<!--quoteo(post=223231:date=Nov 25 2007, 01:12 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Nov 25 2007, 01:12 PM) [snapback]223231[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=223053:date=Nov 24 2007, 05:08 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Nov 24 2007, 05:08 PM) [snapback]223053[/snapback]</div><div class='quotemain'><!--quotec-->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?<!--QuoteEnd--></div><!--QuoteEEnd-->You are damned right : there is this problem, if the player press the space bar to fast he do gets all the sounds jammed. Some extra coding work is required to prevent that.
<!--quoteo(post=222840:date=Nov 23 2007, 06:54 PM:name=Arbitterm)--><div class='quotetop'>QUOTE(Arbitterm @ Nov 23 2007, 06:54 PM) [snapback]222840[/snapback]</div><div class='quotemain'><!--quotec-->That would be wonderful sir. If you could translate that conglomeration into concise text, I could record it.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->
I parlty disagree with Pieter Boelen. The .h file is rarely enough to understand the dialog and recreate who says what and in which order. The way the stock game was translated by Ubisoft is a perfect illustration : it is obvious that many times the translators didn't knew how many persons there were, who was actually talking, etc. Or what those bits of sentences were supposed to mean alone. So first recreating a normal text clear enough to avoid mistake while recording looks like a very important step to me. So Arbitterm, if you need help for that part, I'd be glad to help you, as said before... I was ready to start with Nigel quest, but if you prefer a smaller quest to begin as Pieter suggest it...
So for now we agree on :
- we will only record NPC talks. The main character can be anybody, male, female or even skeleton - so it would be to much work, and it might bother the player to have to much sounds. The NPC is enough
- we have to think about how to avoid sounds jam when the player press the space bar before the dialog's over.
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Why no simply the dialog you read in the beginning by the guy who's reminding you about stuff (I'm bad with names). I think that would make a good starting point as it'll be really easy to test as it's right in the beginning.