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Old 11-01-13, 01:00 PM   #31
Mikemike47
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Default Dialog box

I am not at my game computer to produce a picture, so here goes a description.

When inside the U-boat and clicking on any officer in any campaign, a dialogue box comes up.

Executive Officer example:
1) Battle Stations
2) Rig for silent running
3) How is the crew doing?
4) How do you feel about Pearl Harbor
5) Exit dialog.

Anyone know the name of the file(s) on how this is created? It would be great to add dialog here, too.

Progress still being made on voices reloaded. New sounds discovered after reconnecting broken links, or adding new sounds that were never added at all. Thank goodness for silentotto for fast campaign testing and divingbluefrog for the inspiration.

Update: I am just asking if anyone knows where dialogs files may be effected from other locations contained in \data\Scripts\AI subfolders?

Mod example: [REL] Athlonic's MCCD "More Crew Commands by Dialog" MOD

PMing Athlonic.

Last edited by Mikemike47; 11-06-13 at 05:25 PM.
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Old 11-06-13, 03:07 PM   #32
Mikemike47
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Default Crew and sound triggering

I may be able to fix other sound issues that the crew says, but not through the dialog features. The fix may be a quicker issue to resolve with a different approach.


Update:
Even MCCD by archer9

Last edited by Mikemike47; 01-13-14 at 12:00 PM. Reason: Even MCCD by Archer9 link upate
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Old 11-07-13, 03:18 AM   #33
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Hi Mikemike47,

Feel free to play with MCCD mod's files.
As long as you give me credits if your release a mod containing anything from my mod I see no problem

It has been a long time I didn't put my hand on these Python like scripts.
I wish I have the time to finish my "todo list" on this one :

http://www.subsim.com/radioroom/show...06&postcount=2

Maybe you will succeed where I didn't.

But as we can read in "crew_commands.txt" submarines files :
Quote:
// new test commands - working, but not correctly implemented - to fix when the specification list will be completed
Thing they never finished/fixed, so I guess we are stuck for now and certainly forever...

Anyway feel free to try.
If I remember correctly,
- you define your dialog UI and call strategies in "Dialogs_Default" folder .aix files (dialog strings have to be created in "UPCLocalization\dialogs.tsr")
- you create your strategies and call commands in "AI/Crew" folder .aix files
- finally commands gets executed in "submarine\NSS_x" folder crew_commands.txt files

Good luck
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Old 12-04-13, 10:44 PM   #34
Mikemike47
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Default Update

Project is still chugging along. Still listening and creating text files for some officer/characters for the *.ogg speech files.

As I complete each character I fix a little more and more of the dialogs and sounds.cfg plus the dialogs.tsr file; then do some game testing to feel a little satisfaction.

text files done: executive, navigator, torpedo, watch, bosun, motor officer, cook, radioman, gunner very close to getting done, sonar/hydro guy Benno is the last main one to do. I think I will add the HarborChief for more immersion, then concentrate on the next steps for now. I always can finish the other characters in the distant future and create a version 2!

I am pretty much been on my own. I just have the fellow captain, divingbluefrog , who opened the door to the problem and gave me the inspiration. RL has taken over too much, and he has a new internet service with very limited capabilities.

I realize if I do not change the crew dialogue further perhaps I will not gain much from the work I am intending to do. I have decided to try to add more flavor to the voices reloaded project. I have looked at the scripts in the Silent Hunter 5\data\Scripts\AI and felt like I came to a r-o-a-d-b-l-o-c-k (darn web glitch, no curse words here, synonym barrier and won't let me fix it!!!) weeks ago when I saw the **aix files. Like Athlonic said:
Quote:
It has been a long time I didn't put my hand on these Python like scripts.
Thank goodness for Youtube! Today I have started learning the Python tutorials. Pandora's box of creativity has expanded!

Thanks again everybody for your time given, and making the game more fun for me, too.
Mike

Last edited by Mikemike47; 12-05-13 at 08:18 AM.
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Old 12-05-13, 12:11 AM   #35
Sailor Steve
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ro*******

Just a test to see if it did it to me as well. Obviously it did. I'll see if we can get it fixed.
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Old 12-05-13, 06:17 AM   #36
gap
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Quote:
Originally Posted by Mikemike47 View Post
Project is still chugging along. Still listening and creating text files for some officer/characters for the *.ogg speech files.
Looking forward to your upcoming mod, Mike

Quote:
Originally Posted by Mikemike47 View Post
Thank goodness for Youtube! Today I have started learning the Python tutorials. Pandora's box of creativity has expanded!
Good idea. One day I should make up my mind and learn it myself

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...I came to a ro******* (darn web glitch, no curse words here, synonym barrier and won't let me fix it!!!)...
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Originally Posted by Sailor Steve View Post
ro*******

Just a test to see if it did it to me as well. Obviously it did. I'll see if we can get it fixed.
try spelling it like t-h-i-s
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Old 12-29-13, 07:57 PM   #37
JOELIO44
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good night I would ask some of your attention ...

thank you so much through this forum if you give me a help how can I change the dialogue to Spanish ... 'm new at this game more loved ....
if not too much trouble, could you describe to me how do I change the dialogue from English to Spanish in SH5?
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Old 12-30-13, 11:25 AM   #38
Mikemike47
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Quote:
Originally Posted by JOELIO44 View Post
could you describe to me how do I change the dialogue from English to Spanish in SH5?
Dialogs.tsr is found at data\UPCDataGE\UPCLocalization\. Back up the original Dialogs.tsr with a new filename. Open up the Dialogs.tsr file and copy the contents. Use google translater to convert from English to Spanish. Save Dialogs.tsr. This will only fix the written dialogue boxes for you.

An English to Spanish translator would have to recite the 4000 **.ogg files, then save the files, etc. to fix the aural part.
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Old 12-30-13, 02:33 PM   #39
JOELIO44
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Quote:
Originally Posted by Mikemike47 View Post
Dialogs.tsr is found at data\UPCDataGE\UPCLocalization\. Back up the original Dialogs.tsr with a new filename. Open up the Dialogs.tsr file and copy the contents. Use google translater to convert from English to Spanish. Save Dialogs.tsr. This will only fix the written dialogue boxes for you.

An English to Spanish translator would have to recite the 4000 **.ogg files, then save the files, etc. to fix the aural part.
I live in Brazil over the size of my gratitude is greater than the distance of our countries .... thank you!
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Old 12-30-13, 05:46 PM   #40
JOELIO44
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Quote:
Originally Posted by Mikemike47 View Post
Dialogs.tsr is found at data\UPCDataGE\UPCLocalization\. Back up the original Dialogs.tsr with a new filename. Open up the Dialogs.tsr file and copy the contents. Use google translater to convert from English to Spanish. Save Dialogs.tsr. This will only fix the written dialogue boxes for you.

An English to Spanish translator would have to recite the 4000 **.ogg files, then save the files, etc. to fix the aural part.
Unfortunately it did not work out the voices remain in English even though I have put the mods replacing the UPCLocalization / dialogs folder ...

NOT ONLY did the part you mensiona (An Inglês to Spanish translator would have to recite the 4000 **. Ogg files, then save the files, etc.. Aural to fix the part.). This line does not exist in the 4000 folder dialogs??

please explain me better?
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Old 12-31-13, 08:28 AM   #41
Mikemike47
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Originally Posted by JOELIO44 View Post
NOT ONLY did the part you mensiona (An Inglês to Spanish translator would have to recite the 4000 **. Ogg files, then save the files, etc.. Aural to fix the part.). This line does not exist in the 4000 folder dialogs?
*.ogg files are in the data\sound\speech folders broken into chararacter and tone subfolders.
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Old 01-01-14, 08:30 AM   #42
JOELIO44
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Quote:
Originally Posted by Mikemike47 View Post
*.ogg files are in the data\sound\speech folders broken into chararacter and tone subfolders.

Aaaaa! .. I did!, Our mean I'll have to do recording with my tongue and replace all audio .... ie I'll have to make new recordings with the same configuration of the original audio and replace the 4000 audio files to work the game with my tongue ... ??
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Old 01-02-14, 08:39 AM   #43
Mikemike47
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Quote:
Originally Posted by JOELIO44 View Post
Our mean I'll have to do recording with my tongue and replace all audio .... ie I'll have to make new recordings with the same configuration of the original audio and replace the 4000 audio files to work the game with my tongue ... ??
Yes.
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Old 01-12-14, 09:55 PM   #44
Mikemike47
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In about 1-3 weeks, I will be able to start writing scripts for missing torpedoman, motorofficer and gunner and adding dialogue to others. I'll be making mod compatible for MCCD by Athlonic and Even MCCD by Archer 9.
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Old 01-14-14, 03:16 PM   #45
Mikemike47
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I am going to concentrate this mod more on general conversations going on in the boat since the release of [REL] Even More Crew Commands through Dialog (EMCCD) by Archer9.

Generally speaking, dialogue for general sub commands (ahead flank, man the flak gun, recharge batteries) are in the MC_YY_CHARACTER_xxx.ogg. General pleasantries like Jawohl Herr Kaleun, and Yes Lieutenant are in the format CG_YY_CHARACTER_xxx.ogg used by EMCCD.

The HI_YY_CHARACTER_xxx.ogg, PD_YY_CHARACTER_xxx.ogg, SR_YY_CHARACTER_xxx.ogg, TM_YY_CHARACTER_xxx.ogg or TTM_YY_CHARACTER_xxx.ogg files are the conversational dialogues that I will direct my attention to.
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