Privateer Voice Mod - Privateer: The Reckoning Mod - Lancersreactor

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warzog

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1

Thursday, February 26th 2004, 11:44am

To change the volume, change the attenuation in the various Voice ini´s in the Audio folder. IE: voices_space_female.ini / voices_space_male.ini / etcetera If possible, could you give the Kilrathi voices to the Corsairs? I believe that the Cali_Base.utf file is one of theirs. The Police should get the Militia voices. As should the Navy´s. The Retros, and Pirates, should go to the Liberty Rogues, Lane Hackers, Mollys, etc. The Merc voices should go to the Bounty Hunters. And the Privateer voices should go to the Freighters & Transports. Any possibility of using the Automatic Landing Zone in place of the Docking ring Open and Closing sounds? I´ve disabled the Docking Ring sounds, now that I´ve made them invisible. I´ve done the same to the Jumpgates, since I´ve replaced the gates with jumpholes. Watch your 6!
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Swiftr

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2

Thursday, February 26th 2004, 11:57am

hmm... I changed the attentuation to -16 but can´t hear a difference. Thanks for the faction info warzog, I only gave the police the kilrathi voice because I didn´t want to fly to far to test it. The Automatic Landing Zone sound already replaces the voice you hear when you dock ( is there a specific Docking Ring Open and Closed sound ? ). But currently the file is 3,5 megs larger because of this sound. So I´ld like to hear what you think about removing ALL station & planet sounds but the Landing Zone sound.
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warzog

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3

Thursday, February 26th 2004, 4:06pm

Under: DataAudioSoundsAnimations are Ring_open.wav and Ring_Close.wav The Entering an Automated Landing Zone would fit nicely into the Ring_open slot, if you can convert it to *.Wav As to size, the Audio Mod is 7.7mb. I use 8-10mb as a maximum goal. And since the "Automatic Landing Zone" sound is so important to the game, it´s got to be in the mod. How about this: The "Planet whatever Welcomes you" messages will be incorrect once the Gemini sector is done. And trying to get them to match would be a bear! So, Replace the greetings in the .UTF files with a null sound, and then use the ALZ sound to replace the Ring_open.wav sound. (If you can convert it to .wav format.) Watch your 6!
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4

Thursday, February 26th 2004, 5:23pm

I think I found a good solution. A Planet/station doesn´t say anything now but "Now entering an automatic landingzone" when you dock. Hope that´s ok ( No pattern full, good journey, etc. sounds ) If I replace the "dockopen" sound there still will be the spacestation ... but now now that I´m thinking of that ... perhaps that would be better, hmpf, do you want the stations to have the ALZ sound too, or not ?
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warzog

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5

Thursday, February 26th 2004, 6:31pm

Nope, your solution sounds great! BTW-I think that -4, -16 attenuation makes the sound softer, and 4, 16 attenuation makes the sound louder. Watch your 6!
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6

Thursday, February 26th 2004, 10:17pm

It´s my experience that moving the attentuation modifier "down", so to speak, makes it louder (i.e., -4 instead of -8) This isn´t really related to voices, but I think I found a way to keep the planet music from cutting off abruptly: in the [insert base name file.ini file, there´s a value for the music that reads "one-time", or something like that; removing it should make it loop.

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7

Friday, February 27th 2004, 12:16am

The term is "oneshot." I´ve edited the mod, and uploading it to the ftp site as v1.02. I haven´t had a chance to test it, yet. (Another 24hr session!) Good night! Edited by - warzog on 2/27/2004 3:13:03 AM
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8

Friday, February 27th 2004, 4:55am

yea, I changed the attentuation to 4.. and hey, I hear them speaking in combat :-) Uploaded the new file to my webspace. You can get it <A href=´http://www.fastshoot.de/upload/Priv Voice Mod v0.02.zip.flmod´ Target=_Blank>here</a>. And it´s only 696kb :-) All civilian companies now have the Privateer Civ sounds and I replaced the Corsairs voices with my Kilrathi file. But it only affects normal space sounds. No mission support yet.
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9

Friday, February 27th 2004, 12:28pm

added Confeds voices to the Liberty Navy and Police, think they quite good. Get the new file <A href=´http://www.fastshoot.de/upload/Priv Voice Mod v0.03.zip.flmod´ Target=_Blank>here</a>. ( 1,00MB ) I need some negative Feedback guys, otherwise I might think it´s ok as it is ;-). In my opinion they talk too much of the same now, you always here the same sounds....and if all voice files are included, all factions will always say the same..huuuu ;-) Don´t think that will be an improvement. Edited by - Swiftr on 2/27/2004 12:34:38 PM
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warzog

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Friday, February 27th 2004, 1:27pm

I´m downloading it now, and I´ll let you know as soon as I get a chance to run it. Watch your 6!
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11

Friday, February 27th 2004, 8:55pm

I LOVE IT!!! Could use some pirate voices! But the Militia, Transport, and especially the &quot;Now entering an Automatic Landing Zone&quot; are great! Excellent work! Watch your 6!
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Sir Spectre

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12

Friday, February 27th 2004, 10:38pm

Will all the various &quot;Now entering an automatic landing zone&quot; and other statements of multiple voices be included in specific places or just random (random meaning it doesn´t matter to you where they go)? Like for instance, IIRC in Privateer there were a few planets that only ever had the one operator telling me about landing. Other bases would have a few different people the various times I landed. I never was quite sure if that was chosen that way or just happened that way. Sir S Edited by - Sir Spectre on 2/27/2004 10:41:34 PM
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warzog

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13

Friday, February 27th 2004, 11:13pm

The way the ALZ works in the mod: 1) Only hear it at planets. 2) All male figures has the male message. 3) All female figures has the female message. 4) The original FL characters are still there to announce it. (Including the robots) Watch your 6!
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14

Saturday, February 28th 2004, 2:01am

uhm, you sould hear the ALZ sound at stations, too. There are three different atc files. ( atc_f_leg_f01 for female, atc_f_leg_f01a for robot and atc_f_leg_m01 for male ) Which docking soundfile FL should use is specified in the UNIVERSE/SYSTEM/system code/system code.ini. There is always ONE &quot;voice = ...&quot; line for each dock, but if I add another &quot;voice = ...&quot; line it might me possible to hear random voices. Below there´s a line which specifies the custome of the announcer, so I could replace all robots with females. Edited by - Swiftr on 2/28/2004 2:15:37 AM
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warzog

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15

Saturday, February 28th 2004, 6:38am

That´s easier said than done! You have to change them in the System files, the Audio files, the Universe.ini, the Faction_Prop.ini, and probably a few more I´ve forgotten. Watch your 6!
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16

Sunday, February 29th 2004, 11:19am

I don´t think so warzog. Which voicefile a station uses and which announcer appears is only specified in the system files. I added the BountyHunter voices, so there are only three more factions to go ( militia, pirates and retros ). But school starts again after vacation tomorrow, so I don´t think I will be able to finish the files until next weekend.
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17

Thursday, March 4th 2004, 2:09pm

Swiftr: Can you make the Outcasts use the Kilrathi voices, too? While setting up the Gemini Sector, I had to place the Outcast´s systems where the Kilrathi should be. (The Corsair´s systems are also there.) Watch your 6!
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18

Thursday, March 4th 2004, 3:26pm

no problem, already done :-)
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Swiftr

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19

Friday, March 5th 2004, 9:41am

militia, pirates and retro voicefiles are done. Any suggestions what else I could do in the Voice Mod. Currently I only changed the space voice-sounds you hear when you just fly around.
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warzog

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20

Saturday, March 6th 2004, 9:51am

IIRC, there were some Bartender Rumors in Privateer. Perhaps you could add those, too? Which may not work as FL prints them out instead of speaking them. Or, how about the sales pitch of the ship dealers? Naw, couldn´t match the ships up. Hmmm.... I guess not, after all. BTW-Great work! It sounds really nice! Watch your 6!
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