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Intro cinematic script

Posted: Thu Jun 20, 2013 9:17 pm
by LordGarth
Hello

What is the exact hard coded script that the LOG uses to play the intro cinematic?

Thx,

LordGarth

Re: Intro cinematic script

Posted: Fri Jun 21, 2013 2:15 pm
by msyblade
I saw this thread and am not clear on the question. So after a day and no response, I think others may not grasp the question either. Perhaps if you re-phrase, one of us can help :)

Re: Intro cinematic script

Posted: Fri Jun 21, 2013 3:09 pm
by Komag
Well, the original is not normally accessible to us, and is not just a clean lua file either, but here is a rough copy/paste:

Code: Select all

fadeOutMusic6assets/textures/cinematic/intro/grimrock_logo.tga‚As they are plunged down the open maw at the peak,
their crimes are absolved. Everyone before them has
perished in the guts of the mountain but will you 
be able to lead them through the dark and to freedom
that waits them at the base of Mount Grimrock?/assets/textures/cinematic/intro/page04.tgaãTheir final trial is at hand. Numerous prisoners
have received their pardons here yet none have
returned to live their life in freedom. They are
at the very top of the world and below them
only darkness and justice awaits./assets/textures/cinematic/intro/page03.tgaÅFour prisoners bound by heavy chains emerge
from the ship. The court accuses them of terrible
treasonous deeds but by the grace of the king,
their crimes shall be forgiven atop Mount Grimrock./assets/textures/cinematic/intro/page02.tgaclearTextfadeOutKAn airship struggles to gain altitude as it floats towards the peak...
clickíA towering spire looms above the clouds,
a weathered rock that has stood tall for ages,
longer than histories of men have been written
down. It is a desolate place now, only remembered
when things need to be discarded and forgotten.textWriter
IntrofadeOutTextMount Grimrock
showTextIntroTitlesetFont
sleepfadeIn/assets/textures/cinematic/intro/page01.tgashowImage#assets/samples/music/intro.oggstartMusicenableUserInput
And there is a bunch of other code before that which can't be copied, it's just gobbly gook symbols, so I have no idea what it does.

The strange thing with these files is they are backwards, no idea why, very odd.

Re: Intro cinematic script

Posted: Fri Jun 21, 2013 4:19 pm
by LordGarth
LOG looks for the intro file. When it sees the file, what script is executed to play that file. I am trying to see if I can somehow use that to play in game cinematics. I want to make a short cinematics for when the player enters into a new area.

LordGarth

Re: Intro cinematic script

Posted: Fri Jun 21, 2013 7:03 pm
by Komag
You could do something via GUI, perhaps a series of still shots, some musics, etc

Re: Intro cinematic script

Posted: Fri Jun 21, 2013 9:26 pm
by JohnWordsworth
Yeah, unfortunately the only way to play cinematics is by placing an intro.lua file for the start of your mod and/or using the end game method and passing it a cinematics file. There doesn't appear to be a way to play cinematics during the game.

You could probably get 80% of the functionality of the cinematic system by writing your own onDrawGui hook that renders images / plays WAV files. However, there are a couple of things that make this a bit of a pain - you cannot scale images in onDrawGui, so you would have to provide a few different sizes for each of your images, pick the right one and just live with the fact that there will be a bit of cropping/letterboxing if the user isn't using the exact right screen size for your imaegs. There are also some limitations when it comes to playing music (it would have to be a WAV file), and it would be a bit of work doing some of the fancy bits like the text writer.

Still, it's possible - but a fair bit of work I'm afraid.