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Voices

The general place to discuss MOD''ing Freelancer!

Post Tue Aug 14, 2007 8:04 am

Well i stripped down the EW02_01 base and system, removed all encounters, patrols, removed all zones and asteroids and nebula and it still worked.

Messed with the arch, changing from base, to dock ring etc and it still worked and in fact it amended the launch chatter to reflect the docking ring..something like "Planetary exit was successful"

As soon as I copied and pasted the base entry into another sys...silence.
Ku06 and Ew02 only have one base in the sys, Im hoping its not this thats the cause of it.

....still trying

Post Tue Aug 14, 2007 10:14 am

Strail, do a test for me; add it to Omicron Theta (Ew04) as base (Ew04_02)... something you said reminded me of something I've gotten.

MK

Post Tue Aug 14, 2007 7:39 pm


Ku06 and Ew02 only have one base in the sys, Im hoping its not this thats the cause of it.

To the best of my knowledge, isn't the local_faction of these systems the same as the local_faction of the base? Does that maybe have something to do with it?

Perhaps a good experiment is to try placing the base in an empty system with the base's local_faction as the system's local_faction.

Post Wed Aug 15, 2007 6:09 pm

If it helps, I have identified all the wav files that we need. They are embedded in the atc_leg_m01.utf file (there are 425 of them). Different 'pieces' are:

Freelancer
Alpha
1
dash
1
you are now cleared for launch
Good luck out there

A cool one that I have never heard in the game is:

Planetary exit was a success!

Like most of you I am still trying to figure out
a) Why only ew02_01 seems to be working for the launch voice
b) How it picks the individual pieces to respond with

Edited by - DwnUndr on 8/15/2007 7:10:12 PM

Post Thu Aug 16, 2007 6:07 am

Dwnunder, are the extracted .wav files related to permuation_count misc_wellwish string?

Also, I don't have much knowledge of modifying these dll files within the exe folder other than that a bit of reading from Dev's forum of limit breaking 101.

What I do believe is that the dlls strings/instructions and commands of voice calls refer to voice_properties (correct me if I am wrong) I don't know anything about where to look in common.dll to change these voice files.

For the docking ring Strail, um... have you added the following line into the docking ring?

Please tell me right away if the solution does not present the desired result

Behaviour = NOTHING

If the docking ring has not been talking at all then you need to put this in as well as pilot = pilot_solar_hard to work

As I have been I am still trying to get this issue to turn the tables the right way up. This is my offered suggestion, I believe it works because I, myself made a way to access St01 system, that is one of the Omicron major systems and when I set up the docking ring myself, it defnitely talked, especially when I undocked and it said the 'good luck out there' voice .wav file

Edited by - futuristic m1 on 8/16/2007 7:14:58 AM

Post Thu Aug 16, 2007 12:09 pm

Here is a link to the files I extracted:

http://ripteam.com/atc_leg_m01WAV.zip

The numbers after the permutations do not seem to be for number of sound files?

For instance, of the 28 permutations, only 5 seem to be for allowing docking or launching:

...transreceived, 2
...wellwish,2
...hailmethod, 7
...proceed, 1
...clear_ring, 2

My blurb above "Freelancer Alpha 1 dash 1, you are clear to launch, good luck out there" contains 7 sounds for a launch, for a planet that might be 6. It doesn't seem to correspond to any of the above.



Edited by - DwnUndr on 8/16/2007 6:54:28 PM

Edited by - DwnUndr on 8/16/2007 6:56:09 PM

Post Fri Aug 17, 2007 10:00 pm

DwnUndr

I have the exact answer to the mystery of those numbers next to permutation count

The numbers next to permuation count in voice_properties.ini in the mission folder tell how many of the voice string files there are for the game to choose from such as gcs_phail_blowoff string (see below)

permutation_count = gcs_phail_blowoff, 2

This tells the game there are two gcs_phail_blowoff strings because of the two next to it. Therefore once the game recognizes it, it will select by randomly two codes that are in voice_space_male.ini or whichever ini file it is stored in the audio folder.

When you look at these ini files in the audio folder, a lot of them will have more than one type of reference such as this

[Sound
msg = gcs_phail_blowoff_01-
duration = 1.820862
attenuation = -6
Priority = -6

[Sound
msg = gcs_phail_blowoff_02-
duration = 1.927619
attenuation = -6
Priority = -6

See these strings? that is the result of the permutation count. Because permutation count string has the number 2. The game will select 2 in the voice_space_male.ini or whichever ini file it is in the audio folder.

If the permutation count is changed to 1. Then it will only play the msg = gcs_phail_blowoff_01- in the voice_space_male or if it's in the ini somewhere in the audio foler because this msg = gcs_phail_blowoff_01- is the first one and the game is commanded in permutation count to select only 1 to play. So if you have 2 then it will randomly select 2 depending on the priority I am sure.

The permuation count numbers are like the record of how many of it's kind of code is stored in the ini's in audio folder. This feature of numbers are vital to adding newer voice files.

If you were to add another gcs_phail_blowoff you will add it in the ini folder in the audio folder and write it like this msg = gcs_phail_blowoff_03- write it like this or the game doesn't know if it is the third one. Then you change the permuation count to 3 in the voice_properties.

And of course reading my tutorial and doing the crc identifications to change the replace current voice files or add voice files in the utf files will also need to be done to make it successful

Hope this helps you DwnUnder have fun in Freelancer!!

Post Fri Aug 17, 2007 10:05 pm

So we could change all the references to a 1 or 2 and add full length wav files to new entries to play custom messages? This would mean not using their bits and pieces, but adding (or modifying) the entire sentence.

Still need to get a new base to reliably even play an exit sequence though...

Post Fri Aug 17, 2007 10:36 pm

Yeah, I have jumped to answer part of your question, you can add voice files to be played alongside the existing ones and you can also replace original ones as well.

It has been done, and I have investigated it's results. It works

But what you said up there, the game does not play full .wav sentence files if that is what you are saying, it plays a number of .wav files to make it sound like a sentence, which of course the way the game makes it work as the designers of the game did of it

Now to the other bits you are asking....

Edited by - futuristic m1 on 8/18/2007 12:24:21 AM

Post Fri Aug 17, 2007 10:39 pm

I should be aware that behaviour may not be the answer to all exit sequences, let me investigate this matter further.

I think it could be related to the deliberate absence of permutation count strings. Or it could be the removal of certain references in the ini's in the audio folder

DwnUnder can you provide me the voice files (not the actual files) just the words of what you are trying to apply changes. The words that the .wav files play

To make sentences, the voices will work in bits. They work in seperate .wav files to make one sentence and it all gets together by the string commands in voice_properties.ini and ini files in the audio folder.

As strial said he tried boosting priority values and adjusting them. I believe that it's because of the dll files in the exe folder that are limiting how high the numbers and how low the numbers in priority can be. I, unfortunately do not know the address using the hex editor to locate it if there is one at all. Strail had been explaining about dlls.

Strail, do you know anything about the content that is inside the dlls, would it be okay to tell me what you know about them, it will be more helpful

DwnUnder, I will keep trying and report to you as soon as it is successful.

Also, the tutorial I have made in pdf format of voice modifications has been pusblished on the downloads section of lancersreactor.com download it if you want to work out how to change voice files or potentially add them

Edited by - futuristic m1 on 8/17/2007 11:43:09 PM

Post Sat Aug 18, 2007 1:47 am

Nice job on the tutorial mate!

Post Sat Aug 18, 2007 1:50 am

Thanks a lot DwnUnder I appreciate your reply, the tutorial focuses on the editing of commoditiy voices, pilot voices of talk and those related to combat engagement are coming soon as I have just finished making sure of everthing! It won't be long

Edited by - futuristic m1 on 8/18/2007 2:50:43 AM

Post Mon Aug 20, 2007 6:42 pm

Great news! Sort of, lol.

I figured how to make the launch voice appear! The brainiacs among you will have to figure how to expand this. More at the bottom.

I was testing a system I am making and was startled to discover that not only one, but two bases talked to me when I launched! Then I noticed where they were located and it all fell into place.

EW02_01 base (the one I had noticed in vanilla that talked) is located at 1742, 0, 851

My two talking bases (side by side) are located at 1200, 0, -1200 and -1200, 0, -1200

Get it?! The center of the system. I made a test system with four bases and moved them closer and closer to the center as I tested and discovered that ANY base placed within 2200 units of the center of the board will talk. At 2400 units they do not talk.

So, can someone who is smarter than me look through the exe's or dll's and see if you can find this limit and a hex edit that will expand to 200,000 or so?

Post Mon Aug 20, 2007 10:28 pm

=O

I'm on it.

Edit: Okay, 15000 seems to be the magic number, but I haven't been able to find it so far. I do know that if you place a station at 15000, 0, 0, it talks, but if you place it at 15001, 0, 0, it doesn't, so I'm fairly sure that it IS the range.

Edited by - fox Unit 01 on 8/21/2007 12:11:52 AM

Post Mon Aug 20, 2007 11:54 pm

Wow, that is a bigger range than I am finding.

BTW, some entries seem to be the square of the number, search for that as well.

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