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BCGS Referrer for new bases

The general place to discuss MOD''ing Freelancer!

Post Fri Dec 02, 2005 8:17 am

BCGS Referrer for new bases

Hi, I have been trying to make several new bases for a mod that I'm working on. I'm having a big problem with the BCGS Referrer number for factions that don't already have their own base(Synth Foods). Is there any way to generate these numbers, or does someone have the list of them? Any help would be very helpful.

Post Fri Dec 02, 2005 2:25 pm

the UTF sound-nickname hash can be calculated with CRCtool

Post Sat Dec 03, 2005 5:37 pm

CV I think he means where can he find them, simple answer you won't as both the LSF and Synth don't have the required voices in the UTF voice files. You have to make your own voices and code them into the game but this is a lot of hassle for very little result, I don't know of any mods that have made new voices for their NPC's.

Rebalance 3.5 Dev. Team
rebalance.blue-ion.net

Post Mon Dec 05, 2005 4:43 am

i wouldn't say it's a lot of hassle - i made a new Neuralnet voice in an afternoon with the XMLtoUTF&back converter + a speech synthesizer. but unless you like synthesized voices or you have a really nice suite for making them you'll be recording little scripted soundbytes for quite a while - the neuralnet has about 60 sounds it actually uses to give you an idea.

basically to do a GCS base,you have to record the base name in several voices to match,and add its $gcs name to the voices ini sections, then generate the _UTF_ hashcode/CRC dealie from the $gcs_base_name and prefix it with "0x",and finally import the sound files to each UTF node named with the UTF hex hashcode

Edited by - Cold_Void on 12/5/2005 4:49:23 AM

Post Mon Dec 05, 2005 7:22 am

CV its making the voices match thats the problem, I made an LSF base voice for rvp101 and it sounds fine in game but it took hours to make, hunting through the soundbytes for the correct words and splicing them together.

Rebalance 3.5 Dev. Team
rebalance.blue-ion.net

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