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...

> Audio tracks: Grabbing the audio tracks is easy and could be done in an
> installer (which has to be written as well, for every platform (and
> possibly Linux distribution) separately). As a first step we can just
> tell people how to rip and use the audio tracks (that was a recurring
> question on the forum as well, so it's an ideal FAQ).
I'd just supply a converter script independent of the game package if I'd have 
to do it.

> 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?
>
> Using mplayer code for OpenGL playback: mplayer will only serve as a
> very rough guide for the implementation, we probably can't use much of
> their code directly (there's just far too much stuff in mplayer that we
> don't need).
Same applies for Xine. And either one of them would still need a lot of 
integration into the engine. And we would need to ship with it in Windows. 
And require it on Linux. Or if we include it into our repository: That's 
insane! We would need to maintain it and... and... *ugh*
>
> Using Vorbis for movie audio: I guess that will not reduce development
> time much, as video playback is different from sound effects - there's
> not much code to reuse.
>
> 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. ;)

You can determine what work needs to be done (and hope someone does it) and 
setup rules of thumb so the work will flew better, but that's what we are 
doing here (todo,svn-guidelines).

--Dennis

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