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  #1  
09-23-2015, 08:56 AM
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Help with adding subtitles to all FMVs + more

Wondering if anyone wants to help out with these tasks:

Add srt subtitles for all DDV/MOVs
https://github.com/paulsapps/alive/issues/7

Map MOV's to individual DDV files
https://github.com/paulsapps/alive/issues/6

And generally test each FMV plays correctly, this means enduring watching each FMV quite a few times which is sending me round the bend at the moment.

Therefore L1+Circle of a possessed slig in AO demo.
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  #2  
12-19-2015, 03:49 AM
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https://www.youtube.com/watch?v=IWX8YbHrFfk

Some progress if it adds more motivation for anyone to help with these tedious tasks
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  #3  
12-19-2015, 05:12 AM
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Does the sprite system support partially transparent pixels? It looks kinda like it, but I'm not sure.

At some point there was a sprite extractor app and it didn't support it and the results looked kinda crappy
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  #4  
12-19-2015, 05:19 AM
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If I recall the original sprites didn't have semi-transparent pixels as such. As in, the actual data didn't contain literal information about it. I think the pixel transparency was done with some DX blending that I could never quite replicate perfectly.
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  #5  
12-19-2015, 05:31 AM
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I can add subtitles to the movies some time within the following days. I don't have the PSX version of AO, though. Will the PC version suffice? What do I have to use to convert DDV to whatever watchable format I need?

Last edited by Varrok; 12-19-2015 at 05:34 AM..
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  #6  
12-19-2015, 07:05 AM
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:
I can add subtitles to the movies some time within the following days. I don't have the PSX version of AO, though. Will the PC version suffice? What do I have to use to convert DDV to whatever watchable format I need?
The masher.exe lets you save in some old AVI format. Or you can play them with the new engine and just record the screen with OBS and then load that into the subtitling tool. Another option is to download a youtube recording of them, that's what I did for the INGRDNT.DDV or whatever it is.

The sprites do support semi transparency now - the decoder app didn't get this info correctly. Also some other sprites have additional blending modes that are not supported yet. E.g explosions, electric walls and shadows etc.

The semi trans stuff is done here:

https://github.com/paulsapps/alive/b.../anim.cpp#L393

Still needs a refactoring once its all working, should ideally be its own object that deals with palts/blending modes.
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  #7  
12-19-2015, 07:08 AM
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Do you want subtitles for AO? The example file https://github.com/paulsapps/alive/b...NGRDNT.DDV.SRT is from AE
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  #8  
12-19-2015, 07:09 AM
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:
Do you want subtitles for AO? The example file https://github.com/paulsapps/alive/b...NGRDNT.DDV.SRT is from AE
. Also, do you have working mirror of that masher app?

Edit: Strange. I am almost sure I clicked "Edit" instead of "Reply". What the hell
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  #9  
12-19-2015, 07:15 AM
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Ideally AO and AE DDV's. They'll both need subbing eventually.

Edit: You can grab a copy of masher here: https://github.com/paulsapps/MasherReversing

But I just remembered it only plays AE DDVs. So probably better to turn to youtube for the AO ones.
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  #10  
12-19-2015, 07:42 AM
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I can confirm it can't read AO movies.

Youtube is inaccurate, it uses youtube codecs and doesn't always start perfectly from the 0:00 start of FMV
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  #11  
12-19-2015, 07:59 AM
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The other option is to use https://obsproject.com/ and record it out of the new engine.
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  #12  
12-26-2015, 05:57 AM
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You doing anything with this or gave up? :P
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  #13  
12-26-2015, 06:09 AM
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Is there no another way? I don't feel like compiling anything from source code, and I don't want to make inaccurate subtitles with timing issues like those based on youtube vids
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  #14  
12-26-2015, 02:57 PM
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You can grab a CI build for Windows here to save having to compile anything:

https://ci.appveyor.com/project/paul...gqdg/artifacts

If you record the FMV from playing it in the engine itself using OBS then that should eliminate any timing issues.
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  #15  
12-27-2015, 01:16 AM
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Ok, I'll try

Edit:

The videos don't render properly on my end.

Last edited by Varrok; 12-27-2015 at 01:23 AM..
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  #16  
12-27-2015, 03:10 AM
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Sorry, I'm so used to running this I forgot to tell you that you need to edit "resource_paths.json" in "C:\Program Files (x86)\ALIVE 0.1.0\data". Just point this to bin files of the PSX games or the install dir of the PC games.

Additionally I forgot to add main.lua to the installer, will be fixed in next build. I'll post the link when its compiled.
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  #17  
12-27-2015, 03:52 AM
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Yeah, I already figured this out. It's not it. It plays the correct ddv movie from AO steam, but the video renders as small flashes of green-blue and a black screen. The audio is heard though.
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  #18  
12-27-2015, 04:10 AM
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Hmm might be worth trying this build anyway: https://ci.appveyor.com/project/paul...4dtp/artifacts

What GPU do you have? Does the path/animations viewer work? Sounds like its failing to render textures on your GPU for some reason. Maybe your GFX drivers are out of date?

Edit: Opps, this should be the fixed one: https://ci.appveyor.com/project/paul...tu3w/artifacts

Then you can check if there are any errors without the lua spam.
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Last edited by Paul; 12-27-2015 at 04:29 AM..
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  #19  
12-27-2015, 12:48 PM
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No change in FMVs in the https://ci.appveyor.com/project/paul...tu3w/artifacts build.

This version crashes when I try opening levels or animation browser. Reverting back to x64 version I used before. At least it opens levels (buggy)



My GPU is Radeon HD5770, it's not a top-tier GPU but come on it should be able to handle it effortlessly. The drivers are fine.
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  #20  
12-27-2015, 02:38 PM
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Crash seems to be because BA.LVL isn't found.. behavior is just to blow up at the moment. You say the level browser opens? The textured quad rendering there is the same as what the FMV player does so if one works then they should both probably work.

x64 build isn't too well tested, I'll try the latest x64 build with AO and AE FMV's.

Edit: Seems to work, perhaps AMD issue as I think everyone who used it so far had NVIDIA cards.

Edit x2: Perhaps you could try a debug build - that has checking on every openGL call.

Created an issue for this here: https://github.com/paulsapps/alive/issues/54
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Last edited by Paul; 12-27-2015 at 02:45 PM..
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  #21  
12-28-2015, 02:27 AM
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The animation browser tab started to work after I installed AE -_- Don't make it a requirement. The movies didn't fix in the debug version. The animations don't show at all, I click one and the item just checks. Nothing else happens. When I say the level browser works (barely) I mean the geometry shows on a black/colorful background. Or sometimes even somewhere else, like partially out of the window.


Last edited by Varrok; 12-28-2015 at 02:32 AM..
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  #22  
12-28-2015, 04:31 AM
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I see - so rendering a textured quad of any description isn't working on AMD for some reason. AE will be optional eventually, I'm in the middle of rewriting the FS stuff after which it will become more robust.

No one in the dev team has an AMD GPU so not sure what the best way to debug this is.

Maybe try this build: https://ci.appveyor.com/project/paul...semr/artifacts

Switched to SDL_GL_CONTEXT_PROFILE_CORE which is a stab in the dark fix :P
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Last edited by Paul; 12-28-2015 at 04:36 AM..
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  #23  
12-28-2015, 04:46 AM
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Visual Studio C++ redistr 2015 and 2013 are installed. It won't let me install 2012
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  #24  
12-28-2015, 05:06 AM
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That error is STATUS_INVALID_IMAGE_FORMAT, usually when a 64bit .NET app trys to load a 32bit native DLL. Dunno why you've started getting this error :S.

The 64bit one worked previously? Maybe try the 64bit build: https://ci.appveyor.com/project/paul...5kfk/artifacts
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  #25  
12-28-2015, 05:10 AM
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The x64 app works. The movies still don't.
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  #26  
12-28-2015, 07:00 AM
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Hmm without AMD hardware to test on I'm not sure what else to try, do you get any errors during startup in the Console window related to gfx?
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  #27  
12-28-2015, 08:50 AM
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Nope, nothing of the sort.

Technically the movies "play", something flashes in the place the video is supposed to be. But it's hardly the movie.
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  #28  
12-28-2015, 09:23 AM
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This is what I get when playing any .ddv:



Video card is AMD Radeon HD 7310.
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  #29  
12-28-2015, 09:57 AM
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That's exactly what I have, too.
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  #30  
12-28-2015, 10:10 AM
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I've just thrown loads of "stab in the dark" fixes to OddMan360 via IRC and managed to fix it. Seems the graphics dude forgot to bind some shader attributes, so it only works by chance on Nvidia hardware :S.

This one should work:

https://ci.appveyor.com/project/paul...t3xk/artifacts
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Last edited by Paul; 12-28-2015 at 10:19 AM..
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