Privateer Voice Mod

  • uhm...I made the sounds a bit louder, in that way they are digitally enhanced ;-) But in fact I had to sample them down to the format Freelancer uses ( Mp3, 20kBit/s, 11khz, Mono ) This is one reason for the modsize being only 2,2 MB, the other is that the 237 Privateer voice files warzog sent me are my only source. Maybe it would be nice if we put some sounds from WC3/4 in, too. But I already tried to extract them and it didn´t work.

  • *Dark Vaders Voice on* use the dark side of the force*Dark Vaders Voice off* Seriosly, have you considered asking someone for help? I have been messing with TRE files for a long time... With the help of WC community I was able to extract all files, convert them from damn IFF file format, digitally clean and enchance them and build them into the game. Trust me, it is possible... Here is an example http://www.scifi-3d.de/wcsaga/Tolwyn/h_09_bloodmist_04.wav <img src=´http://www.scifi3d.de/signature/wcs_signature.jpg ´> <A href=´http://www.scifi3d.de/wcsaga/´ Target=_Blank>Wing Commander Saga</a> <A href=´http://wcsaga.solsector.net/cgi-bin/ikonboard/ikonboard.cgi´ Target=_Blank>Wing Commander Saga Forum</a> ~Project Head of the &quot;Wing Commander Saga: Battlegroup Serpent&quot; Project I still loveWing Commander. Given the right opportunity, I would definitely revisit it.&quot; - Chris Roberts.

    [img=http://www.scifi3d.de/signature/wcs_signature.jpg] Wing Commander SagaWing Commander Saga Forum ~Project Head of the "Wing Commander Saga: Battlegroup Serpent" Project I still loveWing Commander. Given the right opportunity, I would definitely revisit it." - Chris Roberts.

  • I didn´t really spent a lot of time trying to convert them because I only have the german WingCommanders. But as you already did, maybe you could provide me with some files. Anyway I first have to get rid of all these bugs in the current voice mod.

  • I *may* provide you extracted files in their raw form, but by no means with the improved versions, which are solely for wing commander saga <img src=´http://www.scifi3d.de/signature/wcs_signature.jpg ´> <A href=´http://www.scifi3d.de/wcsaga/´ Target=_Blank>Wing Commander Saga</a> <A href=´http://wcsaga.solsector.net/cgi-bin/ikonboard/ikonboard.cgi´ Target=_Blank>Wing Commander Saga Forum</a> ~Project Head of the &quot;Wing Commander Saga: Battlegroup Serpent&quot; Project I still loveWing Commander. Given the right opportunity, I would definitely revisit it.&quot; - Chris Roberts.

    [img=http://www.scifi3d.de/signature/wcs_signature.jpg] Wing Commander SagaWing Commander Saga Forum ~Project Head of the "Wing Commander Saga: Battlegroup Serpent" Project I still loveWing Commander. Given the right opportunity, I would definitely revisit it." - Chris Roberts.

  • The original Privateer speech pack (speech.exe and speech.pak) is about 4 megs compressed. The speech itself was crammed into speech.pak (it´s in playable wave format, 11khz, just rename it to speech.wav and windows sound recorder should be able to open it fine) with the voices running one after the other. I suppose if you want it, I could send it to you. Edit: I know you already have the Privateer voices, but if you want the entire original caboodle in it´s uncut glory, it´s yours <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Edit 2: Wtf, sound recorder couldn´t open it. I used a command-line player (plany15.exe, any old people from the days of DOS might recognize it <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> ), and it played just fine. Open it using a proper sound editing program, I suppose. &quot; In Defeat, Malice; In Victory, Revenge! &quot; Edited by - Trucidation on 4/24/2004 4:46:15 AM

  • Tested it. Seems okay. Still don´t like the ids not found error. I´ve already uploaded v2.4, so this will have to wait for v2.5. Watch your 6!

  • tolwyn <font size=1 face="trebuchet ms"><BLOCKQUOTE><hr size=1 noshade>I *may* provide you extracted files in their raw form, but by no means with the improved versions, which are solely for wing commander saga <hr size=1 noshade></BLOCKQUOTE></font><fon

    ___________________________________________________________ Sir Spectre giving the Spammysburg Address on 5/13/2004 22:21 PST: 12 posts and 2 days ago, we brought forth on this forum a new direction, conceived in spam and dedicated to the preposition that all posts are created useless. Now we are engaged in a great civil disobedience testing whether that thread or any thread so conceived and so dedicated can long endure. We are met on a great forum of that nonsense. We have come to dedicate a portion of that forum as a final resting-place for those topics that gave of their importance that spam might live. It is altogether fitting and proper that we should do this ... blah blah blah, spam spam spam.

  • let´s just say, that Wing Commander Saga is based on Freespace 2 engine, which is oopen source now and was improved numerous times. Wing Commander will be a stand alone game by the time it will be released <img src=´http://www.scifi3d.de/signature/wcs_signature.jpg ´> <A href=´http://www.scifi3d.de/wcsaga/´ Target=_Blank>Wing Commander Saga</a> <A href=´http://wcsaga.solsector.net/cgi-bin/ikonboard/ikonboard.cgi´ Target=_Blank>Wing Commander Saga Forum</a> ~Project Head of the &quot;Wing Commander Saga: Battlegroup Serpent&quot; Project I still loveWing Commander. Given the right opportunity, I would definitely revisit it.&quot; - Chris Roberts.

    [img=http://www.scifi3d.de/signature/wcs_signature.jpg] Wing Commander SagaWing Commander Saga Forum ~Project Head of the "Wing Commander Saga: Battlegroup Serpent" Project I still loveWing Commander. Given the right opportunity, I would definitely revisit it." - Chris Roberts.

  • Swiftr: A thought about the ids error... In several of the system files... There are voice files listed, the LI01, and FP7, files come to mind. I wonder if doing the same thing would solve that problem? Watch your 6!

  • yea, sry, I forgot. I will send them to you soon. So here I´ll write down my experience with voice modding, maybe there are more people than warzog who want to learn something. Lets get started with the needed tools: FLHash.exe and utf_edit.exe Can´t remember where I got them but they should be easy to get. You need utf_edit to open the .utf files in the Freelancer/AUDIO folder. These utf files are filled with the voice wave files ( 20kb/s, 11Khz, Mono, MPEG Layer-3 ). The problem of these files is that their names are the hashed FL commands. The commands stand in the voices_space_[female/male.ini For each utf file there is a [Voice tag, followed by nearly alle the included streams ( marked as [Sound ). So to see which file in the utf you have to replace, you need to look up the command in the voices.....ini and then use FLHash with it. Just open the DOS Command, go to the flhash folder and enter for example &quot;flhash gcs_combat_announce_flee_01-&quot;. You will get three numbers and the last of them is the code of the voice file in the utf file. Then you can easily replace it with utf edit. Ok, these are the basics. Now to what I´ve done for the Privateer Voice Mod. I thought the easiest way would be to make completely new utf files for each type of voice ( Kilrathi, Male Mercenary, Female Mercenary, .... ) To do this I first looked up the existing voice commands in the voice_space_[male/female.ini to see which I could use for my voice mod. Then I editet the ini and included my commands there. Like this: <pre><font size=1 face=Courier> [Voice nickname = pilot_retfem script = SC_FMHEAD_MOTION_WALLA_CASL_000LV_XA_% script = SC_FMBODY_CHRB_IDLE_SMALL_000LV_XA_05 [Sound msg = gcs_combat_announce_flee_01- duration = 3.506667 attenuation = 4 Priority = -5 ........ </font></pre> Then I went to the bottom of the ini and included the also needed VoiceProp Tag: <pre><font size=1 face=Courier> [mVoiceProp Voice = pilot_retfem gender = female supports_roles = dockrequest_docker, combat_lev_3, random_mission_ship </font></pre> I don´t know what the different combat_levels are but the other entries are easy. Next I went to the Freelancer/MISSIONS folder and edited the Voice_Properties.ini. There you have to define the number of the same commands so that FL knows when it can randomly choose between the voices with the same meanings. <pre><font size=1 face=Courier> [mVoiceProp voice = pilot_retfem permutation_count = gcs_combat_announce_ff, 2 permutation_count = gcs_combat_announce_flee, 2 permutation_count = gcs_combat_brag, 2 permutation_count = gcs_combat_engaging, 2 ........ </font></pre> Ok, so now I only needed to make the utf file. So I started utf_edit made a new file, converted the command names ( msg=.... ) from the voices_space_....ini into the hash names and put them as entries into the utf file. I only had to include the wav files for each entry then, and a new voice file which I could inlcude in the faction_prop.ini was ready. But there always came error messages in the FL log which told there a missing files. And I could find out which files, so I gave up and now I nearly forgot about Freelancer, but maybe this helps you to understand what I´ve done. And good luck :-)

  • Info I´ve discovered: The Combat Levels refer to the type(s) of encounters. (I don´t recall the exact codes.) Mission Only Encounters: 2 types-Hostile and Non-Hostile encounters. Non-Mission Encounters: Again, Hostile and Non-Hostile encounters. Random Mission Encounters: Also, Hostile and Non-Hostile encounters. As to the error messages... They´re cause by an insufficient number of files in the voice-----.utf file. Just as with any other file in FL, Shiparch.ini, Market_Ships.ini, etc, FL looks for certain things in the Voice-----.utf files. If they aren´t there, you get an error. In the voice-----.utf files, there are several formats. The first type(s) are male &amp; female. (Each of the formats has at least one male and one female version.) (In most cases, there are more male versions than female versions.) Next comes what I call the &quot;Where?&quot; formats: These fall into 4 categories: In-Space, aboard a ship. In-Space, at a docking ring or docking port. Planetside, a character that you can &quot;talk to.&quot; Planetside, a character that you can´t &quot;talk to,&quot; IE: ship dealer, etc. All of the voices have Numbers, Faction/System/Base names. In-Space, aboard ship, voices have Taunts, Warnings, and Cordial greetings. In-space, Docking, voices have Docking messages. Planetside, Talk To, voices have greetings, rumors, and &quot;Know About&quot; messages. Planetside, Non-Talk To, voices are the most basic ones, and can be part of other voices. Certain characters can only use certain voices. And each head can only use certain voices. IE: There´s only one Robot Voice file, but all 5 Robots use it. AND... That one Robot Voice is used for all planetside Robots, but can´t be used much in-space. (Cargo ships can use the robot voice, but not fighters.) Watch your 6!