[HELP] Extending the sentence limit Created 3 years ago2020-09-10 19:02:14 UTC by Petko Petko

Created 3 years ago2020-09-10 19:02:14 UTC by Petko Petko

Posted 3 years ago2020-09-10 19:02:14 UTC Post #344715
I need some help with extending the sentence limit
beacuse changing the limit in util.h is going to lead me to an engine limit,
I need some sort of hacky method to make maps use custom sentence files (like in sven co-op)
or any other method of just extending the limit.
You can't change the directory in sound.cpp for the sentences file "sound/sentences.txt"
beacuse then everything just gets a random sound assigned to it, another engine limit i think.

Btw im using the 2008 VC++ sdk by Gary_McTaggart
Posted 3 years ago2020-09-10 19:54:58 UTC Post #344716
Unfortunately, you can't just change the sentences limit, because as you said, it's partly in the engine. Same for using custom sentences files per map, it's not possible because you can't change how the engine loads sentence definitions. Using a custom audio engine can help you get around it, but I don't know where you can find one that's open-source. There was one made by a programmer called MrNameless, but the forum it was on has since become defunct.
Posted 3 years ago2020-09-10 19:59:49 UTC Post #344717
well, thats unfortunate, but is there an archive of the forum on the waybackmachine maybe?
Posted 3 years ago2020-09-11 08:33:25 UTC Post #344718
Unfortunately I don't know what the link to the forum was, and I can't find it on any Google searches. However I just remembered: A mod called Overturn was using a custom audio engine, and they opensourced everything.

Their sources are available on moddb:

It shouldn't be too hard to move the sound engine into a clean SDK.
Posted 3 years ago2020-09-11 13:05:17 UTC Post #344719
You could use sequence files.
It should be enabled in the most recent SDK. Heres the Tut for it https://twhl.info/wiki/page/Tutorial%3A_Scripting_with_sequence_files
I have a plan I have a planDeleted Scenes is the best CS!
Posted 3 years ago2020-09-20 11:20:36 UTC Post #344725
Do .seq files work without the trigger_sequence entity from Condition Zero Deleted Scenes?
Posted 3 years ago2020-09-20 13:48:00 UTC Post #344729
Well, I think the engine supports it. So adding it in the base FGD file should work as far as I know.
I have a plan I have a planDeleted Scenes is the best CS!
Posted 3 years ago2020-09-20 14:20:15 UTC Post #344731
The engine supports it, but it requires an entity to actually use it. It doesn't exist in the base version of Half-Life, so you'll need to add it yourself through code.
Posted 3 years ago2020-09-21 13:41:40 UTC Post #344734
There is no trigger_sequence entity in the code but there are some things releated to reading sequence files in eiface.h
Posted 3 years ago2020-09-22 21:08:17 UTC Post #344735
I did implement this entity a while back: https://github.com/Solokiller/czeror-sdk

You can see which changes need to be made by checking the last few commits: https://github.com/Solokiller/czeror-sdk/commits/master

Not all of the code i added is used since i only ported everything needed for the entity to work. Round restarts for instance aren't implemented.
Posted 3 years ago2020-09-24 12:44:43 UTC Post #344736

Woah dude, you reverse engi'ed CZDS code? That's cool as hell.
I have a plan I have a planDeleted Scenes is the best CS!
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