May 17, 2016 at 3:44 AM
You could've just posted the video to begin with, y'know.It's not mine, I have no rights to redistribute it.
For all I knew, you could've been lying? And I'm more inclined to disbelief given the nature of the task here.What part of "That version" flew over your head?
This is exactly what half of the applications have sounded like so far.
I only just recorded it to show you.You could've just posted the video to begin with, y'know.
I planned to keep it a complete secret how I would include the voices in-game, just accept that you don't even need to know.But it'd be nice to at least have the video/some evidence of proof of concept in the first post when starting the thread (or even now, in the first post). I feel like it's kind of an important thing to have when asking for people to dedicate themselves to a project like this.
this seems kind of unreasonable when you consider that people already dont think you're going to finish the mod in the first placeI planned to keep it a complete secret how I would include the voices in-game, just accept that you don't even need to know.
Yet another demo suffering from "but it worked on my machine"...Yeah I'm getting the same error Polar is getting here, this is a pretty lackluster proof of concept.
What do you expect is going to happen when you say you're canceling the mod followed by two walls of complete and utter gibberish? I honestly don't understand what got into you.
I am NOT releasing any content that displays ANYTHING that will be in the final mod. The most I can do for you is some form of demo showing working voice acting that has nothing to do with N.E.T. Story.Tell you what I'll clean this up if something actually comes from it (i.e. voice acting properly implemented into the mod, even if it's only a demo).
Nice! Now we're talking...Yet another demo suffering from "but it worked on my machine"...
I haven't a clue what keeps causing these problems.
EDIT: This is missing Lua NPC tests and blahblahblah BUT IT SHOULD WORK!
For a full reference, see the .lua files in Data - that's where the TSC command <VOC is implemented.Nice! Now we're talking...
...pun not intended lol
Is there a way to stop sounds early btw? Or can only one sound play at a time?
If people skip through dialogue things could get messy...
Tried recording stuff, but nothing really FIT for the current cast.
<VOCload:<bufferName>:<fileName>; Loads a voice into bufferName. Could leak memory if the buffer's already there, but it's not *THAT* much, and if you're paranoid you can <VOCfree:<bufferName>; beforehand - it'll be ignored if the buffer doesn't exist. <VOCplay:<bufferName>; Plays a buffer, once. <VOCplayloop:<bufferName>; Plays a buffer endlessly. NOTE! This will persist on reset. The easiest way to prevent problems is to put in an NPC or some TSC to kill off any looped voices you use. Remember: "free" and "stop" on already-dead voices is totally harmless! <VOCstop:<bufferName>; <VOCfree:<bufferName>;