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There are currently 82 users playing Freelancer on 40 servers.
October. 19, 2019
The Starport Forum Index > All Posts (Lazaro)

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Re: Subtitles Revisited [BETA]
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Quote:

Everything works fine. But you MUST recompile the subtitles before using.

What problems I found:
1. Tried to use it inside my mod. Works well too. But have conflict with MP3codec.dll
2. Why your mod have decoded mission files? It's very dangerous to use. Better to leave them not touched
3. Black screen for cinematic subtitles is... bad. Can you make it transparent? Like the ingame subtitles
4. Ingame subtitles have not beautiful placement. May better place it on the bottom side of the comm window?
5. Multiple config files... it's not useful. Can you load config files automatically according to current resolution?
6. Using of d3d8 makes conflicts with the ENB or Reshade. One of my friends want to use your subtitles, but he don't want remove the Reshade. So, your mod isn't useful for him.

Anyway - I think this mod useful and you must publish it on Moddb or other more popular place than the-starport.net.

But overlay problems... I thinking about using of you subtitles in my mod. But my players (in future) must think "I want for using reshade or I want for subtitiles? Better graphics or understanding of story?" Very difficult question. And still not got answer for myself.

Sorry for my bad english. Your tool is cool. And now well working with my custom voices.

Edited:

May be that's solution about multiple d3d8.dll
https://reshade.me/forum/troubleshooti ... l-files-in-same-directory


Thanks a lot for the testing and comment.

I played the game (Mission Story) completely and worked (for Spanish translation). So I assume they will work with English subtitles.

About your questions, I can give some answers, but maybe they didn't like:

- Subtitles must be recompiled everytime you add more subtitles or the in-game resolution changes. This is how the tool works. This mod is not of my own, I followed the work of Larosh with it's own .DLL. The link is at first post.

1.) I think I didn't used MP3codec.dll as far as I know, I played/used the tool AS IS. Somehow the tool must "read" some bytes from the beggining of the audio file to know which subtitle must display, so it should be independant from the coded used.
I don't know another methor of doing so.

2.) I needed to decode some missions because of synchronicity of dialogues. Some appearing from full cinematic to in-game, so I must adjust them (there are a few, maybe 10 or so) to appear before going in-game or after full screen cinematic. I have only changed timings in appear things, not the rest of the scripts. Also, sometimes there were 2 or more people talking or talking so fast that some subtitles join with the previous/next subtitle. Displaying subtitles for two differents sources (Juni and Trent, for example at the same time) was displayed incorrectly.

3.) As told in readme.txt, the black band for cinematic subtitles can not be made transparent (at least I don't know how to do it). I tryed to use the same code that with the in-game subtitles but sometimes the subtitles do not appear in display. So it is the unique solution, and Larosh commented it also.

4.) You can change position coordinates, background box size, text color, background transparent gradient for in-game dialogues, in subtitles.cfg.

5.) The config file is not used in runtime, it is used only for compilation. So, you can have various config files and use them at your convenience. I assume that when you use a resolution, you will use it always, you will not be changing it all the time. This is how the tool works. I added various config files for different screen resolutions, that's all.

6.) Yes, I advertise about that also. You can mod Reshade d3d8.dll with the source code of this d3d8.dll subtitles code or viceversa. I don't know another method of doing this. In fact I think that this d3d8.dll for subtitles is hooking the real d3d8.dll, I don't know how to hook a .dll that is hooking at the same time another .dll. xD

It is obvious you can improve it by far, but my expectation was to see the subtitles for Story Mission (for Spanish translation of Freelancer), not for new texts or mods, although it is a resource that anyone can use for its own mods. I decided to post the tool for English speaking people, I've seen some people requesting subtitles for Story Mission. And I decided to add also an English version. It is obvious you can use this tool for other languages.

Thanks a lot for your comments. I said before that my DirectX programming is very bad/ultralimited, and I don't know at all how to implement some things, but I think that my expectation to play the story mission with this mod is achieved. I hope you understand that.

Posted on: 7/26 9:55
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Re: Subtitles Revisited [BETA]
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Sure! Your opinion is welcome!

Posted on: 7/24 0:02
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Re: Subtitles Revisited [BETA]
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Well, it has passed about 2 months and 270+ views.

It can be interested to know some opinions about the subtitles, if they work or are useful for anybody.

Anyone has tested (and enjoyed) them?

Posted on: 7/23 22:45
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Subtitles Revisited [BETA]
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Hi everybody,

I decided some months ago to follow a bit the work that Larosh was doing with subtitles in his post:

https://the-starport.net/modules/newbb ... &order=ASC&status=&mode=0

So, here is the tool updated, and the subtitles for Story Mission added with some few mores. I will put here the PREVIEW section, but please, read the Readme.txt, as it explains how to install and what you need.

Code:

This mod is based on FLSubs library, created by László József Csöndes, known as Lorash user in The-Starport.net.

After seen the importance that the subtitles has in Freelancer Story Main Mission, I decided to re-use the source code of FlSubs and try to adapt it to the Spanish translation done (only .DLLs) by ClanDLAN.net users.

I have improved a bit the tool, Converter.exe and d3d8.dll, but because of my lack of knowledge in DirectX programming there are some things not implemented yet (and I have not intention to implement it).

Please, have in mind that I'm not English Speaker, so, I have transcribed the subtitles, the best I can. There are the subtitles for English and Spanish languages. You should rename the file to subtitles.xml for use with Converter.exe.

I have modified also some scripts and audios to improve the syncronicity of the  displayed subtitles with the images. This scripts and audios has been tested a couple of times in a full walkthrough of the main mission, but maybe there are some particular issues.

I hope the people enjoy this mod, it is very useful for those who want to read the subtitles in Cinematics and In-Flight dialogues, but in combats it is a bit difficult to read them while fighting.


And finally, here is the link with the tool. If you have any questions, please, don't heasitate to ask them.

https://mega.nz/#!GcRURQSZ!wdqCSZbX2Lm ... iShwotAVirDrPaDGqq-ZuJQJI

Posted on: 5/14 19:48
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Re: Autosave between Mission 10 and Mission 11 - Orillion
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Quote:

adoxa wrote:
I think it might be a bug. I take it you don't have "Mission 11: Osiris, Texas"? That tells me to meet Juni and King in space. You might have to replay from the previous save to get it.


Yes, the "Mission 11: Osiris, Texas" appears after having seen the ending cinematic for Mission 10, and after that, without announcing, begins the talk of Mission 11, where Trent Says:

"What’s happening here?"

Then, we continue the cinematic, accept the Orillion request, ends Begin cinematic for Mission 11, and we are in the landing deck. This works and appears in the savegame name the line you are showing.

But I'm testing cinematics (checking the subtitles) and It is very useful for me to stop the game and reuse the Autosaves.

If I close Freelancer.exe when ends Mission 10 (and before pushing the "Accept" button from Orillion", this Autosave works as I have explained and adds that message.

I assume that this part has been "deleted" somehow and there is the Autosave issue or bug.

Apart of that, we can only have a choice in the Orillion request. We must "Accept" it. We have not the choice for "Reject" it as in previous requests of other NPCs. In fact, there are spoken lines for rejecting the Orillion request, but they are not used:

Trent reject responses:
Code:
<Static AudioFile="DIALOGUE\TRENT\dx_s067c_0101_trent.wav" TextArea="Cinematic">No, I'm not.</Static>

<Static AudioFile="DIALOGUE\TRENT\dx_s067c_0301_trent.wav" TextArea="Cinematic">I won't be long.</Static>


Orillion reject responses:
Code:
<Static AudioFile="DIALOGUE\ORILLION\dx_s067c_0201_orillion.wav" TextArea="Cinematic">Well, you better get ready. We need you now, Trent.</Static>

<Static AudioFile="DIALOGUE\ORILLION\dx_s067d_0101_orillion.wav" TextArea="Cinematic">Well, Mr. Trent. I'm glad to see you've come to your senses. The President is waiting. Are you ready now?</Static>


It could be interesting to have the option of "Reject" (temporary) the mission.

Posted on: 4/25 9:51
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Autosave between Mission 10 and Mission 11 - Orillion
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Hi,

When finished Mission 10, in Battleship Osiris, Trent and Von Claussen arrive at the launching deck and find Juni, Orillion, Hakkera and King.

At the end of the cinematic for Mission 10, Juni says:

"Don’t worry, Trent. No need to salute."

Inmediately after this, begins the Mission 11, asking Orillion help for the next mission.

Between this two missions there is an Autosave.

Well, If I close the game when Mission 11 begins, so the Autosave is done, and I load the game again, the Mission Log says:

"Meet Orillion on the Launch Deck of the Battleship Osiris" (24010)

But I can not find Orillion in any room.

Is this a bug or anything else? What am I doing wrong?

I upload two saves, the autosave and the previous save done by the game.

Regards.

Attach file:


zip SinglePlayer.zip Size: 116.45 KB; Hits: 37

Posted on: 4/24 22:57
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Re: Two little issues while playing the Story of FL
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Quote:

Syd wrote:
What you experienced in b) is a part/bug of the net worth calculation.

For that the game takes the resale value of your equipment/ammo, your cash and the default value of any commodities you have in your cargo hold.

Now, the bug is that the game will perform this calculation during the transaction, after the commodity has been transferred in your cargo hold but before you paid the money for it. So, if during that phase your net worth raises above the required amount for the next mission you can proceed without actually increasing your worth.

I have checked it also with and without v1.1 official patch. Without it, it seems to not work at all. Maybe playing the same save with differents patch has some effect on this bug.

Well, thanks for the explanation.

Posted on: 4/21 9:47
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Re: Two little issues while playing the Story of FL
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Quote:

adoxa wrote:
Attached is a program to patch Freelancer.exe to do system_string + system_name + ", "; you'll also have to change the resource string to remove the leading space and comma. You could use my Territory plugin to change the message on entering a system. (Edit: No need, changing the resource should be enough.)


Thanks, adoxa! It worked perfectly.

Right now I've not seen more changes in the .exe. The rest of things can be done in the .dlls. If I see anything more, I will post here.

Best regards.

Posted on: 4/20 10:16
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Re: Two little issues while playing the Story of FL
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Quote:

Quote:
I can change the "Waterloo Station" for "Estación Waterloo" (this is how is better seen in Spanish), but I can not change XXX Base for "Base XXX".

This is in two parts: patch freelancer.exe at E85C3, FC->DC & E85DB, DC->FC; and modify string 1378 in resources.dll, placing the space at the end.


Thanks again for your answer. Yes this works perfectly.

I've seen more things to change, but I don't want to touch the .exe or bother you with this things. I've decompiled freelancer.exe and maybe there would be too many changes, and I think that it is not the best solution. I will try to change somehow the texts in .dlls.

Another sample, which is not as easy as the "Base XXX" for "XXX Base" would be the "Leeds System, Sector E4", for example. It should say "Sistema Leeds, Sector E4". As far as I've seen, there are three places to change for string 561, 0x751FA, 0xE8966 and 0xE8C8E. But they are more complicated.

Regards. You're doing a great job with Freelancer.


Posted on: 4/19 18:25
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Re: Two little issues while playing the Story of FL
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Thanks, adoxa. I think you're the creator of Jason's Patch, am I right?

About a.), I've changed it and then "Transporte Grande" is cutted.

I will think if I change this line (Transporte Grande) and abbreviate it or not. I assume these descriptions are in nameresources.dll, under SHIP NAMEs section, 237001-237058.

Besides, I assume that there is no a fast solution like change in hexa in freelancer.exe the 23 for 35 to accomodate this lines better.

About b.) there is no need to say more. Playing with official patch or not maybe has changed the savegame or something. This is more an inconvenience than an issue or bug, but well, I think we can live with this.

I want to add a third c.) issue for the updated translation.

c.) When you point (no click) in a Base or Station with the mouse, appears a rectangle saying:

"XXX Base
Waterloo Station"

I can change the "Waterloo Station" for "Estación Waterloo" (this is how is better seen in Spanish), but I can not change XXX Base for "Base XXX". I would like to know if it is possible so the rectangle prints:

"Base XXX
Estación Waterloo"

Thanks a lot for your answers!!!!

Posted on: 4/19 10:06
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Two little issues while playing the Story of FL
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Hi,

I've seen this two issues (not bugs I think) while playing the Story Mission and I would like to know it they can be solved. I'm playing with Jason's Patch v1.20 (with JFLP.dll v1.22). No more mods.

a.) The first issue I've found is in the text string displayed in the comms image that appears while in space.

When selecting the ship you can see:
"Kishiro - Transporte Grande NTK Kitakiushu"

BUT in the comms display with the pilot appears:
"Transporte Grande NTK
K"


so, it does not prints the name of the transport. I think this is limited at 22 chars as far as I've seen. I've checked this with various ships.

Can this string be more large?

Sample:
Open in new window
https://imgur.com/9mnMlTU


b.) When playing Story Mission, there are moments that I need to do Freelancer Missions from reps (or even mining) to reach the minimum required for the Next Level of the player and get the mission.

But, let's say that I need 2000$ for the next level. If I purchase items with the trader, like Gold or Alloy or Niobium... for the quantity (or more) that I need for the next level... automatically the game gives me this next level.

Is this normal?

This does not happens with a normal installation, without the JFLP patch.

Thanks a lot.


PD: Note about b.). Ok, I have reinstalled all, including JFLP and now it is not happening this issue. I don't know why, but it works well now as it seems.

a.) Remains the same.

PD2: OK. More testing. About b.), it is happening again to me, after installing Official Freelancer Patch v1.1. If I do not install it, I have problems going to the Next Level of the NPC.

Posted on: 4/18 18:51
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Re: Tool for Creating/Editing .wav audio files of FL
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I didn't want to touch this part of the tool, but avoiding the SanityCheck2 for the "trim" chunk and adding the condition to verify that the chunk contains the key when assigning the "trim" value, if not assign a 0 value, seems that Converter.exe works with the files that mpa2wav outputs.

I hope the rest of audio files work this form.

Cross fingers!


Posted on: 4/7 16:29
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Re: Tool for Creating/Editing .wav audio files of FL
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I'm using the d3d8.dll that Lorash programmed to display subtitles in this post:

https://the-starport.net/modules/newbb ... &order=ASC&status=&mode=0

I'm doing it for a translation project of Freelancer of cinematics and ingame dialogs. In fact, there is a translation for descriptions, names and other things in Clandlan.net, but there are not subtitles for cinematics or ingame dialogs, which I consider there are important for the Story Mission.

This tools have some particularities, which involve the original .wav files of Freelancer, having in mind .data, .fact and .trim chunks in them.

To display subtitles, I needed to have a silenced .wav to display in a particular for some particular cinematic.

As I can not create an original Freelancer .wav format file, I can not use it as I want because the .wav is not compatible at all with this tools.

I know it has another limitations, but I'm able to display subtitles from the beginning intro until mission 3 for cinematics and ingame dialogs (Juni, Trent, Walker, King, Transports...) at least. I have done the transcriptions and the subtitles are printed on screen (changing minor things in scripts for syncronize the subtitles accordingly to the cinematics). The limits are also the base/battleship/planet/etc... subtitles spoken by the persons for launching/landing/etc... it is explained in the tool.

It is obvious that I can modify the tool, in fact I've done it to add a third subtitle option, but I don't want to change for now the method as the tool works with the .wav files, because the tool uses a hash that Freelancer understands and it is needed to display the subtitle for a determined .wav file.

It is a bit complicated to explain more, but this is the fact.

Posted on: 4/6 17:58
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Re: Tool for Creating/Editing .wav audio files of FL
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Thanks for the answers.

I've tested both, Format Factory 4.5, which the resulting .wav file has so many information on the header and is of no use for me.

About mpa2wav, altough the resulting .wav from a silenced .mp3 file is doing the .wav file, with .data and .fact chunks, it do not creates the .trim chunk that the Freelancer .wav files have. I need this non compliant chunk to have a real Freelancer .wav file.

Sorry people!

Right now I've solved the thing I'm doing lowering the volume to the .wav file by script. So I can do what I want somehow.

Posted on: 4/6 12:33
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Re: Tool for Creating/Editing .wav audio files of FL
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Thanks! I will give a try.

Posted on: 4/6 1:05
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