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-   -   [req] SO: Depth charges in the water! (https://www.subsim.com/radioroom/showthread.php?t=120542)

Redwine 08-18-07 06:13 PM

Rated as excellent !

As all your jobs Leo.. ! :up:

Plese, do not forget... "Destroyer in attack run...sir ! " message.

:up::up::up:

leovampire 08-18-07 06:31 PM

John Channing some need to be activated
 
some need to be rearainged like the one for the SO with depth charges and some need to be added like new officer text files and crew files as I explained in one of the messages here on this thread. See one of the text files is screwed up because it has someone else saying the torpedo stuff instead of the Weapons officer so they are not working at all even though they are activated. The hard part is figuring out which one is right for which statment there are P's and K's and another one wich I believe is how panic striken they are vs silent running spoken words. I need to get some saved games in certain situations to figure out which ones are best for what.

I know if you remove the semi colen before the MsgOgg00 part of it it does activate them but not sure yet wich ones work right as of yet. Like most things till I get it down pat it is a work in progress.

And thanks Redwine. I wish I was able to make this stuff instead of just fixing what the game just didn't have running right LOL!

But I think my voice would crack doing the sound recordings or crack the game when played! LOL!

LukeFF 08-18-07 07:02 PM

Quote:

Originally Posted by leovampire
The hard part is figuring out which one is right for which statment there are P's and K's and another one wich I believe is how panic striken they are vs silent running spoken words.

K is for "normal" circumstances
P is for when they are panicking
S is for silent running

ChE: Chief Engineer
NaO: Navigator
RaM: Radio/Radarman
SoM: Sonarman
WaO: Watch Officer

Looking forward to seeing the results of this project! BTW, I'd really like it if you can get the speech files for "sea is too rough to man deck/flack guns" and "no more ammunition." :yep:

leovampire 08-18-07 07:14 PM

thanks LukeFF
 
that helps but I also have to add the weapons officer file so the torpedo loading and firing phrases work right and take them away from the Watch officer

LukeFF 08-18-07 07:18 PM

Quote:

Originally Posted by leovampire
that helps but I also have to add the weapons officer file so the torpedo loading and firing phrases work right and take them away from the Watch officer

Which character is the Weapons Officer in the control room? Is it like the navigator, who only shows up and has his voice files played when at General Quarters?

leovampire 08-18-07 07:32 PM

you only have one when you hit battle stations
 
then you have a weapons officer

jean74 08-19-07 01:39 AM

Many thanks Leovampire for your kind reply. :up:

Now, I am sure that only the files contained in the data/cfg,Data/sound/speech, Data/Menu menu text and Data/Library/Phrases are used.

Ok for the Data/Cfg officer files SO, WO...
Ok for the phrase files in the Data/sound/speech folder
Ok for Data/Menu menu text document

But I dont understand how to link Phrases_voices in phrase folder with Data/Cfg officer files. :damn: And I do not know what starts the messages in Phrases_voices files. I use XVI32 (Hex Editor) to Explore Phrases_voices files, but I am unable to find the parameter :doh:. Do you use the mini tweaker to explore and find the good parameter ???

After testing (I spent 4 hours yesterday) I know that the "voice" message depend of "MsgId" in theData/Cfg officer files and the text in hud depend of the menu text document. Nothing else :cry:

So I have to wait the result of your work to improve SH4 because you are the :know: and better than me :yep: !!!

I am impatient to see the result !

Many thanks another time,

Best regards

Jean

PS sorry for my poor english language :oops:

jean74 08-19-07 12:15 PM

Quote:

Ahhh. Ok, i think ill wait tell your done. the SO_message.cfg file by itself , doesnt appear to be doing anything for me. So i figure theres something im missing or fudged up.
After testing, I agree with Ducimus. Probably a bug. :roll:

Regards



Jean

leovampire 08-19-07 06:12 PM

okay I did figure out one little tid bit I figured I would post
 
for now until it's done!

The phrases do seem to work better and more consistant when the line is under neath it that starts off with the ";" before it. Also if it is a normal situational thing they are saying something to putting in the corisponding letter seems to calm the voices down a lot faster after your out of a dangerous situation. I will put an example of what I mean for the SO txt file first. And notice I added the letter S because this should be happening while at silent running.

[Msg2]
MsgId=2
Priority=3
Timeout=20
Param0=1
MsgOgg00=Enemy_is_pinging_us_sir

Change to this:

[Msg2]
MsgId=2
Priority=3
Timeout=20
Param0=1
MsgOgg00=Enemy_is_pinging_us_sir
;SoM_S_Enemy_is_pingiing_us_sir.ogg

Now for a good example with the CH file:

[Msg5]
MsgId=5
Priority=3
Timeout=20
Param0=1
MsgOgg00=We_have_flooding_sir
;ChE_K_We_have_flooding_sir.ogg

[Msg4]
MsgId=4
Priority=2
Timeout=20
Param0=1
MsgOgg00=We_have_heavy_flooding_sir
;ChE_P_We_have_heavy_flooding_sir.ogg


And like this message for the radio operator

[Msg1]
MsgId=1
Priority=4
Timeout=20
Param0=1
MsgOgg00=New_message_received
;RaM_P_New_message_received.ogg

change the letter to a K

[Msg1]
MsgId=1
Priority=4
Timeout=20
Param0=1
MsgOgg00=New_message_received
;RaM_K_New_message_received.ogg

Almost all the sayings are set for a high excitment level originaly so if you set the excitment level using that 1 letter to where it should be as soon as the situation returns to normal so does the voices. It kind of gives the game a base reference on what normal is for each situation. So jean74 actualy adding that line with the semicolin is a good thing because it links the saying to something instead of the game guessing on when to use a line or when to say it and who should say it.
It dosn't reall matter what txt file the message goes into it is just better to seperate the phrases into differn't files so it is easier to pinpoint a problem and fix it. instead of all the saying being in 1 text file for everything.

Like putting this one in a WE txt file instead of the CH text file

[Msg11]
MsgId=11
Priority=2
Timeout=20
Param0=1
MsgOgg00=Torpedo_missed_sir
;WeO_P_Torpedo_missed_sir.ogg

chopped50ford 08-19-07 09:20 PM

Leo, this is a great find. Thanks for the hard work.

You rock! :rock:

jean74 08-20-07 12:32 AM

Many thanks Leovampire for thank you for these precise informations :up: and great find.

You are the best and I waiting the result. :yep:

Best regards


Jean

sneekyzeke 08-20-07 05:39 AM

This thread has gotten me looking at this too. For you guys with SH3 installed, the Sound\Speech_En directory has all the WeO .ogg files in it. Strangely enough, these files are referenced in places in the SH4 .cfg files but the game doesn't include them. Of course, on my computer, they do now...:up:

AkbarGulag 08-20-07 06:33 AM

Damn Leo, your like a fat kid in icecream :rotfl:

I just popped in here after quitting out of SH4 to see if I could get info on this. And info I got! Unfortunately I just un-installed SH3 so there goes my sound files :doh:

leovampire 08-20-07 07:00 AM

I will package them up and send you a set from SHIII
 
lator on today AkbarGulag.

Redwine 08-20-07 07:59 AM

Is it posible to have text mesage for :

"we are crossing thermal layer ...sir "

It is only audible message and do not works when you are at high time compression, so the only way to know is to have a text message.

:up:


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