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    Maelstrom New Horizons


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Hey! You're still a full 1000 posts ahead of me. I don't think you have anything to worry about. Not to mention I don't use the games to increase my postcount. And I don't particularly care about it anyway. Just a bit... <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
still, i'm slightly nervous with you breathing down my neck. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
So how the heck he's Cadet Officer while Morgan was Future Esquire at this level of post count? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Because one can set his own title if you've reached a certain post count. I set "Cadet Officer", because that is the highest true title I have (had). When I was away sailing aboard the cruiseship, I was Cadet Officer. Perhaps in a few years it will say "Fourth Officer". <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--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 spacebar before the dialog's over.
 
<!--quoteo(post=223231:date=Nov 25 2007, 07:12 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Nov 25 2007, 07:12 PM) [snapback]223231[/snapback]</div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->I haven't got the SLIGHTEST idea how to do that. We'd need to somehow stop the playing of a sound file, but I don't know how to do that. Something to find out, I suppose. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=223231:date=Nov 25 2007, 07:12 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Nov 25 2007, 07:12 PM) [snapback]223231[/snapback]</div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->I <i>do</i> agree with <i>you</i> though. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
I think making sense of the dialogs will be really simple though. Check out the <a href="http://www.s31clan.com/privateftps/pietersmods/potc_downloads/tools/dialogmerge.zip" target="_blank">DialogMerge</a> program. You can use it to select the .c file and the .h file and this program will merge them into one file.
 
i'm not sure, but i think the sound thing might solve itself. there's only one music soundtrack playing after you go from a storm into regular sailing after all. although i think that's related to reloading. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> isn't there a 'stop' command that's usable?
 
I just tried out the Dialogmerge.exe - really nice! How infortunate that you cannot proceed in the other way, opening a merged file and unmerged it.
 
I think a program to do that was in the works once, but was never finished. At least we do have DialogMerge, which is better than nothing at all. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--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.
<!--QuoteEnd--></div><!--QuoteEEnd-->


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.
 
true, but you'll be amazed by how many dialogue there is for him. besides, i'm not even sure if it's all correct. there have been reports of faulty dialogue for him.
 
I would not recommend starting with the tutorial, because that one is in dire need of rewriting. No point in recording stuff that is likely to be changed later. I would really recommend Rys Bloom: A very short quest involving only only two characters with just a couple of lines each and all taking place in Redmond port. Just make a save in Redmond port and you can test as frequently as you want with the same ease as the tutorial. I do agree it would be nice to have the tutorial spoken as well, but only after the possible but required rewrite.
 
Maybe you are experiencing the "-1 messages" but you should have a message from me, Pieter <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Nov 24 2007, 02:01 PM? Got it. Still need to reply as you obviously noticed. Not sure <i>what</i> to reply, actually. <img src="style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
 
That´s ok. I´ll just ship it off, then <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=223619:date=Nov 28 2007, 10:31 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 28 2007, 10:31 AM) [snapback]223619[/snapback]</div><div class='quotemain'><!--quotec-->I would not recommend starting with the tutorial, because that one is in dire need of rewriting. No point in recording stuff that is likely to be changed later. I would really recommend Rys Bloom: A very short quest involving only only two characters with just a couple of lines each and all taking place in Redmond port. Just make a save in Redmond port and you can test as frequently as you want with the same ease as the tutorial. I do agree it would be nice to have the tutorial spoken as well, but only after the possible but required rewrite.<!--QuoteEnd--></div><!--QuoteEEnd-->

I agree actually. That opening dialog has always seemed to campy for me. Rys Bloom sounds like a good starting spot if someone will be translating. After looking over it myself I feel I lack the capability to make sense of the dialog. When it's done, just post it here. My mic is waiting <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />


PS I may look at the tutorial dialog. Maybe I can rewrite a little bit.
 
By "translating", do you mean something like this?
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->"Hello, [Addressform]. Unfortunately, I've not had the honor of meeting you before, but I can tell you're the captain of that ship down in the harbor."
- "So what? I don't have time for chatting with sailors."
- "I'm [Playername]. What ship are you talking about exactly?";

"The '[Shipname].' She's yours, isn't she, [Addressform]?"
- "How'd you guess?"
- "That may indeed be my ship. But it's really none of your business. Be gone."<!--QuoteEnd--></div><!--QuoteEEnd-->
I see another problem with recording the dialog in the game: Many sentences have variables in them, such as Addressform, Playername or Shipname. What should we do about those? <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
Ah! Funny, I was about to remind you that problem. You outrun me...
That's why I would suggest another quest to start with. One that would avoid thoses variables, if possible. As said before, Nigel Blythe sounds good to me : I cannot see any of thoses variables in its .c file. And it isn't that long either.
 
Anything's fine by me. We need some quest to experiment with to see if the concept would work. So we could just pick any quest and just try and record the dialog from one encounter and see if we can get that working in a satisfactory way. Doesn't really matter which quest. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
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