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Old 06-11-13, 09:59 AM   #1
divingbluefrog
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Join Date: Jan 2006
Posts: 164
Downloads: 63
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Default [TEC]What a mess with Voices!

Long time ago, Sober pointed out that the sounds.cfg file was FUBAR : http://www.subsim.com/radioroom/show...ght=sounds.cfg
You can see how successful his perplexcity was echoed...
I've not seen in any recent or favorite speech mod that anybody has dealt with this issue.
I came to this part of the game because when I give an order, I'm waiting two things :
-A positive acknowlegment "Jawohl, Herr Kaleun!"
-This order to be properly executed. (this part will probably take me a loooong time to achieve)

So, there are three files that deal with the crew voices : Sounds.cfg, Dialogs.cfg and Dialogs.tsr.
Sounds.cfg indexes the dialogs and give the path to the coresponding .ogg file :
Text_Dialog_502=data/Sound/Speech/RadioMan/PD_RR_RADIO_D08.ogg
First error, this path is not right, it should be : Text_Dialog_502=data\Sound\Speech\RadioMan\Normal\PD_RR_RADIO_D08.ogg
In this example, I choose a sound that exists, but I found some that didn't.
Dialogs.tsr gives us the coresponding text :
Text_Dialog_502=Still in good spirits?
At last, Dialogs.cfg indexes again the dialogs :
[Dialog 454]
ID=501
Human=RADIO
Campaign=Mare Nostrum
Sound=data/Sound/Speech/RadioMan/PD_RR_RADIO_D08.ogg
Text=Text_Dialog_502
Delay=0.000000

Again we find the same error about the path.
We find an ID=501 on the first line. This Id is used to identify this dialog in the scripts, it would have been too simple to use the existant one, but let's go on.
In DT_Radio_Mare_Nostrum.aix file we find :
Code:
strategy RootDialog_RADIO(Dialog)
{
    strategies
    {
        DialogTitle_RootDialog_RADIO_NoCampaign_1129,
        DialogLine_RootDialog_RADIO_Mare_Nostrum_501,
        DialogLine_RootDialog_RADIO_Mare_Nostrum_503,
        DialogLine_RootDialog_RADIO_Mare_Nostrum_506
    }
}
and a few lines down :
Code:
strategy DialogLine_RootDialog_RADIO_Mare_Nostrum_501_Init(Dialog)
{
    precond
    {
        Dialog:IsDialogLineClicked( "DialogLine_RootDialog_RADIO_Mare_Nostrum_501" ) == 0 and Dialog:IsDialogLineLocked( "501" ) == 0 
    }
    action
    {
        Dialog:AddDialogLine( "Text_Dialog_502" );
        Dialog:SetDialogLineClickId( "DialogLine_RootDialog_RADIO_Mare_Nostrum_501");
        Dialog:SetRunScript( "Dialog_1_RADIO_Mare_Nostrum" );
    }
}
Now, ice on the cake, I invite you to listen the PD_RR_RADIO_D08.ogg.
You don't need to be a specialist of german langage to understand that whatever the radio is saying, it's not : "Still in good spirits?"
In fact he says :"You bet, Captain. I believe we stand a fighting chance, even in these waters. We just have to be one step ahead of our enemies."
which is in fact the Text_Dialog_503=.... line in dialogs.tsr
And we find in dialogs.cfg :
[Dialog 455]
ID=502
Human=RADIO
Campaign=Mare Nostrum
Sound=
Text=Text_Dialog_503
Delay=0.000000

just after the entry shown above.

This is just one example I stumble upon, I fear all these 3 files should be checked if we want that our crew gives us proper answers in dialogs.
Worse, I play with german voices but "Ich konne kein gut deutsch!" and I can't verify the .ogg files only with ears.

Last edited by divingbluefrog; 06-11-13 at 02:42 PM.
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