Current state.

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Ok, Linux fixes + makefile are on Linux branch now.. And AudioManager is there on Audio branch. It handles just ogg files for music ATM. You said something about sound effects needing reverse engineering? They are not yet documented on Qhimm? (I suck at Reverse engineering )
Wait until G finished his exporter. He write psf with posibility to execute any needed line of AKAO script and with save to ogg files.

You can write first version of sound playback.
It must read separate file sounds.xml with name and filename in it. For now only play once (i don't know it it will be ever needed for loop).

play with AudioManager::PlaySound( const Ogre::String& name );

There must be few sounds that can play togather (20 for example). if more than that - write warning to log.
 
Ok, Linux fixes + makefile are on Linux branch now.. And AudioManager is there on Audio branch. It handles just ogg files for music ATM. You said something about sound effects needing reverse engineering? They are not yet documented on Qhimm? (I suck at Reverse engineering )
awesome! im gonna have to try again on my nix machines. be sure u haven't done anything to break it for debian. also the sound effects iirc are just wave files stored in an archive.there is a tool to extract them around here some where so im guessing someone knows how to read this format
 
Wait until G finished his exporter. He write psf with posibility to execute any needed line of AKAO script and with save to ogg files.

You can write first version of sound playback.
It must read separate file sounds.xml with name and filename in it. For now only play once (i don't know it it will be ever needed for loop).

play with AudioManager::PlaySound( const Ogre::String& name );

There must be few sounds that can play togather (20 for example). if more than that - write warning to log.
Ok sounds cool, I'll pick that up later.

awesome! im gonna have to try again on my nix machines. be sure u haven't done anything to break it for debian. also the sound effects iirc are just wave files stored in an archive.there is a tool to extract them around here some where so im guessing someone knows how to read this format
I use Arch Linux myself. The makefile isn't yet complete, but should do it's job for most of distros, by just typing make (assuming you have all deps). The latest hg is broken on linux however cause the debug draw code is poking on uninitialized strings, to workaround this, disable ui_debug on config.cfg. I'll pinpoint what's wrong with the debug draw later. (Also the Linux fixes are in linux branch, or you could just apply these yourself.. Check my last post above.. It's nothing big)
 
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The debug draw issue is because you are returning temporary reference to empty string
Code: [Select]
Code:
const Ogre::String&UiWidget::GetCurrentAnimationName() const{    if( m_AnimationCurrent != NULL )    {        return m_AnimationCurrent->GetName();    }    return "";}         
To fix, either you should not return temporary reference, and instead return new object. But this isn't ideal solution.
So instead do this (which I believe the compiler you use does, when it notices this scenario).

Code: [Select]
Code:
static const Ogre::String NULL_STRING("");const Ogre::String&UiWidget::GetCurrentAnimationName() const{    if( m_AnimationCurrent != NULL )    {        return m_AnimationCurrent->GetName();    }    return NULL_STRING;}         
You also return temporary reference in particle system code. Do you want to me commit these to fixes branch or, just wait until you appear on IRC?
I also compiled custom OIS that does not take over my whole system.
 
You also return temporary reference in particle system code. Do you want to me commit these to fixes branch or, just wait until you appear on IRC?
I also compiled custom OIS that does not take over my whole system.
Fixed =)
 
Little spoiler about nes version )

0001twgs
 
Just giving you a hard time, Can't wait till this gets into late alpha/beta :D
 
New spoilers and progress

0001wtrz

0001xgws

0001yb2e

Now with robos from xenogears.
 
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Just wondering, how much time do you put into QGears each week?  And is it still only you working on it?
 
Just wondering, how much time do you put into QGears each week?  And is it still only you working on it?
2-4 hours for exporters and q-gears itself and 2-4 hours for reversing. And yes, I'm still the only one )
 
2-4 hours for exporters and q-gears itself and 2-4 hours for reversing. And yes, I'm still the only one )
It is sad, but I am not sure what to help with these days.

My platform has changed 3 times since Q-gears started all with an associated WTF to do about tools for compiling testing finding the code I did write and pulling hair.
(Check need more hair to pull out.)

It is nice to see you have been progressing at least.

I've been more active on embedded systems et al of late (and mangling Oblivion).

The later is just too much fun.

Erstwhile for fun have you considered using the espeak software for a 'dialogue' plugin filter or what have you?

Or is there a way to pipe dialogue (with proper pauses emphasis etc) to espeak?

Ahhh you're making me think (LOL). If I remember you are using windows mingw and codeblocks for your build suite?

I can't do windows (pun somewhere in that statement) so I have ye olde Linux (and code-blocks of course).

I believe for the last few years my largest impedment went like this:
Time
figuring out what to look at first
documentation
but it's been about a year since I gandered at it.

Cyb
 
It is sad, but I am not sure what to help with these days.

My platform has changed 3 times since Q-gears started all with an associated WTF to do about tools for compiling testing finding the code I did write and pulling hair.
(Check need more hair to pull out.)

It is nice to see you have been progressing at least.

I've been more active on embedded systems et al of late (and mangling Oblivion).

The later is just too much fun.

Erstwhile for fun have you considered using the espeak software for a 'dialogue' plugin filter or what have you?

Or is there a way to pipe dialogue (with proper pauses emphasis etc) to espeak?

Ahhh you're making me think (LOL). If I remember you are using windows mingw and codeblocks for your build suite?

I can't do windows (pun somewhere in that statement) so I have ye olde Linux (and code-blocks of course).

I believe for the last few years my largest impedment went like this:
Time
figuring out what to look at first
documentation
but it's been about a year since I gandered at it.

Cyb
Get lastest version from repositary and look at it )
There are a lot of new things there )

By the way just finish ffvii camera export and basic ffvii background support. looks nice in 16x9 aspect )

0001z9k4

000208b4

000214fs
 
Get lastest version from repositary and look at it )
There are a lot of new things there )

By the way just finish ffvii camera export and basic ffvii background support. looks nice in 16x9 aspect )

<cool images pruned>
all right I'll do a Code: [Select]
Code:
hg clone http://q-gears.hg.sourceforge.net:8000/hgroot/q-gears/q-gears
  then of the repository (somehow I feel another pun there ... hmmm).

you are going to make me cdrdao an image of my FF7 disks too I can feel it.

then I have to read the directions (memory isn't so good these days).

....
Now that I have a look at it, the configuration seems predominantly oriented toward using windows, looks like I may have to make some modifications.

It doesn't seem to like the -mthread option I wonder what code-blocks is using at the command line as the GCC supports that. It vomits on compiling Main.cpp (heh did it first thing).

Erstwhile looks like a few things are hard coded, my guess is you did that because you wanted to see the bloody thing work after all that time spent?

Audio core is under works (looks that way) have you considered timidity for sequence playing?

tinyxml woo hoo. Nifty I always used xmlparser but its C++ builder specific so ... it did not work under Linux. Using a full xml parser probably would be ridiculous too.

I see all the utils have there own cbp files too. Interesting, the way it's set up likely take a while to build the whole thing and I probably would have to do it by loading each code blocks project in and compiling looks like.

even more stuff to do (apart from getting codeblocks to compile things correctly that is).

Cyb
 
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Akari, You made me have to put on new pants with your latest update.

I should talk with the guys on TA have them export one background in 3d and do a demo. I'd die of heart failure if that happened though haha.
 
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