Development > Artwork
Intro animation
Destructavator:
Nice. 8)
I'd like to test this with the current SVN version - How do I do it with the game console? Is the command the same as for .RoQ files? "Cinematic (filename)" or something?
Edit: I already have some video tools that can encode OGM. As soon as I encode and test a few on Windows and Linux, I'd be happy to recommend one and update the wiki - some such tools are free, although it varies between platforms a bit, depending on how the OGM is encoded (the OGM container can have multiple codec formats for both video and audio, I'll do some testing to see which ones work with the game).
vedrit:
Does this mean we can have animations for dropships landing?
BTAxis:
That has nothing to do with it. This is just support for a different video format.
Mattn:
you can start them by typing
--- Code: ---cinematic filename
--- End code ---
(use tab completion) - the file must have the suffix ogm and must be placed in base/videos.
Destructavator:
Thanks, I just tried it with a test video.
Unfortunately, it didn't work - the command closed the console, and after I re-opened the console it said the server shut down, then: "No ogm support compilied into the binary."
I checked the "dll" folder under "contrib" and didn't see any new DLL files. Should there be one there that wasn't put in the SVN?
On a related note to that, I've noticed - from looking at console logs and such - that under Kubuntu Linux some of the libraries get updated with the OS automatically, resulting in my Linux copy having later versions of some of the libraries than my Windows version. Needless to say, I'm guessing this might cause discrepancies in performance and functionality across platforms. I've already noticed different FPS rates in the two versions in different parts of the game, on the same machine and same hardware. (Of course, Windows runs a lot of crap in the background that I'm guessing is very different with Linux, so I'd imagine there's more than one factor that affects that point.)
There could also be a problem with the OGM Videos I created for testing, it might be the format - OGM files can be encoded in more than one way (for both audio and video, various combinations exist), I might need to simply encode them a different way.
By any chance can any of the coders tell me any of the technical stuff as to exactly which codecs and formats within the OGM container format are supported in the game?
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