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Old 17 August 2006, 19:32   #21
DamienD
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I can upload the English DOTT that I have for you if you want?

... though MONSTER.SOU is compressed to MP3.
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Old 19 August 2006, 04:29   #22
pbareges
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sorry guys i tried hard but it seems difficult to make both the mod player and the samples player coexists peacefully. it seems that both of them are putting kind of lock on audio.device....not competent enough for this!
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Old 07 September 2006, 11:38   #23
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Quote:
Originally Posted by pbareges
sorry guys i tried hard but it seems difficult to make both the mod player and the samples player coexists peacefully. it seems that both of them are putting kind of lock on audio.device....not competent enough for this!

i have a problem, game is more speed on 030 & 060 so musics are cut....

HAve other gyus same problem?
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Old 07 September 2006, 18:41   #24
pbareges
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hi bertrand,

did you get the last version with gfx bug patch and music loops fixed ?

as explained earlier, i forced fast mode by default but please try the following :

Right Shift+G : normal mode (slower),
Right Shift+F=back to fast mode,
+ or - on the numpad to adjust text speed.

let me know if it solves the problem.

thanks for your great job.

philippe

PS: does anyone has scummvm68k 0.2.0 from nogfx sources ?
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Old 14 September 2006, 17:31   #25
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Quote:
Originally Posted by pbareges
hi bertrand,

did you get the last version with gfx bug patch and music loops fixed ?

as explained earlier, i forced fast mode by default but please try the following :

Right Shift+G : normal mode (slower),
Right Shift+F=back to fast mode,
+ or - on the numpad to adjust text speed.

let me know if it solves the problem.

thanks for your great job.

philippe

PS: does anyone has scummvm68k 0.2.0 from nogfx sources ?
ok i will try

ps: no sources here
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Old 19 September 2006, 11:00   #26
pTah
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wow im impressed.
i haven't browsed this board for a long time and no i see this. amazing!
any chance to repost it in the zone? :>
i really want to play this one as music-playback is not fast enough on my 030-machine with scummvm...
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Old 19 September 2006, 17:10   #27
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sorry dude, it may take some time for me to put my hand on the package (my amiga/pc/web connectivity is not that great)...but i'm sure someone has a trace of it somewhere, RIGHT? ....

you need the first whole package with game files + modules conversion PLUS the last published executable (with music loops and pointer gfx bug fixed) to make it work.....

anyone willing to update the package with last exec and put it somewhere on the web to avoid this (maybe mountmonkey.com as they already have a collection of amiga scumm ports or killergorilla within his upcoming new site..)...? you may substract original game files from the package to avoid copyright issues with lucasarts... thx.
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Old 19 September 2006, 17:25   #28
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yep, would be great if someone could up this baby somewhere. will be a shame if this version disappears.
the gamefiles are the original pc-ones, right ? i allready have them. maybe somebody can send me the mods and the exe !?
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Old 19 September 2006, 17:29   #29
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the only original game working is the pc cd-rom one because of a protection bug with other release due to the early scumm engine involved
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Old 19 September 2006, 20:56   #30
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so i need the cdrom. should be no big problem.
furthermore i need the mods and the exe, right?

could somebody please upload the mods an the exe again into the zone please?
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Old 20 September 2006, 13:59   #31
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whole package uploaded in the zone ( i found it on my pc)..i think the exe included is the last one...please check and let me know (ie if you've got music loops or gfx bugs related to mouse cursor, it means i'm obviously wrong!)
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Old 20 September 2006, 17:18   #32
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Quote:
Originally Posted by pbareges
whole package uploaded in the zone ( i found it on my pc)..i think the exe included is the last one...please check and let me know (ie if you've got music loops or gfx bugs related to mouse cursor, it means i'm obviously wrong!)
thanks a lot!!!
i'll test it soon.

update:
works fine!!! thanks again.

Last edited by pTah; 20 September 2006 at 17:57.
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Old 20 September 2006, 18:02   #33
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Quote:
Originally Posted by pbareges
sorry guys i tried hard but it seems difficult to make both the mod player and the samples player coexists peacefully. it seems that both of them are putting kind of lock on audio.device....not competent enough for this!
it's a great pity that you're not able to make both the modplayer and sfx(+speech) work together. no i can choose between DotT with music or DotT with speech+sfx...

nevertheless it's great work!!!
maybe sometime something come into your mind about the sfx-problem... :>
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Old 21 September 2006, 22:17   #34
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i extracted the 204 sfx/talks from the floppy monster.sou and managed to convert them in 8svx iff form. i try to find out how i could automate the conversion of samples to protracker modules to make them play in my sound engine....any suggestion ? i'd like to avoid creating modules 1 after another by hand to add 1 one play note at the natural sampling rate at the beginning of the module
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Old 21 September 2006, 23:35   #35
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Quote:
Originally Posted by pbareges
i extracted the 204 sfx/talks from the floppy monster.sou and managed to convert them in 8svx iff form. i try to find out how i could automate the conversion of samples to protracker modules to make them play in my sound engine....any suggestion ? i'd like to avoid creating modules 1 after another by hand to add 1 one play note at the natural sampling rate at the beginning of the module
i'm not into these things but isnt there something like a batchmode or similar. you have to proceed file by file by hand ??? thats ...
do you do that on amiga? dunno if it's possible, maybe with the help of some arexx-scripts it can be automated???
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Old 23 September 2006, 15:29   #36
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so i finally got it working...i converted 204 sfx files to modules and the rules applying of the soundengine are the following :

-music is always played even if it interrupts another music or sfx.
-sfx is played only if no music is played at the time. sfx can be interrupted by another sfx or music.

this is good but unfortunately because of music playing during the intro most of the talkings are not played (which makes half of my conversion job worthless )..still you can enjoy sfx sounds now!!

this time i did not check the game until the end...is anyone willing to complete it to check that it works fine until the end?

also from there i cannot post package in the zone (don't know why )..who can i send it to via e-mail to make him post it in the zone (around 2.5mb zipped)...?
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Old 23 September 2006, 18:55   #37
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WELL I GUESS NOBODY IS INTERESTED ...SO I'LL KEEP IT FOR MYSELF!!

HAVE A NICE DAY!
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Old 23 September 2006, 21:16   #38
ungi
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rerad the post too late. mail it to me, i will post it.
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Old 23 September 2006, 21:50   #39
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i will try this also pbarges, but im working so much lately.. havent had time for much gaming..

Please keep it up.
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Old 24 September 2006, 14:21   #40
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thanks to both of you ...posted to ungi
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