you can recruit ? I'm flashing on the way Westwood did some of the classic "C & C" games.