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There are currently 45 users playing Freelancer on 44 servers.
April. 1, 2020

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Voices for Custom Factions. Some Questions
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I've sofar never added voices to the game, but looking at the files decompiled with Adoxa's UTF-to-XML tool, it does seem at least tryable.

EDIT: I should make clear I'm not so much interested in adding new voices, but in expanding the existing voices with soundbytes for new factions, bases, systems and commodities.

Some questions that come to mind:

  1. What voice files are the ones that must be expended (when new factions and new bases are to be mentioned)? I could find this out myself, but if someone happens to know this or can copy the answer from a file, I'd be happy


  2. Is the file name of the WAV (and presumably a node in the UTF after recompiling) enough for the game to reference a certain base or faction? I mean, I see filenames like gcs_refer_faction_fc_b_short.wav ,gcs_refer_base_Br01_01_base-.wav and gcs_gen_commodity_gold.wav. These filenames are prety straightforward; am I right in my assumption that there is no other reference necessary, and that new sound files could just be added called e.g. gcs_refer_faction_ba_n_short.wav, provided there is a ba_n_grp faction?

Posted on: 2014/3/10 15:51
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Re: Voices for Custom Factions. Some Questions
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Concerning #1: it seems it are 'just' all the voices mentioned in Faction_Prop.ini; am I right?

Posted on: 2014/3/10 17:25
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Re: Voices for Custom Factions. Some Questions
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faction_prop only references the male and female pilots. There are a LOT more voices


Posted on: 2014/3/10 17:29
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Re: Voices for Custom Factions. Some Questions
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Quote:

DwnUndr wrote:
faction_prop only references the male and female pilots. There are a LOT more voices


I know, but would I need to expand upon those for an OpenSP type of mod? (EDIT: meaning one that takes place after the SP campaign)

I don't think I need to alter/expand all the voices only used in storyline missions? They don't even have entries for factions, bases etc.

Posted on: 2014/3/10 18:20
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Re: Voices for Custom Factions. Some Questions
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For an OpenSP type mod (so, no storyline missions), it seems to me I only need to add entries (for custom factions, bases and commodities) to 6 voices:


  • pilot_f_mil_m01
  • pilot_f_mil_m02
  • pilot_f_leg_f01
  • pilot_f_leg_f01a
  • pilot_f_ill_m01
  • pilot_f_ill_m02


Am I right? Other voices aren't mentioned in Faction_Props.ini...

EDIT these also reference the bases:
  • atc_leg_f01f
  • atc_leg_f01a
  • atc_leg_m01


Hmm... And more Pilot voices (e.g. pilot_f_ill_m02)... These are not referenced to in Faction_Prop.ini though... Are they necessary?

EDIT all the atc, pilot and rvp voices together are 47! :| Kinda sucks.

Maybe I should just pick a few to update with custom soundbytes, and make sure the game only uses those...

Posted on: 2014/3/10 18:24
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Re: Voices for Custom Factions. Some Questions
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Here is what ALL the voices do:

http://freelancercommunity.net/viewtopic.php?f=5&t=294

If you were going to OSP and explore the whole universe, then you would eventually hear all of the voices.

Posted on: 2014/3/10 22:26
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Re: Voices for Custom Factions. Some Questions
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Quote:

DwnUndr wrote:
Here is what ALL the voices do:

http://freelancercommunity.net/viewtopic.php?f=5&t=294

Thanks

Quote:

DwnUndr wrote:
If you were going to OSP and explore the whole universe, then you would eventually hear all of the voices.

Okay, but not all of them have entries for factions, bases, systems and commodities. Obviously adding these things to the game would 'only' require me to expand the entries for the voices that refer to them.

Posted on: 2014/3/11 0:00
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Re: Voices for Custom Factions. Some Questions
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NOTE I must stress that I am not actually aspiring to add totally new voices, but expanding the existing voices!

My first post would suggest otherwise; I apologize for the confusion.

Posted on: 2014/3/11 0:07
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