Juffo
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Hello all, first I want to say thanks for the great work the devs have done on porting this masterpiece While I started to make a translation pack, I read the FAQ about the missing text in the 3DO version (long ago I played the PC one) and I definately want to include those. The question is, is it possible without recompiling?
In the file comm\mycon\mycon.txt the text marked with HELLO_SUN_DEVICE_WORLD_1 would seem to be the place to put the missing info (not sure)
but in the melrorme file I couldn't find an appropriate place do I have to edit the .ts files?
Thanks in advance
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Juffo
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I think I've found the Melnorme string (HELLO_AND_DOWN_TO_BUSINESS_2) the missing text starts with the same phrase
Still I wonder if there is'nt something else I need to tweak...
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Juffo
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Thanks for the hint. A topic mentioned this link http://www.sa-matra.net/quotes/index.html this site has the original PC version text That's where I will translate from
but first I will change the current text with the original, still in english If someone is interested in these files, I can make them available when I've finished.
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Juffo
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Strange. While "downdating" the arilou text I've found two dialogues that were completely absent. This is the most meaningful one:
Hey looky what we've got. The Talking Pet!
So you do, my clever child! You must have obtained some sort of psionic nullifier, am I right? What a fine weapon the Dnyarri will be against the Ur-Quan, your enemy. But I warn you, beware! You now possess one of the most powerful creatures in the history of your galaxy and also one of the most evil... as you judge evil. We warn you, do not believe anything the Dnyarri says. It speaks only the lies it believes will convince you to set it free and that you must NEVER do. in the file arilou.c I found the corresponding labels: got_tpet OK_GOT_TPET
Things are getting a bit too complicated. I see in the comm\<race> directory of the SOURCE CODE there are strings.h files listing phrases. On the other hand, in the compiled package there are <race>.ts files that seem similar, except with strange numbers. I'm sure the devs know if editing the .ts would be enough or not...(i'm not going to recompile and in the game I'm nowhere near to that point in the story to try it myself)
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Juffo
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NEVERMIND After looking at arilou.c again (I'm no programmer) I noticed the relevant section is somehow disabled, so it's impossible to do what I wanted without recompiling
I hope in the future it will be possible to have the full original text goodbye
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Juffo
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I wonder if there are plans for adding an option to switch to the PC version text (and modified dialogue trees). If not I' going to give it a try. This is what I had in mind:
text files Dialogues that were completely removed and those that were modified would be added to the current text files. The current dialogues won't be modified. Added text won't have speech files associated. string.h files will be updated.
in starcon2.c I'd add a command line parameter to set the text to OPT_PC or OPT_3DO.
comm\<race>\<race>c.c would be updated. Text will be chosen based on the setting chosen. I haven't looked at all of the text difference and all the .c files but so far I've only noticed parts of code commented out or similar (ifdef NEVER).
How about it?
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Juffo
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Finally I was able to try it. I did it as explained in the previous post. The only problem is that in the text files the communication code NEEDS a speech file associated to the dialogue. It got around it by assigning it a non-existing file "nospeech.ogg" (.ogg extension is needed), otherwise the game locks up. I'ts a dirty solution but I can't change the comm code.
For the test I just made the Ur-Quan drone give different messages based on a command line parameter: --subs (3do/pc) so it's possible to choose between the current dialogues based on the speech and the pc version that I'm going to implement. Choosing the pc version does not affect the speech for the dialogues that are shared in both versions: if speech is enabled it will still play. The dialogues added or modified won't have speech but hopefully they shouldn't be many.
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« Last Edit: January 21, 2006, 04:26:01 am by Juffo »
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Juffo
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I have an issue with testing. Basically I haven't even started a new game While I had to check were some dialogues take place in the DOS version I used the infinite RU glitch, but with UQM I can't. If anybody wants to share their savefile it would be great. It should be AFTER you get the Utwig bomb possibly, it should be JUST BEFORE you fight the Druuges that look for it.. I'm on Windows if that matters.
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Juffo
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Thanks KAD
I reached another obstacle. In the Druuge text, I found a phrase where the PC version has some extra lines in the middle of the speech. For that I added another entry to the text file. I thought about using the same speech file and changing the timestamp for the PC version but I realised with the current way it works it's impossible because the timestamp defines the duration of the speech segment in the .ogg file AND the time the corresponding subtitles remain on screen. If I give it a time of 0000 or 0001 the subtitles disappear immediately; if I give it some seconds the subtitles remain onscreen but the speech obviously skips to the next phrases.
Should I make alternate speech files?(it would be easy to insert some mute time for the new text) otherwise the code must be changed.
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Lendorien
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Out of curiousity, is there an exact list of the missing dialog anywhere? I'm a moderately decent voice impersonator, and after doing some listening to the various race voices, I think I may be able to immitate a good number of them. I'd have to do some experimentation to see if it's possible, and the dialog would be useful in that regard.
Would such an effort be appreciated and/or wanted or would it be a waste of time? I won't bother if it's the later.
Lend
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