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Sag75
07-25-08, 04:24 PM
Hi to all, looking in sound/speech_En/1..9 folders I realized there are many phrases that are not pronunced by officiers during the game.. Severals of them appear just only in the log down.

so is it a bug? there is something to do to let them to be pronunced by my crew?

thanks,
s

Madox58
07-25-08, 08:33 PM
Not all phrases are coded to play.
So,
Yes, it's a bug of sorts.
From the original Game.
Unfinished stuff.
But it is possible to enable them.
As all the clues are in the dats.

Bertus
07-26-08, 03:36 AM
Not all phrases are coded to play.
So,
Yes, it's a bug of sorts.
From the original Game.
Unfinished stuff.
But it is possible to enable them.
As all the clues are in the dats.

Very interesting issue... In this order of things , not in all commands, but for example in "man to the deck gun", when I order via UI in game this speech works, and when I order via keyboard , speech dont work.... The question is, whick dat files are involved in these actions. I want make a look to them.
Agree
Bertus out.

kranz
07-26-08, 06:02 AM
what is said when enemy is pinging the u-boat-I use english text and german voices and I'm curious what they say(german text also appreciated)

Cheapskate
07-26-08, 08:08 AM
Very interesting issue... In this order of things , not in all commands, but for example in "man to the deck gun", when I order via UI in game this speech works, and when I order via keyboard , speech dont work.... The question is, whick dat files are involved in these actions. I want make a look to them.

The control file for orders is Commands_en.cfg in the data/Cfg directory.

This is a Watch Officer order and you will find them between Cmd 400/435.

Cheapskate
07-26-08, 08:38 AM
what is said when enemy is pinging the u-boat-I use english text and german voices and I'm curious what they say(german text also appreciated)

That would depend on which version of the game you are using.

GWX 2.1 has something like "Der Feind hat uns in der Ortung, Herr Kaleun" which means " the enemy has detected us"

Other versions of the game may have different phrases.

Some have even removed this message entirely as it would be impossible to know for certain if the enemy had located your sub ...... unless it was depth charging you, in which case there would be little point in the Sonar operator telling everyone....it would be more than obvious :rotfl:

Von Manteuffel
07-26-08, 10:36 AM
But it is possible to enable them.
As all the clues are in the dats.

Anyone feel like being a little more specific - e.g. the .dats in question are in the Library folder, but how to open them so as to explore being able to activate non-active speech files?

Cheapskate
07-26-08, 11:00 AM
But it is possible to enable them.
As all the clues are in the dats.

Anyone feel like being a little more specific - e.g. the .dats in question are in the Library folder, but how to open them so as to explore being able to activate non-active speech files?

Skwasjer's wonderful proggie S3D will let you examine and modify practically all dat,sim,zon,val,dsd and cam files in the game.

Well, you can modify them if you know what to do - which being no Hexpert, in about 99% of cases I don't. :damn:

You might care to have a look though :D

Sag75
07-26-08, 11:43 AM
Hi, interesting conversation, but i'm afraid we will have to

1. add new program lanes in .dat files to get other speech .ogg files available in the game..
2. synchronize the officiers lips for every new file added!

..so a lot of work!

kranz
07-26-08, 12:47 PM
I'm playing NYGM, it is actually two sentences, two different voices.

bobchase
07-26-08, 12:56 PM
Not all phrases are coded to play.
So,
Yes, it's a bug of sorts.
From the original Game.
Unfinished stuff.
But it is possible to enable them.
As all the clues are in the dats.

Very interesting issue... In this order of things , not in all commands, but for example in "man to the deck gun", when I order via UI in game this speech works, and when I order via keyboard , speech dont work.... The question is, whick dat files are involved in these actions. I want make a look to them.
Agree
Bertus out.
Bertus,

You may want to look at the command file and see if the keys for commands that don't have a voice response have 'crew' enabled in the file. If the crew is not asked to a job, they keep their mouths shut.

Bob

Cheapskate
07-26-08, 02:19 PM
I'm playing NYGM, it is actually two sentences, two different voices.

Well, my version of NYGM ( 2.6) uses the sentence I mentioned earlier. If you are playing the files direct from the sound directory, rather than hearing them in the game, then there will be three voices.

SOM_K which is ordinary (non urgent) speech.

SOM_P Louder version of above. Something that needs urgent attention.

SOM_S Whispered version : generally used under silent running.

Also the files play much too quickly if played outside the game. I had to slow down the file with a sound editor to understand the message.

kranz
07-26-08, 03:45 PM
yeap-you are right but in my version someone responds him using different voice but I can't get the file.It works in game but no trace of it in sound directory.Will examine it tomorrow.

Sag75
07-26-08, 06:48 PM
Hi guys, maybe we're going OT.. so how we can introduce new speechs from the sound/speech folder into the game?

Bertus
07-27-08, 03:22 AM
Not all phrases are coded to play.
So,
Yes, it's a bug of sorts.
From the original Game.
Unfinished stuff.
But it is possible to enable them.
As all the clues are in the dats.

Very interesting issue... In this order of things , not in all commands, but for example in "man to the deck gun", when I order via UI in game this speech works, and when I order via keyboard , speech dont work.... The question is, whick dat files are involved in these actions. I want make a look to them.
Agree
Bertus out. Bertus,

You may want to look at the command file and see if the keys for commands that don't have a voice response have 'crew' enabled in the file. If the crew is not asked to a job, they keep their mouths shut.

Bob

Hi, Bob:
I will try to explain with more detail. First af all tell you that I have changed (better, I added) a lot of commands that were not active in commands_en.cfg via setkeys to use gamecommander program to control via voice SH3. So when I need "man to deck gun", for example, I have three options... (I always use voice, but, anyway, you can use them), first voice, second keyboard, and third via icons from watcher officer, man to the deck gun... but only when you do via icons you can hear "man to the deck gun.ogg" file .
In first and second options "man go to deck gun" the action is made (you can see the man in deck gun), but speech is not played. There are also other actions that has the same behaveur.
Looking inside specific orders in commands_en.cfg and menu1024x768.txt have the same MnID so when someone tells that we can activate these speechs via dat files, I thougt there are more files involved in these issue that i dont know, so perhaps I was able to fix this in game.
Bertus out...
:hmm::hmm::hmm:

Cheapskate
07-27-08, 06:29 AM
yeap-you are right but in my version someone responds him using different voice but I can't get the file.It works in game but no trace of it in sound directory.Will examine it tomorrow.
If you are sure that the second sentence was a response from another character - then you've got a lot of files to listen through!!

However, if it was simply the Sonar operator saying something else, then based on the circumstances (you had been detected), it may have been:-

SoM_Destroyer_In_attack_run : Zerstörer läuft an!
SoM_S_Muffled_whispers : Will this ever end? (approx) : Wann ist das endlich vorbei! (This is only played when submerged)

Could it be either of those?

kranz
07-27-08, 08:00 AM
Wann ist das endlich vorbei!-good job, sir!

Cheapskate
07-27-08, 08:30 AM
Wann ist das endlich vorbei!-good job, sir!
:up: Glad to help!

bobchase
07-27-08, 08:21 PM
Hi, Bob:
I will try to explain with more detail. First af all tell you that I have changed (better, I added) a lot of commands that were not active in commands_en.cfg via setkeys to use gamecommander program to control via voice SH3. So when I need "man to deck gun", for example, I have three options... (I always use voice, but, anyway, you can use them), first voice, second keyboard, and third via icons from watcher officer, man to the deck gun... but only when you do via icons you can hear "man to the deck gun.ogg" file .
In first and second options "man go to deck gun" the action is made (you can see the man in deck gun), but speech is not played. There are also other actions that has the same behaveur.
Looking inside specific orders in commands_en.cfg and menu1024x768.txt have the same MnID so when someone tells that we can activate these speechs via dat files, I thougt there are more files involved in these issue that i dont know, so perhaps I was able to fix this in game.
Bertus out...
:hmm::hmm::hmm:
Bertus,

If you are manually editing commands, then there might be some confusion about 'having the crew do it for you'. This is my command file for setting the watch crew:

[Cmd433]
Name=Watch_crew
Ctxt=1
MnID=0x3F2D0005
Str=2947
Key0=0x79,Cc,"CTRL+F10"
Key1=0x7A,Cc,"CTRL+F11"

Notice, the the two 'C's' in the command. The lowercase 'c' stands for the control key( CTRL) and the uppercase 'C' stands for Crew. If you do not tell the Crew to actually do it for you by adding the capital C, they will not say anything at all but you will see the command issued in the message box in your GUI.

The command above lets me retire the deck gunners and flak gunners using the same key as the gun screen I am using. Similarly, I use Key0=0x79,Cs,"SHIFT+F10" and Key1=0x7A,Cs,"SHIFT+F11" to man the guns for action. I get the appropriate voice playback with any of the above commands, just as if I had clicked on the WO, then the conning tower icon, and then clicked on appropriate sub-icon to man the guns.

Bob

Reece
07-27-08, 08:56 PM
Could this be a mod coming up?:D

Sag75
07-27-08, 09:52 PM
yeah! could be an amazing mod!