N3rwitZ
Зарегистрирован:
08 мар 2017 15:49
Сообщения: 67
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Once in the castle, never out
Добавлено: 09 мар 2017 14:59
Hello. Working on an experimental SP cinematic mod of mine for some time, I need someone with a decent knowledge of the RTCW source code willing to give me a tip the way how the engine handles the display order, and thus if able to script a scene with included proper dialogue lines. I am not much sure if the Quake3 engine is able produce this at the slightest bit, as expected teh print command does no difference in forcing game format a long sentence of text on different row, so continued dialogues get displayed in correct manner. Maybe get moved to a different fixed position on screen, if made necessary.
In the long run I had a thought on my mind, try and trick out the sound system of the game, like, editing a particular dialogue sound-file to include just a few seconds of silence, long enough for text to appear. Luckily, it was fair simple to work so I came thinking, what if.. id had written piece of code that did not made it due to engine restrictions? Because I feel that it was going to.
About years ago I had old friend of mine both we tried to disassemble the SC for weeks, but we were running our minds worn out, as both of us were bunch of stubborn idiots.
Also, nobody mentions the PS2 game levels anymore, are we able put subtitles with Operation Resurrection version, those marvelous Egypt missions should have had them initially? Did anyone ever attempted on that? PS2 modding is a b*tch.
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You can find me on...
Splatterladder:
URL (Often but not so :D)
SplashDamage Forum:
URL (Not so often :D)
Discord: N3rwitZ/Nerwitz#8444 (Quite often :D)