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ndk

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Everything posted by ndk

  1. http://www.sendspace.com/file/q88fu6
  2. latest version is 7. now my server is temporary down.
  3. new version (at first post): +show subtitles settings in the gameplay options ~cleanup sources
  4. work not completed. so not urgent. forum engine insert space between "." and "zip"?
  5. since that time i learned a little more about engine. something is simplified. added rudimentary support for displaying multiple subtitles. maybe not the best solution but i not so much know gui scripts. perhaps listDef is better solution. first post is updated. P.S. time to show subtitles is set to 20 sec. for testing
  6. oops, i forgot remove unnecessary file "subtitles_producer.h". updated.
  7. reworked. url at first post. no new features.
  8. it's not convenient for third party. sounds can be split into two categories: TDM sounds and FM sounds. as you see there is need to support more than one files. different events. look HL2 for example. time codes not so critical. must be support many files: [subtitles]x[language]x[FM]. in summary all my arguments are reduced to the DIP. we have a particular solution of particular problems (def, lang and so). i will write new parser but ideologically it is not good. http://en.wikipedia.org/wiki/Dependency_inversion_principle
  9. mandatory requirement for the key name. Doom[CC] source is ugly.
  10. idLangDict imposes restrictions on key. because subtitles required support colors, style, time code. why not?
  11. xml has some benefits: 1) arbitrarily nesting level of structs 2) flexible modifying 3) IMHO, strategically good to move from home-made data formats (even if we are talking about ID Software) to well known technology. 4) authors of mods is not so often engaged in editing descriptions of missions. it does not cause pain and suffering. small inconvenience exchanged to strongly typed data. it's good for support new features.
  12. as you see TDM do not uses own common parser. ID's parser too hard to use. may be it's time for implemention? i suggest again to choise format based on xml.
  13. in future we can take into consideration distance between player and sound source.
  14. so, i have not found the code by which to parse def files. for idDIct::ReadFromFileHandle read as binary format. idDeclEntityDef::Parse without implementation. any tips?
  15. where is interface to work with def file format?
  16. first post has been updated + added support of individual sounds + slightly reworked format of subtitles i think what xml is universal and extendable format. it easy to add new features as color, timing and other.
  17. Practice has shown: const int numSounds = shader->GetNumSounds(); const int soundIndex = numSounds * diversity; const char* const soundName = shader->GetSound(soundIndex); So we can support subtitles for individual sounds.
  18. for cyrillic enough ansi 1251, i.e. ansi. of course utf8 is better solution.
  19. offtopic: how about move all code into static library and link to dll? it's help use TDD for developing new features.
  20. can someone explain me how to understand what the sound is played? shader may contain more than one sound and engine select sound for playing randomly.
  21. but xml is universal format and 110kb of rapidxml is documentation
  22. not yet, but in progress exactly i see two way: 1) use specialized subtitles format like: http://en.wikipedia....wiki/Timed_Text http://en.wikipedia.org/wiki/SubViewer http://en.wikipedia.org/wiki/SubRip 2) extend existing format with new tags/attributes existing solution have some restriction: 1) sound shader can contain more that one sound. 2) impossible to share common subtitles (to prevent copypasted text).
  23. see first post to get source code
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