ahhh.....UTF -> XML project <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> all i want is a dang preview button for .tgas and .wavs - its nice to be able to extract all those voice files, but ah...finding where they go by CRC?ugh! So,what are these crc´s to? the GCS voice sounds?
Hacking Da Sound
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Yes, that´s what they are. I even thought (very briefly) of making them exterior, named files like other Sounds (I am pretty sure that you can do that), but I´m far enough behind on the next release of Toolkit as-is...
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i see what you mean after looking at the difference between dialogue and voice sounds - have you substituted a voice message for one from the UTF? if so there should be some way to generate all the data by checking the crc´s against the voice entries and then extracting the UTF data and naming it correctly and then generating a list of sounds - but how do you assign those sounds to a voice when they´re external i wonder - i don´t see any linkages,so it seems the dialogue files are probably called in storyline scripts
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All of the NN_Voices, etc. refer to the name of the file. Therefore, one must presume, when you find the right Voice... you´re looking at the CRC. I´ll tell you now- hunting through the UTF just for the two Messages I wanted to replace with nulls was a completely mind-numbing chore... But I see no reason why those sections couldn´t be re-written with proper [Sound calls... the rest of their entries is about the same... they refer to the same dropoff level stuff as other Sounds. Methinks that they´re just packed into the UTFs either to pack them tighter, or because they could be pre-loaded better. Or something. But I think that they could all be recoded and have the proper references added in the Missions, etc. That´d knock out all of the bad Voices errors... or at the very least, give us a way to see what FL´s calling for that it cannot find, come to think of it. I just don´t have time to re-build this right now- we´re talking about a <i>lot </i> of hunting through files, extracting things, giving them unique labels, and then assigning them in the Voices sections as "proper" sounds with regular references. But I am still pretty confident that this will work just fine. Louva-Deus was talking about cleaning up the sounds at one point, but he´s been busy with other things lately. I might take a look at this later, but quite honestly, I doubt it- somebody else is going to have to volunteer to fix this particular mess <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> Edited by - Argh on 10/4/2005 12:52:47 AM
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Man, you´re putting more work into that toolkit than I´ve ever seen.
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Nah, compared with Free Worlds, this is just a lark- I´m hardly creating any new content at all right now. It´s all code-side stuff, and most of it´s boring optimizations that only about one in ten modders is going to get anyhow. OK, so there are a lot of cool things in the mod, like the visuals have been drastically improved, I have (a few) custom planets with penumbras ala X3, and ... a few surprises... but still, it´s not about adding new stuff to FL. At this point... it´s about refining the codebase, so that fewer crappy mods get made. The last (really hard) part is the Encounters code, which I´m going to finish this week... then it´s time to beta-test, add a few special things I´ve been working on, and put the mod out. Hopefully two weeks from now, it´ll be done and I can take a break for a week before getting the next things done...
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I am obviously going to have to <i>make </i> time to have a look asap...