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Castle Paradox
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Aug 18, 2008 9:43 am Post subject: |
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James Paige wrote: | Minnek wrote: | Linux w/ SDL_Mixer, not sure on other builds: I'm having strange issues with my map/situational music (OGG format) sometimes not playing. For example, when I use the Teleport to Map debugging tool, (ctrl-f1), I don't have music upon entering the map. |
Is this for all teleports using the CTRL+F1 feature? Or only to certain destination maps.
Also, an you verify whether this happens for scripted teleports (because they have a totally different code-path than the debug screen teleports) |
Well, perhaps totally different up to the point of calling preparemap, but I think this is bewildering because each case should load the map starting from identical states. The teleport debug tool doesn't change anything.
James Paige wrote: | Minnek wrote: |
Finally, victory music does not play if there is any music playing for battle. Silence will allow victory music to play, however. |
Really? That surprises me because missing victory music was a specific known bug that was fixed just a few weeks before release. |
Less than a week. Actually, if you look, Minnek was the person to originally complain about it. It's starting to sound like I fixed a second bug with very similar symptoms.
Onlyoneinall wrote: | Regarding the keyboard precision issue:
I've found that when I move the cursor up, down, left or right while editing sprites/tiles, there is no problem with the cursor. However, when I move the cursor diagonally, it tends to jerk an extra space or two. Is there any way to "tighten" the control when moving the cursor diagonally? |
I was wondering if anyone would notice that. Haven't managed to fix it so far. I think I'll need to separate arrow key handling even further to do so.
I really hate the fact that sound effect volumes can't be adjusted at all. How about giving every imported sound effect a volume scale factor, and then of course adding commands to further adjust the volume and fade individual playing sounds (incidentally, hardcoded music fades haven't worked since the DOS version).
We a script command to adjust the music volume (and need to add fading), but it should be changed to being multiplied by the player's setting, rather than modifying it. I guess a global volume level for scripting would also be useful. _________________ "It is so great it is insanely great." |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Aug 18, 2008 9:49 am Post subject: |
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James Paige wrote: |
LeRoy_Leo wrote: | 2) Another music issue; when you leave the game, the music that was last playing continues to play in the game selection screen. This particular issue isn't huge, but it is probably not intended either. |
Thanks for reporting it. '' . bug_title('669') . ''
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I cannot reproduce this at all, neither on Windows nor Linux. Tried with several different games. Is anybody else seeing this besides LeRoy_Leo?
The Mad Cacti wrote: | I really hate the fact that sound effect volumes can't be adjusted at all. How about giving every imported sound effect a volume scale factor, and then of course adding commands to further adjust the volume and fade individual playing sounds (incidentally, hardcoded music fades haven't worked since the DOS version).
We a script command to adjust the music volume (and need to add fading), but it should be changed to being multiplied by the player's setting, rather than modifying it. I guess a global volume level for scripting would also be useful. |
I'd rather tear out all master volume mixers, and leave it up to the player to user their system volume mixer.
... but I understand that would probably be unpopular with everybody else.
So I could be happy with 1 mixer for music, 1 mixer for sound effects, and the ability to play individual sound effects at a different volume relative to the default. SDL_mixer's Mix_Volume seems to be able to set sfx volume on a channel-by-channel basis, so all we would have to do is wrap that in something that makes those volumes relative to a global sfx default rather than absolute. I'm sure audiere has equivalent functionality |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Mon Aug 18, 2008 10:06 am Post subject: |
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Will it still be possible to use plotscripting commands to change the volume of music and sound independently? In Hedgemaze, I use set music volume to quiet the music (while still being heard) so that it is easier to hear the voice clip I put there. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Aug 18, 2008 10:51 am Post subject: |
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Newbie_Power wrote: | Will it still be possible to use plotscripting commands to change the volume of music and sound independently? In Hedgemaze, I use set music volume to quiet the music (while still being heard) so that it is easier to hear the voice clip I put there. |
*shrug* Sure, I don't see any reason why not.
I know I had argued against plotscript control of volume mixers, but that was a long time ago.
In the DOS version, the volume control affected the MASTER mixer, and a program that raises that when the user wants it to be low is evil (this probably accounts for my rather irrational aversion to volume settings) |
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FyreWulff Still Jaded

Joined: 02 Apr 2005 Posts: 406 Location: The Internet
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Posted: Mon Aug 18, 2008 12:34 pm Post subject: |
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Perhaps have sound level settings work as a percentage?
For the purposes of this post, I'm going to say that the max music level value is 100, set by the user.
Now, the user has set his max level to 50.
At the default 100, setvolume(90) sets the volume of music to 90% of the actual set value, in this case 90.
When the user has set it to 50, setvolume(90) will set the volume to 45.
This way the user won't be suddenly suprised by loud sounds/music, and you can make one universal fadein/fadeout. And plotscripters can make their own fades, etc.
This would also make it work nicely if they've either tweaked the OHRRPGCE volume bar or, for example, dropped the volume to half via Vista's new sound mixer. |
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LeRoy_Leo Project manager Class S Minstrel

Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Mon Aug 18, 2008 12:37 pm Post subject: |
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James Paige wrote: |
LeRoy_Leo wrote: | 2) Another music issue; when you leave the game, the music that was last playing continues to play in the game selection screen. This particular issue isn't huge, but it is probably not intended either. |
I cannot reproduce this at all, neither on Windows nor Linux. Tried with several different games. Is anybody else seeing this besides LeRoy_Leo?
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Well, for all of our sakes, let's hope that it's just me. _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Aug 18, 2008 12:49 pm Post subject: |
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LeRoy_Leo wrote: | James Paige wrote: |
LeRoy_Leo wrote: | 2) Another music issue; when you leave the game, the music that was last playing continues to play in the game selection screen. This particular issue isn't huge, but it is probably not intended either. |
I cannot reproduce this at all, neither on Windows nor Linux. Tried with several different games. Is anybody else seeing this besides LeRoy_Leo?
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Well, for all of our sakes, let's hope that it's just me. |
Were you using the werewaffle installer? Or were you using the nightly builds? TMC and I were both able to reproduce it using the music_native backend, but not with the music_sdl backend which werewaffle uses. |
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LeRoy_Leo Project manager Class S Minstrel

Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Tue Aug 19, 2008 12:08 am Post subject: |
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I am almost 100% sure it was after I downloaded Werewaffle.
I clicked the big, teal green link that said Download Windows Installer. I assume that's the actual released version. There's a small chance that I accidentally downloaded a nightly build. To put down such a possibility, I am going to go download werewaffle again.
Edit: Yep. The problems persist, and I am now 100% sure it's the werewaffle release. The funny thing is, now the music is even softer. I have to have my volume turned all the way up to hear it. It could still just be me, in which case, I'll have Minnek see if he can fix it. _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Aug 19, 2008 1:42 am Post subject: |
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James Paige wrote: | I'd rather tear out all master volume mixers, and leave it up to the player to user their system volume mixer.
... but I understand that would probably be unpopular with everybody else.
So I could be happy with 1 mixer for music, 1 mixer for sound effects, and the ability to play individual sound effects at a different volume relative to the default. SDL_mixer's Mix_Volume seems to be able to set sfx volume on a channel-by-channel basis, so all we would have to do is wrap that in something that makes those volumes relative to a global sfx default rather than absolute. I'm sure audiere has equivalent functionality |
Actually, I'd be happy to see the player volume slider ripped out. (But, thinking ahead, it would be a desired feature on handheld ports, wouldn't it? Also, the relative volumes of MIDI and everything else depends on the synthesiser)
I just want to see scripts get control over the volume of everything, relative to the player/system volume level, which we all seem to agree on. By "global volume level", I meant have an easy way by script to change the volume level of all sounds. A diagram:
total sound effect volume := per sound effect volume (script adjustable) * sound effect volume scaler (Custom adjustable) * global volume setting (script adjustable) * volume slider (player adjustable) * per app volume level (if on Vista) * system volume (player adjustable) * speaker volume knob (player adjustable)
And for music, replace "per sound effect volume (script adjustable) * sound effect volume scaler (Custom adjustable)" with "music track volume (script adjustable)" (or might we want to give people the option to adjust the volumes of songs in Custom too?), though the system volume level might be different for the software synthesiser output.
On a tangent, why should the game author specify whether the volume slider should appear? Because commandline options are too inconvenient, I'd like to see a Settings menu added which the player can call up to change anything we make customisable, like zoom, fullscreen/windowed mode, bitdepth, smoothing, volume, joystick calibration, frame rate (frame interpolation for smoother drawing, not tick rate), and these should be stored in a global settings file for all games. The menu would need to be brought up some other way from the main menu, and be always available. _________________ "It is so great it is insanely great." |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Aug 19, 2008 2:03 am Post subject: |
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LeRoy_Leo wrote: | Edit: Yep. The problems persist, and I am now 100% sure it's the werewaffle release. The funny thing is, now the music is even softer. I have to have my volume turned all the way up to hear it. It could still just be me, in which case, I'll have Minnek see if he can fix it. |
Check the software synth volume in your master volume settings. Also, no reason to panic, James fixed it. _________________ "It is so great it is insanely great." |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Tue Aug 19, 2008 7:22 am Post subject: |
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The Mad Cacti wrote: | On a tangent, why should the game author specify whether the volume slider should appear? Because commandline options are too inconvenient, I'd like to see a Settings menu added which the player can call up to change anything we make customisable, like zoom, fullscreen/windowed mode, bitdepth, smoothing, volume, joystick calibration, frame rate (frame interpolation for smoother drawing, not tick rate), and these should be stored in a global settings file for all games. The menu would need to be brought up some other way from the main menu, and be always available. |
The fact that the volume slider can be removed by the author is just a side effect of the fact that I wanted to make sure that the author could move the volume slider into a submenu if they so choose.
Also, '' . bug_title('666') . '' is the last werewaffle+ blocker now. Is anybody else besides Minnek having problems with victory music. Please specify if you are using midi or ogg (I know Minnek was using ogg for both battle music and victory music) |
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LeRoy_Leo Project manager Class S Minstrel

Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Tue Aug 19, 2008 11:47 am Post subject: |
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James Paige wrote: |
Also, '' . bug_title('666') . '' is the last werewaffle+ blocker now. Is anybody else besides Minnek having problems with victory music. Please specify if you are using midi or ogg (I know Minnek was using ogg for both battle music and victory music) |
Seems my victory music plays. Both BAM and MIDI formats appear to be working ok.
Hey, another thing. This is relating to Vikings Of Midgarde.
Why don't the heroes appear in the hall after I speak with Odin?
I ran test play after test play and I am not able to progress without cheating and walking through the wall with the debug key.
Potential problem for newbies.
Possible problem, the Crystal of Returning appears in the center of the hall. Could that be blocking them from appearing? _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Tue Aug 19, 2008 12:08 pm Post subject: |
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Quote: | Why don't the heroes appear in the hall after I speak with Odin?
I ran test play after test play and I am not able to progress without cheating and walking through the wall with the debug key. | This is not a bug. I repeat, not a bug.
Just keep exploring....... _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Tue Aug 19, 2008 12:18 pm Post subject: |
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Newbie_Power wrote: | Quote: | Why don't the heroes appear in the hall after I speak with Odin?
I ran test play after test play and I am not able to progress without cheating and walking through the wall with the debug key. | This is not a bug. I repeat, not a bug.
Just keep exploring....... |
Actually, I was pretty confused by this the first time I played the new version too. I thought it was an unreported engine bug, and spent about 15 minutes trying to figure out why the NPC's hadn't loaded.
But to a *totally* new player, one who has not played the older version, it might not be so bad.
LeRoy_Leo wrote: | Seems my victory music plays. Both BAM and MIDI formats appear to be working ok. :) |
My midi battle/victory musics work fine too. Ogg victory music and ogg battle music are what need the testing. |
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LeRoy_Leo Project manager Class S Minstrel

Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Tue Aug 19, 2008 1:03 pm Post subject: |
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Newbie_Power wrote: | Quote: | Why don't the heroes appear in the hall after I speak with Odin?
I ran test play after test play and I am not able to progress without cheating and walking through the wall with the debug key. | This is not a bug. I repeat, not a bug.
Just keep exploring....... |
I explored for ages. They said talk to the heroes in the hall. That's all they told me to do. It shouldn't be more complicated than that.
I talked to everyone, even that demonic hamster, and no one helps.
Ok, I think I finally figured it out. That's a pretty round about way of having it. I had to walk around the whole house, talk to everyone and then look at the grandfather clock or something to start the script. Actually, I can't even reproduce how I got it to start. Does it need to be that difficult? _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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