Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Modding, Customising, Editing » Obsolete speech files?
Obsolete speech files?[message #353726] Sun, 10 June 2018 13:41 Go to next message
townltu

 
Messages:276
Registered:December 2017
Location: here
Not sure if this has already come up,
only instance of string "_071.wav" appears to be posted by inshy which at least does not contradict my theory:


During an attempt to create a new files for a speechset, namely:

QUOTE_GOING_TO_AUTO_SLEEP,
QUOTE_WORK_UP_AND_RETURNING_TO_ASSIGNMENT, // woke up from auto sleep, going back to work


i checked for original quotes nnn_071 & nnn_072 to get some feedback for cuts,
but could not find any among the original files that I extracted from speech.slf,
and obviously they have not been added later for the original characters,
there are only some 071/072 files belonging to speechsets that were added later,
by modders who perhaps were not aware that these are not required
as they probably just took the full list as reference like i did.

Note i dont hire wildfire mercs in general, but used other mercs that were added and have the 071/072 lines,
but cant remember to have heard somebody speak those added 071&072 lines,
unless not unique like "gimmi a break" by Leech.

So am i right drawing the conclusion that nnn_071 and nnn_072 are not required at all
as the code never selects one of them?

If so, is there another way than wading through tons of files in order to reveal obsolte lines/files in the list?
List taken from Flugentes "Adding a new character" topic
Toggle Spoiler
[/align]


p.s.
Also no 077 aka "Swimming in water. Sinking" for any of the old mercs.

[Updated on: Sun, 10 June 2018 14:22]

Re: Obsolete speech files?[message #353727 is a reply to message #353726] Sun, 10 June 2018 14:10 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
There are a few files that aren't used at the moment, but it's not like we cannot use them later on - the same was true for 47 and 48, which we now use for mercs refusing to eat/smoke. If a file is missing the merc simply won't say anything, so this isn't dangerous.

As far as finding out which lines are used... the only way is to search for each one of them in the code I'm afraid.



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Obsolete speech files?[message #353728 is a reply to message #353726] Sun, 10 June 2018 15:31 Go to previous messageGo to next message
edmortimer

 
Messages:1078
Registered:January 2015
Location: Home Free
Quote:
Also no 077 aka "Swimming in water. Sinking" for any of the old mercs.


This one I know will be used by the game if it is included. I have used it for at least one Merc who cannot swim - and when he drowned it was used. The bad part about it is that there's nothing you can do to save the Merc from drowning. There is no code to let the Merc tell you that if he goes into the water he'll drown.




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum


Re: Obsolete speech files?[message #353729 is a reply to message #353728] Sun, 10 June 2018 16:34 Go to previous messageGo to next message
townltu

 
Messages:276
Registered:December 2017
Location: here
Thank you both for feedback.


Quote:
There is no code to let the Merc tell you that if he goes into the water he'll drown.

Weird because a you perhaps already know the appropriate message exists as e.g. 000_034.wav,
34 is called "waterphobia" and "wont go in water/feel uncomfortable/forgetful/nervous" in my lists and "QUOTE_PERSONALITY_TRAIT" above.

I am quite sure to have heard waterphobia unrelated nnn_034 messages,
e.g. MDs "the heat in this place is ..." which iirc only pops up in hot sectors,
Fidels "... come back as big bird ..." and Razors "... dont know why everybody thinks im psychotic ..." etc,
which are unique, i.e. same file is not used in game multiple times.
Perhaps something is broken like game does not detect distance to water for nonswimmer,
fails to call the audio file for water_too_close, ...



Quote:
... there's nothing you can do to save the Merc from drowning. ...

Another merc with lets say commando frogman background should easily be able to save the drowning person,
but since nonswimmer is considered a weakness, it lowers opinion in exactly the wrong moment
so that nobody is willing to help at all :D

Re: Obsolete speech files?[message #353746 is a reply to message #353729] Mon, 11 June 2018 21:12 Go to previous messageGo to next message
sob1

 
Messages:12
Registered:June 2018
Interesting conditional interaction! (I have a contribution to the forums-- a new IMP with voices-- but I need 5 posts to share it)



Dr. Phil as a playable comedy IMP: http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=353751&#msg_353751

Lawrence of Arabia as an IMP:

http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=353801&#msg_353801
Re: Obsolete speech files?[message #353764 is a reply to message #353746] Tue, 12 June 2018 20:02 Go to previous messageGo to next message
townltu

 
Messages:276
Registered:December 2017
Location: here
Question expanded to .GAP files:

I recognized they are completely missing in Ryder Twins & Max Payne package,
does it make sense to add them at all?
Or can i save the effort to convert all .ogg files to .wav format so i can feed them to the gap file generator.
(gfg v1.20 loads .ogg but reports error on failure creating the .gap,
in case pls tell me if there is a better one which does not require an install routine)


Or does the game generate eye&mouth movement if the related .gap file is missing,
and if so is the outcome good enough compared to generated gap files?


I also noticed several instances for e.g. the "curse" message of a character in said package,
they appear to share a naming convention.
So is it correct to call my 1st "curses" sound [pcID]_curse2.ogg and increase the number for my other "curse" options,
and if so is the random distribution linear?

_____
only 23 left ;)
Re: Obsolete speech files?[message #353765 is a reply to message #353764] Tue, 12 June 2018 20:29 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
The game uses default .gap values (not sure from where), which seems fine enough for me. I didn't even know there was a gap generator ;-)

I relatively recently altered code so that the number of BattleSNDS is effectively unlimited. The sound used is randomly drawn from all fitting sounds found.



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Obsolete speech files?[message #353766 is a reply to message #353765] Tue, 12 June 2018 20:38 Go to previous message
townltu

 
Messages:276
Registered:December 2017
Location: here
Thanks a lot for fast and detailed response

____
21 left ;)
Previous Topic: Changing Tilesets
Next Topic: New (unofficial) IMP: Dr Phil McGraw
Goto Forum:
  


Current Time: Mon Oct 22 03:14:40 EEST 2018

Total time taken to generate the page: 0.01112 seconds