Classic moviepack

General Stuff about Armagetron, That doesn't belong anywhere else...
User avatar
Z-Man
God & Project Admin
Posts: 11717
Joined: Sun Jan 23, 2005 6:01 pm
Location: Cologne
Contact:

Post by Z-Man »

That's where I have to yell STOP, wrtl :) All data directories are treated equally (well, there is the search order), the high level code can only ask for a specific file in any data directory and won't be told which one it came from.

But you get what you want if you put the .ase file into ~/.armagetronad/moviepack and enable the moviepack setting. Of course, you'll also get the four wall textures, something I certainly won't touch now.
User avatar
joda.bot
Match Winner
Posts: 421
Joined: Sun Jun 20, 2004 11:00 am
Location: Germany
Contact:

Post by joda.bot »

@z-man: did you allow the moviepack cycle's to be animated ? e.g. split into three ase files ?
User avatar
Z-Man
God & Project Admin
Posts: 11717
Joined: Sun Jan 23, 2005 6:01 pm
Location: Cologne
Contact:

Post by Z-Man »

NO. In the traditional model, the wheel coordinates are hardcoded, and in the moviepack, they'd be too, or hidden in strange config variables. Hacks, hacks, hacks.

Oh wrtl: b0_2_8_0 is a cvs branch. You can get it by passing cvs the option -r b0_2_8_0 during update or checkout.
User avatar
wrtlprnft
Reverse Outside Corner Grinder
Posts: 1679
Joined: Wed Jan 04, 2006 4:42 am
Location: 0x08048000
Contact:

Post by wrtlprnft »

Problem is that the floor is a bright blueish color for me in any moviepack, no matter what GRID_SIZE_MOVIEPACK is set to and what texture I use... so using the moviepack is not an option for me.

But once the new version gets released I'll just try what happens if i put invalid .mod files into my user models dir... maybe it just moves on to the .ASE files ;)
User avatar
Phytotron
Formerly Oscilloscope
Posts: 5042
Joined: Thu Jun 09, 2005 10:06 pm
Location: A site or situation, especially considered in regard to its surroundings.
Contact:

Post by Phytotron »

wrtlprnft wrote:Problem is that the floor is a bright blueish color for me in any moviepack, no matter what GRID_SIZE_MOVIEPACK is set to and what texture I use... so using the moviepack is not an option for me.
Well, it would make sense that that wouldn't change floor color. After all, it does say "grid_size_moviepack."

You change the moviepack floor color by changing the values for MOVIEPACK_FLOOR_RED, _GREEN, and _BLUE. These can be found in the settings.cfg text file within a moviepack folder. If you want to use a texture and don't want it affected by the color, set all values to 1.

Or, if you're not using the moviepack, you change FLOOR_RED, _GREEN, and _BLUE. These are found in the general settings.cfg file, which is in Contents/Resources/config if you're using Mac (I don't know where it is for Windoze or Linux—cue someone else). But pay note to the IMPORTANT opening message of that file before changing anything.

Those instructions are for permanent changes. For testing or semi-permanent purposes, you can edit all those using the console. Same lines.

What I don't know is exactly how those values work, as in what each number means. It's not the same as with cycle color (e.g., COLOR_R_1 15), nor is it the 0-255 sort. Cue someone else to clarify this.


[Methinks a wiki section specifically on all this would be helpful. I notice the moviepack bit is stated in the Moviepack section, but there's no explanation.]
User avatar
wrtlprnft
Reverse Outside Corner Grinder
Posts: 1679
Joined: Wed Jan 04, 2006 4:42 am
Location: 0x08048000
Contact:

Post by wrtlprnft »

Thanks for the hint zman, after i found out that I had to put this option between checkout and armagetronad it really worked ;) the whole CVS thing is somewhat counterintuitive... I always thought the order of options wouldn't matter... Well, hdparam is one of those strange guys too.

Osci: Yes I can read ;) I know it says size, but the normal floor texture didn't work in rc2 and was either just one color or weird lines, apparently due to some unimplemented function in sdl... Changing grid_size from 2 to one helped. The reason i encountered the bug was that the default grid size changed. There's another thread for that so this one shouldn't go terribly offtopic. Oh, and I think I read pretty much everything in the wiki.

It seemed just logical to apply the same workaround to the moviepack floor ;)

Umm well, and my floor color is another one nearly everyday, so i know the settings and where to set them permanently :)
User avatar
Phytotron
Formerly Oscilloscope
Posts: 5042
Joined: Thu Jun 09, 2005 10:06 pm
Location: A site or situation, especially considered in regard to its surroundings.
Contact:

Post by Phytotron »

Hmm, I see. I guess. Glad I took the time to type all that up. Anyway, all that stuff about the floor should still probably go into the wiki, all spelled out and explained in excruciating detail. I'd do it, but, as noted there are a handful of details I don't know. (I've yet to create an account or anything either.)
User avatar
Lucifer
Project Developer
Posts: 8751
Joined: Sun Aug 15, 2004 3:32 pm
Location: Republic of Texas

Post by Lucifer »

@zman: tested, it appears to work. :)

I first changed all the textures in the textures folder to my own custom textures. Then I ran it, saw them. Then I put the moviepack in place and ran it, saw the stuff from the moviepack. Then I renamed cycle.ase to something else, saw the old cycle. Then I copied K's textures to the moviepack directory, saw both of them on the cycle. Then I deleted cycle_body.png, saw the old cycle body with K's wheel texture.

Is that a thorough enough test? ;) (I know I didn't test everything, but it will support the classic moviepack, I'll update it and upload it in awhile. It's ok for that moviepack to be incompatible with older versions, heh)

Edit: Moviepack updated, but question. If I include a cycle.ase and bike.png in it, should the game prefer to load those or any included .mod files? I think you said it in your post, but I've read it 3 times and haven't resolved this. Maybe I need some sleep... No big deal, that's only to keep it from bombing out on older versions if someone's weird enough to install it. There is, of course, absolutely no good reason to do so. (Except in rc1, which shipped with a different set of artwork, but that goes away when the next rc comes out)
Check out my YouTube channel: https://youtube.com/@davefancella?si=H--oCK3k_dQ1laDN

Be the devil's own, Lucifer's my name.
- Iron Maiden
User avatar
Z-Man
God & Project Admin
Posts: 11717
Joined: Sun Jan 23, 2005 6:01 pm
Location: Cologne
Contact:

Post by Z-Man »

I think that should be enoigh testing.

If you have an .ase and bike.png in the moviepack folder, it will get used; it has higher priority in the search list than .mods in the same folder.

Edit: the color values go from zero to one in these cases. Of course, I could write the Wiki article about it, but the system is so horribly bad designed that I rather won't. Plus, as you see here in this thread, everything I do about it generates new requests to tinker with the system even by people who want no more hacks :) The Moviepack system is only designed for the one, original moviepack.
User avatar
joda.bot
Match Winner
Posts: 421
Joined: Sun Jun 20, 2004 11:00 am
Location: Germany
Contact:

Post by joda.bot »

@z-man: That was no request ! Just an inquery to see if I was right or wrong about dropping the animation of moviepack cycle thing.
WallyWallWhackr
On Lightcycle Grid
Posts: 18
Joined: Sat Mar 05, 2005 7:24 am
Location: behind a pair of handlebars

Classic My ARSE. Modern day classically modified more like!

Post by WallyWallWhackr »

Where the heck is the REAL, original "Classic Movie Pack"? with the original file dates, not this claims to be the classic pack, which can seemingly only be used on one version of the game (how lame is that?)???

WHERE?
ASCII ya later!
User avatar
n54
MVP
Posts: 1587
Joined: Sun Dec 21, 2003 12:40 pm

Post by n54 »

I don't have the links any more (iirc they were somewhere on the really old pre-AAD site) but I have what I do think is the original installers for moviepack and moviesounds (they're from 2003). I've added those as attachments here, not sure if they're windows-specific but it seems likely.

No idea if these old files will work without tweaking with the newest versions but I've used them on the older versions of Armagetron/+AD.

Hope they're what you were looking for Wally.

NOTE: to be able to upload them I added .zip as an extra extention so remove the .zip at the end after download.
Attachments
moviepack_install.exe.zip
Moviepack installer from at least as far back as June 2003
(428.18 KiB) Downloaded 296 times
moviesounds_install.exe.zip
Moviesounds installer from at least as far back as June 2003
(1.52 MiB) Downloaded 284 times
User avatar
Lucifer
Project Developer
Posts: 8751
Joined: Sun Aug 15, 2004 3:32 pm
Location: Republic of Texas

Post by Lucifer »

? If you're not using 0.2.8, you don't need the Classic Moviepack: it's just the graphics that came with the earlier versions of the game. If the 0.2.7.1 graphics for armagetron aren't what you're asking for, then could you be more specific?

(note: the reason it only works with one version of the game is because it doesn't provide a model, the model didn't change, only the textures, and older versions require the moviepack have a model. This is so you can use the classic moviepack and still have animated wheels spinning. How lame is that?)
Check out my YouTube channel: https://youtube.com/@davefancella?si=H--oCK3k_dQ1laDN

Be the devil's own, Lucifer's my name.
- Iron Maiden
User avatar
dlh
Formerly That OS X Guy
Posts: 2035
Joined: Fri Jan 02, 2004 12:05 am
Contact:

Post by dlh »

Lucifer wrote:? If you're not using 0.2.8, you don't need the Classic Moviepack: it's just the graphics that came with the earlier versions of the game. If the 0.2.7.1 graphics for armagetron aren't what you're asking for, then could you be more specific?

(note: the reason it only works with one version of the game is because it doesn't provide a model, the model didn't change, only the textures, and older versions require the moviepack have a model. This is so you can use the classic moviepack and still have animated wheels spinning. How lame is that?)
He wants the _real_ moviepack. Not original graphics. They have always been on the old armagetron page: http://armagetron.sourceforge.net/old/addons.html
Post Reply