Chain letter age

Show us what you can do! Let us know how you did it!

Re: Chain letter age

Postby Justintime9 » Wed Dec 09, 2009 1:58 pm

Well, I couldn't locate the files, and they weren't in sfx, so I tried to delete them, but how do I do that? I went to the sene buttons, and saw where it says sample, but there's no "Delete block" option anywhere. I remembered hearing that I have to delete the links bettween the blocks and objects, and then where quit and re-entered they'd be gone, but I can't for the life of me find which objects they're linked to :P
User avatar
Justintime9
 
Posts: 1188
Joined: Sat Sep 29, 2007 5:37 am

Re: Chain letter age

Postby Jojon » Wed Dec 09, 2009 3:35 pm

There is no "Delete sound block" button, which has had me tearing my hair once or twice, when somebody has used them with Rell-Too :7, nor do they show up in the sadly lacking outliner/OOPS spaghetti.

Like other things, Blender will flush them once they have no users - I have yet find a way to hunt those down (You'll notice the "rellSoundStone" soundblock is listed as having four users, even though the rockeater creatures, that were using it, are gone).

The only "custom" sound currently in use is "Clicking", which is made by the "hunter" birds of prey - you'll need that ogg copied from the project sfx directory to your POTS sfx one.


As I said in my previous post; removing the file paths used by the sound blocks, should at least make pyprp not look for those wave files we do not have. (Scene->Sound buttons, the string selector just below the block selector: mark the content of the string field and hit "del" key.)
That's pretty much the only suggestion I have, but since exporting worked for me, despite not even noticing they were there, that shouldn't really be it... :7

Feel free to upload a "pre-release" and have me give it a try, if you wish. :)
Jojon
 
Posts: 1116
Joined: Sun Sep 30, 2007 5:49 am

Re: Chain letter age

Postby D'Lanor » Wed Dec 09, 2009 4:22 pm

Once you export your age PyPRP locks any sound blocks it finds. And if you save your blend file after the export they remain that way. This locking was done to work around a Blender bug/oddity which causes the loss of sound blocks.

In my PyPRP SVN contrib folder here you'll find extended PyPRP wizards which allow you to unlock (or lock) all sound blocks so that you can make Blender "lose" them. You need both the prp_Wizards and the prp_WizardsInterface files.
"It is in self-limitation that a master first shows himself." - Goethe
User avatar
D'Lanor
 
Posts: 1980
Joined: Sat Sep 29, 2007 4:24 am

Re: Chain letter age

Postby Jojon » Thu Dec 10, 2009 9:37 am

Oho.

Your explanation and solution are both very much appreciated, D'Lanor!
Jojon
 
Posts: 1116
Joined: Sun Sep 30, 2007 5:49 am

Re: Chain letter age

Postby Justintime9 » Thu Dec 10, 2009 12:36 pm

Awesome, thx D'lanor, that seems to have gotten rid of the unwanted soundblocks :D. Now all I have to do is remove the sounds that can't be found from AlcScript.
User avatar
Justintime9
 
Posts: 1188
Joined: Sat Sep 29, 2007 5:37 am

Re: Chain letter age

Postby Jojon » Fri Dec 11, 2009 1:53 pm

Well, there aren't any, so that shouldn't take you too long. :)

Only sounds so far are the Kadish secret door -open and -close sounds, that are part of ABM and "Clicking", that is part of the project.
Jojon
 
Posts: 1116
Joined: Sun Sep 30, 2007 5:49 am

Re: Chain letter age - v0.14 is out

Postby Jojon » Thu Dec 17, 2009 5:10 pm

Not content with his previous excavations, Justin has taken on another mammoth one-man engineering project, leaving us with a way to cool down when the Rell-Too heat gets to us.

Thanks for another fine contribution, Justin!

Next up is Core43, then Junee.

First post, links updated, you know the drill. :)
Attachments
Rell-too_shot_014.jpg
The guns of Navarelltoone?
Rell-too_shot_014.jpg (36.49 KiB) Viewed 4754 times
Jojon
 
Posts: 1116
Joined: Sun Sep 30, 2007 5:49 am

Re: Chain letter age

Postby ddb174 » Fri Dec 18, 2009 7:36 pm

Okay, it's on UAM. If I may make a suggestion, I would ask for that long bridge to be restored. Besides just being a fun place to walk along, it also shows you the island that will be your reward for figuring out the other path to reach there.
ddb174
 
Posts: 928
Joined: Thu Apr 10, 2008 7:28 pm

Re: Chain letter age

Postby Jojon » Sat Dec 19, 2009 4:38 am

Thanks dubmaster. :)

It is soon to be my turn again, so unless Core or Junee does it, I could restore the bridge then, or in between turns - I have all the old builds, after all. Or maybe Perlenstern has further plans for it?

Perhaps a public vote about my putting it back in out of turn? :7


EDIT: Hmm, I was just struck with an excuse, that allows it to return, without altering the event of its disappearance too, while raising possible health hazard concerns. :7
Jojon
 
Posts: 1116
Joined: Sun Sep 30, 2007 5:49 am

Re: Chain letter age

Postby ametist » Sun Dec 20, 2009 2:49 am

Great findings guys! A nexus-link and a pool :) I can tell that I noticed the Hunters flying low over the pool, maybe there are some tiny mosquitos already? Or they were just thirsty :lol:
User avatar
ametist
 
Posts: 360
Joined: Fri Dec 28, 2007 6:55 am

PreviousNext

Return to Tips and Showcase

Who is online

Users browsing this forum: No registered users and 1 guest