Freedom Reborn

Freedom Force Forums => Mods => Topic started by: JLAfan2001 on July 14, 2009, 07:37:56 PM

Title: Testing base.txt in mods?
Post by: JLAfan2001 on July 14, 2009, 07:37:56 PM
Is there any way to test a base.txt in the rumble room before converting to a mod? If so, how do I do that? I know that base.txt is for intermission briefings but I want to make sure the cameras, the dialogue, head.nifs etc work before converting.
Title: Re: Testing base.txt in mods?
Post by: wickerman on July 14, 2009, 08:11:18 PM
just rename the base files to mission files and run them in ffedit.  If everything works, rename them and you are done.
Title: Re: Testing base.txt in mods?
Post by: JLAfan2001 on July 14, 2009, 08:18:33 PM
I wasn't aware that you can run mission files in ffedit. How do I do that?
Title: Re: Testing base.txt in mods?
Post by: BentonGrey on July 14, 2009, 11:47:41 PM
I believe you just click "Run" in the editor.
Title: Re: Testing base.txt in mods?
Post by: wickerman on July 15, 2009, 12:08:58 AM
yeah on the mission tab you go to the bottom (assuming you have a mission file loaded) and hit run.  A window willopen that will allow you to play the mission.  It only plays the one loaded and automatically fails the mission objectives so you can;t play the one loaded plus the next if you have a whole campaign.
Title: Re: Testing base.txt in mods?
Post by: JLAfan2001 on July 15, 2009, 01:02:15 AM
Does it also play the character dialogue? I would imagine there will be nothing to play because it's not an actual mission just an intermission briefing that I want to test.
Title: Re: Testing base.txt in mods?
Post by: wickerman on July 15, 2009, 01:08:22 AM
if you have the caption and speech files set up properly it absolutely will play the speech.

I don;t do voice work in my mods, so I can't say for 100% that it works, but I have no idea why it wouldn't considering music and sound effects do.




Title: Re: Testing base.txt in mods?
Post by: JLAfan2001 on July 15, 2009, 01:30:27 AM
I don't use voices in my mod either although I would love to do it but that would be a whole new set of things I would have to learn.

In terms of the speech and caption files being set up properly, I suppose that would be the reason why I started this thread really. I know that to get the mission.text captions to work, you would have to open up the mission in the rumble room and the dialogue will show up in the captions.txt. Then you generate the language files in FFedit and now the captions will show up in game. I was thinking it might be different for the captions to show up in the mission briefing because you can't open up the briefing in the rumble room to generate the captions in the captions.txt. So how would I make sure the captions are set up properly in the mission briefing?
Title: Re: Testing base.txt in mods?
Post by: BentonGrey on July 15, 2009, 01:41:44 AM
Save yourself some trouble, JLAfan, use the EZScript Editor man.  It will generate captions for you.  All you have to do then is use FFEdit to generate language files when you are done. 
Title: Re: Testing base.txt in mods?
Post by: JLAfan2001 on July 15, 2009, 02:31:07 AM
That's what I wanted to hear. Thanks, Benton and Wickerman for the help. I wasn't sure if the FFedit would generate the language files from the base.txt to the captions.txt.