03-04-16, 11:00 | #681 |
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Joined: May 2013
Posts: 43
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amazing idea, b122251. I already tried this morning to get the german FMVs (obviously PSX AVIs) into the PC release. Unfortunately I haven't seen an AVI to RPL converter, yet. So I guess it is not possible, right?
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03-04-16, 11:06 | #682 |
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Joined: Aug 2013
Posts: 686
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Well, there exist german RPL files for this game. I think I have a copy of them somewhere. However, if my idea gets implemented, I could easily make an add-on where I add a hacked tomb.exe to have german on-screen text, replace some audio tracks with german ones and replace the FMV's in which people speak with german ones. I could also do this for french and japanese. That's why I think this would be a splendid idea.
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03-04-16, 11:28 | #683 | |
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Being able to have the rendered OST into the original installer + optional FMV patch + multilanguage directly into the main installer would be amazing. yes, the installer size would be 1,5GB but download size does not really matter these days. to have a small USB thumb drive 2-4GB and being able to carry a maxed out ultimate TR1 edition with me would be my wildest dream! @ gidierre: don't get me wrong. the advanced installer is already amazing and I appreciate the effort. but added multi-language would be the best since the localization (at least the german one) was not bad. Last edited by naddel81; 03-04-16 at 11:29. |
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03-04-16, 11:30 | #684 |
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Joined: Aug 2013
Posts: 686
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Actually, with my idea it wouldn't need to be that big. In the example I uploaded before, the whole game+music+unfinished business is still only about 300MB when installed. But I wasn't thinking of adding all of those things into the main installer. I think it'd be easier to just make a basic installer, and offer language packs, add-ons, patches etc. separately. If we set up a standard format which all add-ons should follow (like for example: a 7-zip Self-Extracting Archive where the target is the installation folder), it can be made really easy.
Last edited by b122251; 03-04-16 at 11:37. |
03-04-16, 13:23 | #685 | ||||
Grease Monkey
Joined: Nov 2007
Posts: 1,644
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I guess it's much better to open a brand new thread on this though to avoid cluttering of current thread Quote:
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this is very interesting, still I must say my main purpose, when after unforgotten EscondeR's prompt I tried to come up with some dubious installer gimmick (I had made lots of zipped stuff to manually customize things around, but then mostly I was curious to see if using fancy and free InnoSetup for it was going to be useful.. and above all fun to do, which really was) well, my idea always was/is to make it as simple as can be really if I could I'd be gladly wiping out even the spare options that remain, and that's not to "hide" anything from the players, but to release them from the need for (sometimes) tricky/awkward choices. Last edited by gidierre; 03-04-16 at 13:27. |
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03-04-16, 14:28 | #686 |
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Joined: May 2013
Posts: 43
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If you need those RPL and wave files from the german version in case you plan on adding multi language support for the 20th TR1-Anniversary in October, let me know. I will try to find my CD until then
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03-04-16, 14:33 | #687 | |
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Joined: Aug 2013
Posts: 1,294
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The ATI render version works fine, though... well. Obviously there are bugs in the UB exe. While TR1 keeps playing music when you're underwater or open the inventory, UB just stops until either you surface, or the camera shows something that isn't underwater (like you use an underwater lever and it shows the door it opens). Then there's the background music triggering thing: both in TR1 and UB, let's say you need more than 1 action to trigger a music track (push 2 levers, pick up 2 medipacks or use 5 keys). Every time you progress (so push 1 lever, pick up 1 medipack or use 1 key), the background music will stop playing and not resume. When you're done with the actions, the triggered music will play, but the background music will not resume. You have to save and load the game for it to resume. I know at the end of Francis Folly, when you use all 4 keys, a track is supposed to play, but it doesn't. The background music stops and never resumes every time you use a key, though. |
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03-04-16, 21:34 | #688 |
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Joined: Aug 2013
Posts: 686
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So gidierre,
what do you think? |
04-04-16, 12:55 | #689 | |
Grease Monkey
Joined: Nov 2007
Posts: 1,644
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well I see what you mean, but I just can't redesign this stuff to be "more add-on friendly" than this I mean all the patches I somehow had to make (to avoid overgrowth of the main thing) need to interface with the "master switchboard" so to speak but it can't be done via batch-cascading routine, not because they wouldn't do, they possibly might if properly checked (except for the risk of introducing conflict-prone new versions, especially on the dosbox side) but because first, bat files are dangerous and public/open beings, just to name two of the problems and second, it's likely the general frame slowly goes astray for instance: the dosbox folder example you showed is perfectly viable, too bad it mixes/scrambles ykhwong files, nothing's wrong with ykhwong's you know, it just can't fit in with what I made before that's all, also all the exe's in your \tombraid can't be run by the installer although this could be worth an ad hoc fix in practice when eg the rerendered soundtrack patch was born, I'd have been glad to use an "easier" way, but it was much easier to get the files and their "bearings" and find the leanest way to add them to the frame, not forgetting the tedious part of implementing all the needed checks and an uninstall routine that works and doing this outside InnoSetup, you can trust me, is going to get very, very time consuming. In practice, if naddel81's German localization is viable, the only thing to "invent" could be a small routine for rpl's and "tombger" image swapping, plus a minimum of checks and maybe a toggle on/off feature in case of big troubles, that admittedly is when an "almost" simple batch could be made up surely not, afaik Last edited by gidierre; 04-04-16 at 12:59. |
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04-04-16, 13:00 | #690 |
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Joined: Aug 2013
Posts: 686
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I see your point.
Well then, I guess I'll have to do it myself. |
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