Friday, September 26, 2008

Day Twelve: Beeing a Bit Techie

Posted by Nicolas (permalink)

Nothing really interesting to say today. I just managed to fix the biggest problem we faced while making this mod. Here's an extract of what I wrote on the Valve Developer Community during the last month, it's a bit techie, so you may not want to read this :

18 Aug 2008

I'm somewhat having the same problem. Although, I have more than 450 lignes of closed captions, and in-game, there's a few of them that never show up when the NPCs are talking. The strange thing is that it shows up perfectly when I call them using cc_emit <soundname>... But not when the NPCs are talking. I noticed that it's always a continuous part of the captions that doesn't show up. I mean that, it's not one isolated caption, it's always a dozen of them in row. It stops working at a given caption, and restarts to work at another one. Always the same.

22 Aug 2008

I'm actually wondering if the problem isn't choreo-related. Could it be FacePoser 'the crappy' that messes up the .VCD preventing them to show up the closed caption? I'm wondering this because, when I made them (the vcds), I copy/pasted each one in a row to build my dialogues until I decided to take a break and start with a brand new empty choreo a few days later. That could explain why subtitles are not showing up in a row. I also tried to rewrite one VCD from scratch and there had been change. One closed caption showed up where it wasn't. It needs to be investigated a bit further.

25 Aug 2008

Ok, I found it. That was particularily stupid. In my case, it's a problem with Portal, because basically, GlaDOS is a generic_actor in a box far away from the map. And in the source engine, there's a command named "scene_maxcaptionradius" with a default value of 1200. This is why it stopped working at a given choreo... when the player was too far from the generic_actor. My god... several weeks, maybe months, wasted because of this. I can't believe it was so stupid.

27 Aug 2008

Ambient_generic are not a solution, because when you pause the game, they're not paused at all, and the NPCs continue to talk. Also, there's nothing else to do than just increasing the value of "scene_maxcaptionradius". I set it to 65535, just to be sure.

26 Sep 2008

And that was not the correct solution. First because zero is the official value to disable this command, and not some ridiculously large number. And second because if it's related to choreos, you should just add cc_noattenuate in each entry of the .VCD file you want the captions to always appear. The problem is now DEFINITELY fixed

6 comment(s)


  September 27, 2008 2:42 AM, Anonymous Mike said :
Please don't affect the release date I BEG OF YOU PLEASE!

  September 27, 2008 4:14 AM, Anonymous RadicalxEdward said :
This is cool. I could follow what you were talking about simply because you write well. It's actually really cool to see this more technical side of things.

Hopefully there will be more little snippits like this to come.


  September 27, 2008 4:14 AM, Blogger uNCLEsAM098 said :
I disagree. If this affects the release date, then so be it.

If I worked this hard on a project, there would be no way that I would want to submit it half-fixed, especially if I knew what the problem was, whether or not I knew how to fix it.

  September 27, 2008 4:53 AM, Anonymous Anonymous said :
Why would it effect the release date? He says he fixed it.

Glad to see you figured it out! :D

  September 27, 2008 5:09 AM, Blogger Lupin said :
Love to see what goes through the head of a developer. From my experience talking to developers the easiest things are those that are the core of what you are wanting to do and the hardest and all the problems come from mundane errors.

  September 27, 2008 4:48 PM, Blogger Mr. Jason said :
I'm right there with you, Unclesam098. I would easily prefer having the release date pushed back a week or two if it meant getting a more finished game.

Take your time, Nicholas!

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