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Privateer Voice Mod

Here you can find news, get help and comment about the Privateer / Wing Commander Total Conversion called ?Privateer: The Reckoning? and accompanying Mods

Post Sat Apr 24, 2004 3:39 am

The original Privateer speech pack (speech.exe and speech.pak) is about 4 megs compressed. The speech itself was crammed into speech.pak (it's in playable wave format, 11khz, just rename it to speech.wav and windows sound recorder should be able to open it fine) with the voices running one after the other. I suppose if you want it, I could send it to you.

Edit: I know you already have the Privateer voices, but if you want the entire original caboodle in it's uncut glory, it's yours

Edit 2: Wtf, sound recorder couldn't open it. I used a command-line player (plany15.exe, any old people from the days of DOS might recognize it ), and it played just fine. Open it using a proper sound editing program, I suppose.

" In Defeat, Malice; In Victory, Revenge! "


Edited by - Trucidation on 4/24/2004 4:46:15 AM

Post Sun Apr 25, 2004 12:25 am

Tested it.
Seems okay.
Still don't like the ids not found error.
I've already uploaded v2.4, so this will have to wait for v2.5.

Watch your 6!

Post Sun Apr 25, 2004 6:06 am

@Tolwyn

I *may* provide you extracted files in their raw form, but by no means with the improved versions, which are solely for wing commander saga
WC Saga is a Freespace 2 mod right? I guess, I'll never be able to hear those quality sound files, because I never bought that game.

BTW, a thought occurred to me about "taunts." When people were trying to develop the cloak, they inserted the "action to cloak" into the game linked to a specific key on the keyboard. They could make it any key they wanted. What if, you could make keys link to sound files, where you can use WC3 taunts or something.

Sir S

Post Sun Apr 25, 2004 6:32 am

let's just say, that Wing Commander Saga is based on Freespace 2 engine, which is oopen source now and was improved numerous times.

Wing Commander will be a stand alone game by the time it will be released


Wing Commander Saga
Wing Commander Saga Forum
~Project Head of the "Wing Commander Saga: Battlegroup Serpent" Project
I still loveWing Commander. Given the right opportunity, I would definitely revisit it." - Chris Roberts.

Post Sun Apr 25, 2004 9:35 pm

Swiftr:
A thought about the ids error...
In several of the system files...
There are voice files listed, the LI01, and FP7, files come to mind.
I wonder if doing the same thing would solve that problem?

Watch your 6!

Post Mon Apr 26, 2004 7:08 am

@Trucidation
sounds interesting, if you could send me the whole stream in mp3 or wav format I'ld be very pleased. My email is [email protected]

@warzog
If think the voices which are listed in the system files are the atc files for the bases. And when I removed all the atc changes I still get the "Failed to load ids" warning message.
Very strange all these FL warnings.... ;-)

Post Thu Sep 02, 2004 9:58 pm

You said you were going to send the files for me to work on, but I never got them.
Try [email protected]
(I have a 10mb limit on the mailbox, so keep files under 9mb, and spread any extra over several days.)

Watch your 6!

Post Sat Sep 04, 2004 7:45 am

yea, sry, I forgot. I will send them to you soon.

So here I'll write down my experience with voice modding, maybe there are more people than warzog who want to learn something.

Lets get started with the needed tools: FLHash.exe and utf_edit.exe
Can't remember where I got them but they should be easy to get.
You need utf_edit to open the .utf files in the Freelancer/AUDIO folder.
These utf files are filled with the voice wave files ( 20kb/s, 11Khz, Mono, MPEG Layer-3 ).

The problem of these files is that their names are the hashed FL commands. The commands stand in the voices_space_[female/male.ini
For each utf file there is a [Voice tag, followed by nearly alle the included streams ( marked as [Sound ).
So to see which file in the utf you have to replace, you need to look up the command in the voices.....ini and then use FLHash with it. Just open the DOS Command, go to the flhash folder and enter for example "flhash gcs_combat_announce_flee_01-". You will get three numbers and the last of them is the code of the voice file in the utf file. Then you can easily replace it with utf edit.

Ok, these are the basics. Now to what I've done for the Privateer Voice Mod.
I thought the easiest way would be to make completely new utf files for each type of voice ( Kilrathi, Male Mercenary, Female Mercenary, .... )

To do this I first looked up the existing voice commands in the voice_space_[male/female.ini to see which I could use for my voice mod.
Then I editet the ini and included my commands there.
Like this:

<pre><font size=1 face=Courier>
[Voice
nickname = pilot_retfem
script = SC_FMHEAD_MOTION_WALLA_CASL_000LV_XA_%
script = SC_FMBODY_CHRB_IDLE_SMALL_000LV_XA_05

[Sound
msg = gcs_combat_announce_flee_01-
duration = 3.506667
attenuation = 4
Priority = -5

........
</font></pre>

Then I went to the bottom of the ini and included the also needed VoiceProp Tag:

<pre><font size=1 face=Courier>
[mVoiceProp
Voice = pilot_retfem
gender = female
supports_roles = dockrequest_docker, combat_lev_3, random_mission_ship
</font></pre>

I don't know what the different combat_levels are but the other entries are easy.


Next I went to the Freelancer/MISSIONS folder and edited the Voice_Properties.ini. There you have to define the number of the same commands so that FL knows when it can randomly choose between the voices with the same meanings.

<pre><font size=1 face=Courier>
[mVoiceProp
voice = pilot_retfem
permutation_count = gcs_combat_announce_ff, 2
permutation_count = gcs_combat_announce_flee, 2
permutation_count = gcs_combat_brag, 2
permutation_count = gcs_combat_engaging, 2
........
</font></pre>


Ok, so now I only needed to make the utf file. So I started utf_edit made a new file, converted the command names ( msg=.... ) from the voices_space_....ini into the hash names and put them as entries into the utf file. I only had to include the wav files for each entry then, and a new voice file which I could inlcude in the faction_prop.ini was ready.


But there always came error messages in the FL log which told there a missing files. And I could find out which files, so I gave up and now I nearly forgot about Freelancer, but maybe this helps you to understand what I've done.

And good luck :-)

Post Mon Sep 06, 2004 11:51 am

Info I've discovered:
The Combat Levels refer to the type(s) of encounters.
(I don't recall the exact codes.)
Mission Only Encounters: 2 types-Hostile and Non-Hostile encounters.
Non-Mission Encounters: Again, Hostile and Non-Hostile encounters.
Random Mission Encounters: Also, Hostile and Non-Hostile encounters.

As to the error messages...
They're cause by an insufficient number of files in the voice-----.utf file.
Just as with any other file in FL, Shiparch.ini, Market_Ships.ini, etc, FL looks for certain things in the Voice-----.utf files.
If they aren't there, you get an error.

In the voice-----.utf files, there are several formats.
The first type(s) are male & female.
(Each of the formats has at least one male and one female version.)
(In most cases, there are more male versions than female versions.)

Next comes what I call the "Where?" formats:
These fall into 4 categories:
In-Space, aboard a ship.
In-Space, at a docking ring or docking port.
Planetside, a character that you can "talk to."
Planetside, a character that you can't "talk to," IE: ship dealer, etc.

All of the voices have Numbers, Faction/System/Base names.
In-Space, aboard ship, voices have Taunts, Warnings, and Cordial greetings.
In-space, Docking, voices have Docking messages.
Planetside, Talk To, voices have greetings, rumors, and "Know About" messages.
Planetside, Non-Talk To, voices are the most basic ones, and can be part of other voices.

Certain characters can only use certain voices.
And each head can only use certain voices.
IE: There's only one Robot Voice file, but all 5 Robots use it.
AND...
That one Robot Voice is used for all planetside Robots, but can't be used much in-space.
(Cargo ships can use the robot voice, but not fighters.)

Watch your 6!

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