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arbitterm

Landlubber
Storm Modder
I make a rule of never joining a mod site unless I intend to offer to help make it better. So, making good on that rule, I'd like to offer my services to this mod team. I am a writer and voice actor so if you need anything pertaining to those fields, I'm your man. I hear you all are making to quests and I'd love to help write the dialog and what not. PotC doesn't seem to use alot of voices but if you're making a mod that requires voices, I'm always good for that as well.

I know that these skills are not the most useful, but I'd really like to help with this mod because I truly believe in it.

Happy Modding! <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
well, i've been fantasising about having the main quest use actual audio dialogue. maybe something to spend some free time on?
 
<!--quoteo(post=222799:date=Nov 23 2007, 02:53 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Nov 23 2007, 02:53 PM) [snapback]222799[/snapback]</div><div class='quotemain'><!--quotec-->well, i've been fantasising about having the main quest use actual audio dialogue. maybe something to spend some free time on?<!--QuoteEnd--></div><!--QuoteEEnd-->


Of course. I have alot of free time. I'd just need the lines.
 
er... there IS a file somewhere which includes all of them. but i wouldn't dare to tell you which, as i'm not sure. someone else will help you out. i THINK the file is quest_reactions.c, or something like that. you'll have to install the build first to get it, of course. preferably the one which includes the newest changes, if any at all.
 
Well, that's great!
When Akella team was working on this game, it looks like they wanted to have all dialogs in sounds too, which would have been great but was not done. The NPC head on the top left corner of the screen just move its lips when you enter the dialog mode to play a single sound (supposed to be a 'greeting'), which have nothing to do with what is written. But it is possible to change this greeting sound before and during the dialog (in Build 13 : NPChar.greeting = "Gr_Maxwell"; in the latest build version it have been changed and I haven't look at it yet), and it is possible to order the game to play the sound again (and have the head moving its lips again) with this line : SetEventHandler("frame", "DialogPlayGreeting", 1);

In fact, this means the whole text of the NPC with whom you're talking could be hear in sound at the same time, it is doable if someone like you actually record those sounds! .
In bonus, you can change the facial expression of the talking head (read the 'smuggling in Douwesen' thread in this forum for more infos, I will post a tutorial on how to do that soon)

Now where you can find the lines : they are in .h files, in the Program\Dialogs\English directory. (for exemple : Pieter Nolt_dialog.h contains the phrases that this Douwesen pirate and the main character says during a dialog.)
To understand how thoses phrases are used by the game, in which order etc : you have to open the .c file having the same name (Pieter Nolt_dialog.c for exemple) in the Program\Dialogs directory.

exemple of .c file :
case "to_douwesen_pirates_2": <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro--> => name of the node<!--colorc--></span><!--/colorc-->
dialog.text = DLG_TEXT[11] + characters[GetCharacterIndex(DLG_TEXT[12])].lastname + DLG_TEXT[13]; <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro--> => what the NPC says<!--colorc--></span><!--/colorc-->
link.l1 = DLG_TEXT[14] + characters[GetCharacterIndex(DLG_TEXT[15])].lastname + DLG_TEXT[16]; <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro--> => what the main character says<!--colorc--></span><!--/colorc-->
link.l1.go = "to_douwesen_pirates_3"; <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro--> => next node<!--colorc--></span><!--/colorc-->
break;

here the NPC says the line 11 of the .h file + the lastname of somebody in line 12 + line 13
the main character answer with line 14 + lastname of someone which name is in line 15 + line 16


now here is the .h file :

string DLG_TEXT[25] = { <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->=> there are 25 lines in total<!--colorc--></span><!--/colorc-->
"Don't stand here -- get out of my way!", <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->=> caution, line 1 = DLG_TEXT[0]<!--colorc--></span><!--/colorc-->
"...",
"Where do you think you're going, landlubber? Turn around and march -- there's no place here for the likes of you.",
"I'm here to talk to ",
"Alistair Garcilaso",
"Alistair Garcilaso",
".",
"Hold on a minute. Aren't you the very same ",
", whose name makes fat traders tremble in fear?",
"That sounds about right. So what?",
"Wait. Are any of you fellows hiring?",
"Right now, only old ", <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro--> => that's DLG_TEXT[11] ! <!--colorc--></span><!--/colorc-->
"Anacleto Rui Sa Pinto",
" is looking for men, but no one with any sense wants to work for that fool. You can test your luck with him if you want, but I warned ya.",
"Where can I find this ",
"Anacleto Rui Sa Pinto",
"?",
"At the tavern, most likely. He's got rum running through his veins most of the time.",
"Thanks. I'll look for him there.",
"Oh, do excuse me. Make yourself comfortable.",
"Don't worry, I'll do just that.",
"Sorry, but I don't recall him saying he was expecting a scurvy cur with bad manners. Get out!",
"I'm going to go and ask him myself if he wants to talk to me. And you're going to stand here and watch me do it.",
"We'll see about that, scourge!",
"Indeed, we will!",

};

so the real dialog is :
" - Right now, only old Pinto is looking for men, but no one with any sense wants to work for that fool. You can test your luck with him if you want, but I warned ya."
" - Where can I find this Pinto?"



If you want, I could work at getting some of this mess into proper written phrases you just have to say & record - like I just did here. For exemple, you could first work on Nigel Blythe quest, what do you think? That would be to check if this is really doable and how it sounds ingame.

EDIT : Morgan Terror, I don't think Quest_reaction.c is usefull here ; that's where most quests are coded.
 
That would be wonderful sir. If you could translate that conglomeration into concise text, I could record it.
 
Welcome to the forum, Arbitterm! I hope you'll have a nice time here! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

One problem I see occurring with voiced dialogs: There is literally thousands of lines of text with them being rewritten and new ones added as we speak. It seems like an overly big undertaking to actually record all of them. 1) It would be a lot of work, 2) The modpack would gain another GB in size or so. It would be nice to have recordings of the most important lines, but doing everything in audio seems a bit too much to do. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

It would also be nice if somebody could go through all the dialogs and improve them, spell-check them, reformulating them, perhaps add a little more humour. There's plenty of dialog-work to be done if somebody would be willing to do it. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Greetings, Arbitterm <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Nice you found your way in here! You will find, it was not in vain!! <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
well, i was talking about only doing the main quest in audio. or how about only doing the stores, taverns, shipyards, townsfolk and smugglers, things like that? those lines are always the same anyway.
 
For the film main quest it'd be nice if we could use audio clips from the films. But those would have sound effects and music in the background. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
Would be awesome to have audio for the main characters of the curren main quest. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
there's one problem though: he'll need voice actors. i doubt he could do everything by himself, and some accents could prove to be really tricky.
 
<!--quoteo(post=222891:date=Nov 24 2007, 08:57 AM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Nov 24 2007, 08:57 AM) [snapback]222891[/snapback]</div><div class='quotemain'><!--quotec-->there's one problem though: he'll need voice actors. i doubt he could do everything by himself, and some accents could prove to be really tricky.<!--QuoteEnd--></div><!--QuoteEEnd-->

*Does his best Vader impression* I find your lack of faith disturbing. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />


Actually, I've always done rather well with accents so that's no problem. I also agree that doing every line might be tiresome and would add too much. Indeed, not every line needs to be recorded. But quest dialog is a must especially for the main quests. I can do many different voices so that's no problem. Perhaps we could start with a small quest and go from there.

Also, I'd be happy to do some rewrites for the dialog. Once I figure my way around the Build files I'll see what I can do. Does anyone have any dialog that really sucks? A particular character or something?

Happy modding! <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
sounds good then!

no, can't think of any. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> not yet, at least. be sure to make the talk stop when the player presses space though. otherwise you'll get various sound files being played through each other, and we don't want that do we?
 
Translate? The dialogs can be found in the PROGRAM\DIALOGS\English folder. Here you can find the text in plain English. Note that about half the lines are the player speaking and half the lines are the other character. Perhaps you should only record the lines from the non-player character. You could start with one of the side quests. Just pick a quest you like, I should say. A simple one. Perhaps you could start on Rys Bloom, the hireable officer in Redmond port. This is a very short quest where you have to talk to only two characters. Could be a good start for testing the concept of spoken dialog in the game.
 
i agree on only having the NPC's getting audio dialogue. otherwise you might get some wierd results when talking.
 
My thought exactly. NPC starts talking, when he's done, you select the next option, then you start talking and you either have to wait for yourself to finish talking or you would have the NPC talking through your own dialog. Not good. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />

(In case you don't know: NPC = Non-Playable Character)
 
it's used in exactly the same way in elder scrolls IV.

you may not have noticed, but you're almost posting more than i am. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
I have to make up for my six-month absence, don't I? <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
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