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Commit Date  
[r996] by nerius

Making a series of three or four changes to scripts/vid/ffmpeg-overlay.sh which
will allow custom FFmpeg flags to be set on source videos (including base
video) and on output video. For example, scaling will be possible on all
source videos and images, and on the final output video. Much more will be
possible as well. This change simply introduces the '[N:v]null[videoN]' chain
terminology to overlay images (where 'N' is a number starting from zero) to
overlay images. This was already present in overlay video and on the base
video. The 'null' inside of this term will then be possibly modified with
scale properties etc.

2023-09-09 15:54:10 Tree
[r995] by nerius

Adding newer ffmpeg-overlay.sh script which has finer control of audio. Making
use of it in .compile-video-base.sh. Changing default level in
launch-computer-ai.sh. Adding 'set -e' flag in
combine-video-audio-shortest.sh.

2023-09-08 21:33:57 Tree
[r994] by nerius

Trying to fix lack of audio track in generated video.

2023-09-07 21:55:11 Tree
[r993] by nerius

Fixing spelling error for "${SCRIPT_DIR}/vid/ffmpeg-overlay.sh".

2023-09-07 21:50:04 Tree
[r992] by nerius

A first stab at copyright watermark using GIMP and ffmpeg-overlay.sh. Not
tested yet.

2023-09-07 21:45:32 Tree
[r991] by nerius

Adding Javadoc comment explaining naming convention of generated frames.

2023-09-07 21:43:23 Tree
[r990] by nerius

Adding img/transparent-image.sh script plus the needed new-image.scm GIMP file.

2023-09-07 20:55:50 Tree
[r989] by nerius

Defining scripts/.functions.sh. Moving some scripts to scripts/vid/ and others
to scripts/img/. Adding GIMP infrastructure. Simplifying existing scripts by
making use of .functions.sh. Renaming some scripts to dot files, e.g.
.generate-audio-track.sh.

2023-09-07 20:48:14 Tree
[r988] by nerius

Renaming LevelFinishedCausesNullNextBlock to FinNextBlockInterceptor because
this logic now also handles gameOver() states. It was needed to abstain from
calling the underlying nextBlockChanged() after gameOver(), because the game
logic will be calling BlockSource.getNextBlock() any number of times after
gameOver(), and when NextBlockSource is used, it also triggers a call to
nextBlockChanged(). We don't want that.

2023-09-06 21:43:12 Tree
[r987] by nerius

In SimpleGameLogic, on GAME_OVER also recording one next block after all other
events. This is causing problems right now, but I know how to fix and am
working on it. The problem is that the act of asking for the next block, for
purposes of recording to stream, is causing the next block display to be
changed automatically. Solution is to augment LevelFinishedCausesNullNextBlock
a little bit, perhaps even changing its name.

2023-09-06 21:26:43 Tree
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