Re: JF Simon Continuing Development

2017-07-05 Thread AudioGames . net Forum — Developers room : audioracer via Audiogames-reflector
Re: JF Simon Continuing Development Thank you to Highjacker for your help in solving this problem. All Files are packed and the program works properly. Next is to deal with stuff in regards to Holidays. If you all have any Holiday cut-seen jingles  that you want to be included in the game

Re: JF Simon Continuing Development

2017-07-05 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector
Re: JF Simon Continuing Development That depends on how you name it inside your pack file. My example adds the file under the same name, with extension. Greeting1 wouldn't work for my example, i'd need to be Greeting1.ogg.Best Regards.Hijacker URL: http://forum.audiogames.net

Re: JF Simon Continuing Development

2017-07-04 Thread AudioGames . net Forum — Developers room : audioracer via Audiogames-reflector
Re: JF Simon Continuing Development OK thank you for this code. Now as I look at it, I see the path to the sounds folder and the file extension. So instead of writinggreeter[0].stream("Sounds/Greeting1.ogg");I can now dogreeter[0].stream("Greeting1");I just want to ma

Re: JF Simon Continuing Development

2017-07-04 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector
Re: JF Simon Continuing Development Yep, consider code like this:void main() { pack_file soundpack; string[] sounds; uint i; sounds=find_files("sounds/*.ogg"); if(sounds.length()==0) return; soundpack.create("sounds.dat"); for(i=0

Re: JF Simon Continuing Development

2017-07-04 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector
Re: JF Simon Continuing Development Yeah, but this won't help you very far. The object reference and tutorials will show you what you can do, not what you'll have to do in order to reach your own goals.You now know that you can give add_file two strings, the first string referencing

Re: JF Simon Continuing Development

2017-07-04 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector
Re: JF Simon Continuing Development Yeah, but this won't help you very far. The object reference and tutorials will show you what you can do, not what you'll have to do in order to reach your own goals.You now know that you can give add_file two strings, the first string referencing

Re: JF Simon Continuing Development

2017-07-04 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector
Re: JF Simon Continuing Development audioracer wrote:So I trashed my file Packer and I looked at how to package files. So my question is: If I take my pack file and I want to include it in my executable, Do I still need to have the pack_file.dat in the same as my script source?You'll need

Re: JF Simon Continuing Development

2017-07-04 Thread AudioGames . net Forum — Developers room : audioracer via Audiogames-reflector
Re: JF Simon Continuing Development So I have made some changes. But I'm still stumped.So I trashed my file Packer and I looked at how to package files. So my question is: If I take my pack file and I want to include it in my executable, Do I still need to have the pack_file.dat

Re: JF Simon Continuing Development

2017-07-03 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector
Re: JF Simon Continuing Development It's clear that this can't work.First, your pack program is rather inefficient. You type every file name there by hand. Why not use the BGT-internal functions to list all files inside the Sounds folder and add them automatically?I'd also recommend

JF Simon Continuing Development

2017-07-02 Thread AudioGames . net Forum — Developers room : audioracer via Audiogames-reflector
JF Simon Continuing Development Hey everyone.So I was on a long Hiatus for a year and a half before I decided to continue my work on JF Simon. Unfortunately, I am now working on packaging my sounds file into a pack file that the game can use. I will link to a zip folder of everything so