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Voices

The general place to discuss MOD''ing Freelancer!

Post Wed Aug 08, 2007 1:42 am

Top right hand corner when in any forum, you get a drop down box showing threads of a certain age (since last posting).

Alter it to 10 days or more

Post Fri Aug 10, 2007 12:27 am

Ok last call for help on this before I have to leave it and move onto more productive things.

Post Fri Aug 10, 2007 2:21 am

I think you may be right about the random voice on launch because of the voice set into the base description. But Ew02_01 reliably says "good luck out there". Try your experiments there to see if it makes a difference.

voice = atc_leg_m01
space_costume = sh_male1_head, pi_pirate3_body, prop_mask_outcast

Post Fri Aug 10, 2007 5:50 am

Dwnunder, I apologize for my reply but I believe it is a mistake. The changing of the space costume only makes a sequential selection of head, body and the mask. It is not to do with a random selection.

You see, what you have posted for strail for space costume only defines what type of head, what type of body and what type of mask is used when the voice file is played.

Dwnunder and Strail, this is one problem. You cannot get the .wav file to be played all the time as I believe. You can try changing priority values in voice_base_male.ini or voice_space_female.ini or whichever ini that atc_leg_m01 is stored but depends on what pilot voice reference you are using.

I will try and keep working on it so the game will have 0% ignorance of playing out of the utf file. There are some however that will always respond, such as hailing a pilot.

The other thing I notice as quite strange is that when you dock with a base, the game will play the utf file clearing you to dock as normal. However, if the station is in a hostile situation, such as coming under attack, you will dock without any communication activity telling you where you are cleared to dock. Just dock, no talk and that only occurs in hostile situations when it comes to stations or most specifically solars.

I will continue trying to unravel the mystery behind this

Edited by - futuristic m1 on 8/10/2007 6:52:14 AM

Post Fri Aug 10, 2007 8:12 am

@ DwnUndr

Thanks very much for finding that, it works for me as well, now i will start the investigation.

Post Fri Aug 10, 2007 5:44 pm

Good thing Strail. Good luck with the hunt.

Futuristic M1: No worries, I don't understand the voices at all, heh. I started investigating voice errors (some of which can accumulate rapidly and fill up 6 pages of flspew.txt with a single docking!) to help create a more stable mod. I was doing this a few days before Strail made his post but didn't say anything because I still don't understand it. For instance:

many, many of the bases and planets use atc_leg_m01, but only the particular one I mentioned above gives the launch words. Why? I agree the costume 'shouldn't' have anything to do with it, I was simply being thorough. I looked through the ini and base and room files for that base...nothing different.

Basically I am looking for as many combinations of voices and costumes that I can use (that don't have errors) so that every base doesn't look and sound the same.

What I have done is to clear the ACCTS folder, set myself to launch from the next base, enter the game, undock and redock, then close it all down and look at flspit. Here is a small sample of my results:

RH02_01 Planet Hamburg Robot..clear to land ... 1 error ... Planet
voice = atc_leg_f01a
space_costume = , robot_body_C

RH02_05 Altona Station Male..dock 1 ... 1 error
voice = atc_leg_m01
space_costume = rh_bartender_head, rh_reichman_body

RH02_06 Lubeck Border Station Robot..dock 2 ... MAJOR errors!
voice = atc_leg_f01a
space_costume = , robot_body_C


Example of 1 error:

WARNING: Voice message 2351700488 is invalid for voice 3073825485

Example of MAJOR ERRORS (6 or more pages per docking):

WARNING:General:Sc_MLHEAD_MOTION_SHAKHEAD_NO_000LV_XA_% failed to map JOINT (parent: Root, child: Head) channel.
WARNING:General:Sc_MLHEAD_MOTION_SHAKHEAD_NO_000LV_XA_% failed to map JOINT (parent: Head, child: Head01) channel.
WARNING:General:Sc_MLHEAD_MOTION_SHAKHEAD_NO_000LV_XA_% failed to map JOINT (parent: Head01, child: ROLP) channel.
WARNING:General:Sc_MLHEAD_MOTION_SHAKHEAD_NO_000LV_XA_% failed to map JOINT (parent: Head01, child: B_Left EyeLid) channel.
etc.....

But here is the rub...If you look at my 1st and 3rd example they use the identical voice and costume but one has massive errors! Is it perhaps also tied into base archtype or base ownership?

Also, the first says "Clear to land" (appropriate for a planet), the other says 'Dock 2". Clearly something else is at work here besides the voice and costume declarations.


Edited by - DwnUndr on 8/10/2007 6:53:51 PM

Post Sat Aug 11, 2007 12:45 am

Yes when pressing dock, the game calls common.dll and there are the various permutations depending on the solar used that it calls to define what message it will use - moor, dock, land etc.

So for instance, if you have a dock ring, it will say land. This is driven by the entry in solararch and common.dll.
If for instance you change the EW02_01 base to a docking ring, you get a slightly different exit welcome message which reflects landing/exit a planet rather than a base in space.

what you might find, to get rid of some of these errors is to change the solar arch (archytype) entry to see if this stops the voice error in spit or spew.

Post Sat Aug 11, 2007 4:29 am

Ok, what you say makes some sense, but I still can't understand it all.

Rh02_06 base is archetype=space_police_01

Here is the solararch.ini entry:

[Solar
nickname = space_police01
ids_name = 60215
ids_info = 60216
type = STATION
DA_archetype = solar\dockable\space_police01.cmp
material_library = solar\Solar_mat_dockable03.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 2000, 15000
mass = 10000.000000
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = berth, HpDockMountA, 220.0000, Sc_open dock1
docking_sphere = berth, HpDockMountB, 220.0000, Sc_open dock2
docking_sphere = moor_medium, HpDockMountC, 5.000000
docking_sphere = moor_large, HpDockMountD, 5.000000
docking_camera = 0
solar_radius = 600
shape_name = NAV_depot
hit_pts = 999999961690316250000000000000000000.000000

I don't grasp how it is calling common.dll unless the simple explanation is that somewhere (?) there is a reference that says "for a base say dock1" and for a planet say "Clear to land". If so, ok.

But why does the same voice = atc_leg_f01a give the standard 1 error and the other spews 6 pages of different errors?

And, would I have to then check each archetype with each (of the many) voice variations for errors?

Edited by - DwnUndr on 8/11/2007 5:30:47 AM

Post Sat Aug 11, 2007 6:06 am

DwnUndr your errors have nothing to do with the voice for the base.

WARNING: Voice message 2351700488 is invalid for voice 3073825485

This is cause by a bad encounter/unsuitable faction using the encounter.

WARNING:General:Sc_MLHEAD_MOTION etc.

These are usually cause by the robot commodities dealer, the THN that controls the movements was designed for a human only, yet another of the rush jobs forced on DA by the greed of M$.

**shuffles off with a new headache**

Post Sun Aug 12, 2007 1:53 am


These are usually cause by the robot commodities dealer, the THN that controls the movements was designed for a human only, yet another of the rush jobs forced on DA by the greed of M$.


Ah, thanks for that! So you are saying the error is not from the docking voice, it is from the other dealers (and maybe even people in the bar because there are additional errors I didn't post like NN overflow, SPobjactivate, sound leaks, hostile pick assistance and even helicopter, heh). Interesting. And now I can look to improve upon it.



Edited by - DwnUndr on 8/12/2007 3:04:18 AM

Post Sun Aug 12, 2007 6:06 am


WARNING: Voice message 2351700488 is invalid for voice 3073825485
This is cause by a bad encounter/unsuitable faction using the encounter.

Excuse me if I'm wrong, but wouldn't a bad encounter simply force FLServer to crash? =P

I have to say though, I am curious as to why in multiplayer, only very certain bases wish you well. I don't believe it's any sort of voice priority issue, because I'll make a carbon copy of EW02_01_Base in an empty system and still turn up no results.

Post Sun Aug 12, 2007 3:23 pm

Benjay, I'm afriad that I find something wrong with your explaination: why, if that is indeed the error, would it affect only one base with a robotic head and not another? Note that his first and third bases both use the same body, and even the same voice, yet only the third produces errors. The only difference between the two is that one is a planet while the other is a station. While it may be a red herring, it might also suggest that a script is used for docking, or rather that two different scripts are used for bases and planets. Is it possible that scripts are responsible for the difference in messages too? This is all speculation, I just thought I'd bring this theory up.

MK

Post Sun Aug 12, 2007 4:38 pm

Neuralnet Inbox overflow and helicopter.tga errors = an encounter problem, in my experience

Post Mon Aug 13, 2007 4:28 pm

@ fox Unit 01, area encounters are unlike patrol paths, they are actually quite robust and let you get away with some really crappy coding without them crashing, specific things like a missing piece of equipment in a loadout will CTD you you, but using the wrong ship class, pilot, formation, faction etc. won't.


@ MK, read my post again bud, I said the errors had nothing to do with the base voice/body, The "Voice message" error is a dud encounter, it still works just not as well as it should.

RH02_01_Base - bartender and dealers are all human - no errors
RH02_05_Base - bartender and dealers are all human - no errors
RH02_06_Base - bartender and dealers are all robots - craploads of errors

That's what I get with those bases vanilla settings ie no mods, you also get those errors in every other base that uses robots in the ROOMs.

@ CV, so that's what the "helicopter" error is, this thread is the second time I've heard it mentioned but as yet (fingers crossed) I've never encountered it, one more to add to my list of errors and possible causes.

**shuffles off with a new headache**

Post Mon Aug 13, 2007 7:09 pm

I see. I've never encountered the "helicopter" error, but I've seen voice message errors. Flak uses Trade behavior for almost everything except actual Patrol Path encounters, since wander is useless and Trade at least makes non-patrol-path NPCs travel somewhere. I probably have some bad reference somewhere, stupid me. =P

But still nothing on launch-voices? I remember I did extensive research on Ku06_01_Base and Ew02_01_Base, and found no glaring differences from normal, non-wish-you-well bases. I think I even did a quick peek into the DLLs and EXEs, but even that turned up nothing special. I'm kinda stumped.

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