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why not replace the names by 'captain' and 'ship over there'? you'd run into it at some point anyway.
 
Good point. We can just partly rephrase the spoken text like that, but keep the variables in the written text. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
What was that game I played recently... Ah, yes, "<i>Neverwinter Nights</i>". This is how Bioware solved this problem: Although your character has customizable name, spoken lines of the NPCs simply omit it, even when it pops out in written text.
 
<!--quoteo(post=223731:date=Nov 29 2007, 06:30 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 29 2007, 06:30 AM) [snapback]223731[/snapback]</div><div class='quotemain'><!--quotec-->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" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

Yes, that's exactly what I mean. And as for the varables, here's how I'd record the above dialog.

"Hello, Captain. 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?";

"That ship over there. She's yours, is she not?"
- "How'd you guess?"
- "That may indeed be my ship. But it's really none of your business. Be gone."

I can work out the variables.
 
Brilliant! Thanks for trying this! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<!--quoteo(post=224242:date=Dec 3 2007, 02:22 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE(PeterWillemoes @ Dec 3 2007, 02:22 PM) [snapback]224242[/snapback]</div><div class='quotemain'><!--quotec-->Arbitterm, where is the poem in your signature from? I have seen it somewhere...<!--QuoteEnd--></div><!--QuoteEEnd-->

It's by Walt Whitman. It's called "Now Finale to the Shore".
 
Whitman! Thx <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I've been thinking again on this project, and finally I came to agree with Pieter on two points :
- Rys Bloom is a pretty good dialog to start after all
- thanks to DialogMerge, 'translating' dialog files may not be necessary

So I've been editing some files in order that the only thing you'd have to do is recording your sounds... I've added onto the FTP a .rar file for you in my subfolder : 'Rys Bloom - for Arbitterm.rar'.
It contains :
- a modified Dialog.c, that allow us to use the Dialog.snd in stead of the Greeting sounds. It should be an improvement compared to what I had released in 'Smuggling at Douwesen' and 'Douwesen Soldiers', for thoses who have tried them. Now this kind of code fully works : <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    Dialog.snd1 = "voice\RYBL\RYBL012";
    Dialog.snd2 = "voice\RYBL\RYBL013";
    Dialog.snd3 = "voice\RYBL\RYBL014";
    d.Text = RandPhrase(DLG_TEXT[41], DLG_TEXT[44], DLG_TEXT[46], &Dialog, Dialog.snd1, Dialog.snd2, Dialog.snd3);<!--c2--></div><!--ec2-->It's not perfect yet as it prevents some greeting sounds in a few dialogs, but that can be corrected very easily.

- edited Rys Bloom files, thanks to DialogMerge and modified in order to have all the sounds you'll create being played ingame


What you have to do :
- download my file from <a href="http://pafiles.com/potc/a%20simple%20virtual%20sailor/Rys%20Bloom%20-%20for%20Arbitterm.rar" target="_blank">http://pafiles.com/potc/a%20simple%20virtu...20Arbitterm.rar</a>
- backup in your PotC directoryPROGRAM\Dialog.c , PROGRAM\DIALOGS\Rys Bloom_dialog.c , PROGRAM\DIALOGS\ENGLISH\Rys Bloom_dialog.h
- unzip the downloaded file in your PotC directory
- open Rys Bloom_dialog.h to have the lines and the future sounds files names (RYBL0001, etc). Feel free to modify the dialog to your likeling if you want to
- record your sound files
- save them in .wav into RESOURCE\Sounds\VOICE\ENGLISH\RYBL
- check if all works perfectly in your game

Please note that I haven't prevented yet the 'sound jam when you press the spacebar too fast' Morgan Terror had suspected. The only thing I've found is how to stop ALL sounds... I need to try again.
 
Can you stop all sounds when pressing the spacebar and playing the next dialog afterwards? Also: What changes when using the Dialog.snd method? I don't quite understand how to use it. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Yes, with the last function I had tried you were stopping all sounds when pressing the spacebar for switching to the next node. Which means the music + all the ambiant sounds. Not good.

Now about Dialog.snd... In old stock PotC files, you could see things like that :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->dialog.snd = "Voice\ARSI\ARSI001";
dialog.text = DLG_TEXT[0];
link.l1 = DLG_TEXT[1];
link.l1.go = "Exit";<!--c2--></div><!--ec2-->however, those kind of lines 'dialog.snd = "Voice\ARSI\ARSI001";' were completly useless for two reasons : the sound files aren't existing and nowhere the game is told to actually play thoses sounds.
What I had done in my former experiments was to make the head at the top left corner of the screen to speak again during the dialog with this : SetEventHandler("frame", "DialogPlayGreeting", 1);
I was changing their greeting sounds to have different sounds : NPChar.greeting = "Gr_Maxwell"; That's what isn't fully working in the Build 14 latest alphas...

What I want now is to use thoses 'dialog.snd' in stead of the greeting sounds. So I've changed a bit Dialog.c, that's all.
 
what i've you say something like (not having looked at the actual command needed): 'stop greeting sounds' instead of stopping all sounds? like 'stop dialogue.c'?
 
<img src="style_emoticons/<#EMO_DIR#>/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" /> ?!?... Yes, that's what I'd like... If you can find a proper correctly written code phrase, I'd take it. The only two things I had found that stopped all sounds were ResetSound() and StopSound(0,0); .
Looking at this part in PROGRAM\sound.c, it seems that sounds have got specific id, so that a specific sound could be stopped depending on his id but I don't understand how the id stuff exactly works.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void StopSound(int id,int fade)
{
InitSound();
//Trace("StopSound : "+id);
SendMessage(Sound,"lll",MSG_SOUND_STOP,id,fade);
}<!--c2--></div><!--ec2-->
 
Wow! That looks confusing. Would be perfect if we could figure out how to use that though.
 
just an idea: how about taking the code from a different game that has that in it as an example? no idea which game though. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> but someone might have a game like that.
 
<!--quoteo(post=224426:date=Dec 5 2007, 05:54 AM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Dec 5 2007, 05:54 AM) [snapback]224426[/snapback]</div><div class='quotemain'><!--quotec-->just an idea: how about taking the code from a different game that has that in it as an example? no idea which game though. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> but someone might have a game like that.<!--QuoteEnd--></div><!--QuoteEEnd-->

How about Bethesda's other game? Oblivion? It has a voice interrupt when you advance the dialog. Same devs so maybe the code will work. Just a though. All this talk of code is making my head hurt. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Is it the same engine as well? Putting code from one game into another usually doesn't work. It won't even readily work between PotC and AoP, which are both based on almost the same engine.
 
In my opinion, we should now concentrate on recording the sounds - have you tried to read the merged file Arbitterm? Is it understable enough?
 
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