portal64-still-alive/.gitignore

23 lines
198 B
Plaintext
Raw Permalink Normal View History

2024-11-07 06:02:53 +00:00
*.blend1
2022-02-27 23:41:51 +00:00
*.elf
*.map
2024-11-07 06:02:53 +00:00
*.o
*.obj
2022-02-27 23:41:51 +00:00
*.z64
2024-11-07 06:02:53 +00:00
.vscode/
2022-02-27 23:41:51 +00:00
build/
2024-11-07 06:02:53 +00:00
debugger/
gfxvalidator/
assets_working/
2022-05-01 03:51:08 +00:00
portal_pak_dir/
portal_pak_modified/
Dynamic Captions Building and Enhancements - python file added and invoked at make that produces a subtitles.c and subtitles.h synamically based on the closed captions files present inside of the resource/ folder - added an in-game slider to choose from the languages which were dynamically loaded at time of building. - if no closecaption files are present at the time of building, the script will still make the subtitles.c/.h but it just wont have any data. This will also result in the two menu items relating to closed captions being removed. - the names of subtitles in the .yaml files are the upercase versions of the names of subtitles in each subtitle file, so that they are easy to find. - fixed margins on sides of subtitles - fixed color of subtitles to be more visible - sped up the fade in and out animations. - automated new-line breaks. Issues I have seen: - if you load more than like 6 closed caption languages into the resource/ folder the game doesnt seem to want to start up once built. I think this is due to the sheer size of the subtitles.c file that is generated. I would love some feedback on how to make this work a little better/be more memory efficient, as it would be nice to have every closed caption language available on every build. - languages with very unique characters (chinese, japanese, korean, greek, etc.) do not work because the python codec that is used to decode/encode the files doesnt support them. for now that logic is in a try/except so it wont fail, it will simply skip a language that is not supported.
2023-10-10 02:09:22 +00:00
resource/closecaption_*
2024-11-07 06:02:53 +00:00
vpk/
Dynamic Captions Building and Enhancements - python file added and invoked at make that produces a subtitles.c and subtitles.h synamically based on the closed captions files present inside of the resource/ folder - added an in-game slider to choose from the languages which were dynamically loaded at time of building. - if no closecaption files are present at the time of building, the script will still make the subtitles.c/.h but it just wont have any data. This will also result in the two menu items relating to closed captions being removed. - the names of subtitles in the .yaml files are the upercase versions of the names of subtitles in each subtitle file, so that they are easy to find. - fixed margins on sides of subtitles - fixed color of subtitles to be more visible - sped up the fade in and out animations. - automated new-line breaks. Issues I have seen: - if you load more than like 6 closed caption languages into the resource/ folder the game doesnt seem to want to start up once built. I think this is due to the sheer size of the subtitles.c file that is generated. I would love some feedback on how to make this work a little better/be more memory efficient, as it would be nice to have every closed caption language available on every build. - languages with very unique characters (chinese, japanese, korean, greek, etc.) do not work because the python codec that is used to decode/encode the files doesnt support them. for now that logic is in a try/except so it wont fail, it will simply skip a language that is not supported.
2023-10-10 02:09:22 +00:00
tools/vtf2png*
2022-11-11 16:46:40 +00:00
2023-12-17 02:19:24 +00:00
log.txt
2024-11-07 06:02:53 +00:00
log_images/