On Wednesday, 20 September 2006 at 10:48, Dennis Schridde wrote:
> Am Dienstag, 19. September 2006 19:53 schrieb Christian Ohm:
> > Some comments on the current discussion on RTS.net (
> > http://www.realtimestrategies.net/forums/viewtopic.php?t=1266 , my login
> > there doesn't work anymore, thus I'll answer here. Perhaps someone with
> > a working RTS.net account can post a link to this mail later):
> >
> > About Quake 2: The Quake 2 data format for the retail version is the
> > same as for the demo, you just have to copy it from the CD and the
> > engine can use it. The RPL movies are in a format we cannot play at the
> > moment, so to use them we have to implement a video decoder, either in
> > the engine itself or to convert them to a format the engine can play
> > (that'll have to be done as well first). Big difference.
> Doesn't the GPL forbid something like that anyway? We have movies we can only
> play through closed source dlls. I thought for the GPL everything needed to
> get it running must be opensource. (Or was it the other way round? Everything
> using something with GPL must be opensource and everything used by the thing
> with GPL must only be free?) Who's the lawyer to answer this? Ugh I hate that
> licensing stuff...
Everything that's linked (statically or dynamically) into the binary
(except system libraries, in the case of building on a closed source OS)
needs to be GPL, so we cannot use the DLL in Warzone. The data the
program uses does not have to be GPL, at least if it's not essential to
actually run the program.
> > Use the game engine to create AVIs: The only advantage that has is
> > easier postprocessing. The disadvantages are: we still need a video
> > player in the engine, and the videos will be limited in quality (both by
> > the engine and video format constraints). If we can get the engine to
> > produce useful scenes, we can just output those directly, possibly with
> > some post-processing effects added.
> Just curious:
> All the time I hear people talking that they'd need "post-processing effects"
> in the game engine to create cutscenes.
> What exactly do you mean with that phrase?
> Or asked differently: What effects do you think you need to tell the story in
> ingame cutscenes?
Well, take this classic example: A patrol is reporting, you see them
moving along, they say something like "Nothing special is happening
here, we will return soon. Wait...", something's moving, "Aaaah!", a
burst of static and the transmission is over.
For that we need the burst of static, perhaps an overlay effect that
makes the scene look like a low-quality transmission, better camera
control (and with that, some kind of sky (and horizon?)). Just those
things needed to create a more immersive atmosphere.
> > And finally about the divergence of the plans before the source release
> > and now: Well, the people who have actually done any work on the source
> > were not those who have made those plans.
> And you can't create plans for others as long as you don't pay them. ;)
Hint, hint? *g*
--
The qotc (quote of the con) was Liz's:
"My brain is paged out to my liver."
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