On 6/12/08, Angus Lees <[EMAIL PROTECTED]> wrote:
> The patch I sent some time ago supported both .ogg and .rpl formats, again
> my intention being allowing those few people with the original game to use
> their .rpls (or something) and the rest of us can use .oggs.  And the code
> is structured to allow other formats if something better turns up.

I didn't see your patch on the tracker @ GNA, or maybe I am blind?
The current ones are from Gerard, and one supports lua which is
https://gna.org/patch/?908 and the other one is patch #885.

I currently updated #885 for trunk, but it still has some issues.
I would like to check out your ogg playback code, and see if it works better.

>
> For reference, a no-fancy-options recompression of the rpl files into ogg
> ends up at about this resulting size:
>
>  187M    sequences_ogg.zip
>  777M    sequences_rpl.zip
>
> So .ogg theora/vorbis is a pretty big saving in size.  sequences_ogg.zip was
> generated via my rpl2avi wine program with the original eidos dlls and then
> reencoded using ffmpeg2theora - if you're interested in the resulting file
> or any of the pipeline just ask.

I haven't done much with video stuff, but I used ffmpeg with a bitrate
of 2400K, and used the 'double sized' video (as in, it skips ever
other scanline to make the FMV appear bigger than it is), so while the
original FMVs are 320x240 (and some are less than this), the one I
converted is 640x480.   The issue with the 320x240 is that if we
stretch that out to fill the screen, then we get really ugly
pixelization.  Is there any filter or some other program that we can
use to fix this?
The original vid I converted from is 30,996,655 bytes (320x240), and
the new one is  32,095,488 bytes (640x480).


> As for the original patch, it was deliberately against 2.0, since I figured
> that was where the unmodified game was (this may not be the intention
> anymore however).  I tried briefly to port it to svn head, but I don't think
> I finished the job.
>
> I can easily throw what I've got into an svn branch and everyone can hack on
> it, although there seemed little interest from other developers last time..
> My code always had a strange opengl bug I could never track down: after
> playing an fmv, the closest LOD textures were corrupted. As far as I could
> work out I was correctly resetting the texture page and other obvious things
> - I figure I wasn't cleaning up sufficiently after the various YUV opengl
> shenanigans and I expect someone who actually understands GL would be able
> to spot it fairly easily.  The RPL dec130 decoder also always had some
> output corruption I could never work out.  The ogg/theora decoder works fine
> though.  Oh and I hadn't reverted enough of our hacks to be able to show the
> windowed research videos again, but that should be quite possible.
>
> --
>  - Gus

I rather we just skip the RPL headaches, and just convert them to
ogg/theora.  Would seem to be the best bet, and less code maintenance.

I dunno about our mac friends, and if the RPL playback code is endian
safe or not.  Actually, I don't even know if the ogg playback code we
have on the tracker is endian safe either.   Sorry Ari. :(

Maybe Jobs will give the devs a few macs so we can test? ;)

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