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Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: Wesp's Unofficial Patch - Audio part  (Read 8895 times)

Offline miracle.flame

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Re: Wesp's Unofficial Patch - Audio part
« Reply #15 on: February 23, 2017, 10:32:09 am »
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I would have to override every single of them for our translation project but the question is do you really want to include them in UP?
All files that required subtitles and were in the last UP were processed by me to make lipsyncs, add missing captions and correct some mistakes. These were a lot of files from your audio pack, yes. So, if you making translations, you better use updated files from the latest UP.

But I am talking about updated files from the latest UP. Those contain the unnecessary and obtrusive interjections and I would have to do abundant work for our translation to override all those files introduced by UP that don't have to be there at all in the first place. On the other hand those few interjections and reacquired lip files which are also part of vanilla pack - that means those lip files exist in vpk files and the game would load them even if they are not in UP - those I am overriding in our translation by the method of 99 character count - which I consider easier and faster than recomposing the whole Phrase and whatnot. I don't really care about appropriate technical consistency of the file if the practical result is that they won't display and that's it.

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I have suggested to disable interjections included in vanilla pack (mostly sabbat_thug and young_thug) and also bugged target_reacquired_#.lip files by having the character count set to 99 for example which will result in those not being displayed.
To disable captions, it's better to set
Code: [Select]
PHRASE char 2 "" 0.000 0.000(or just disable whole PHRASE line) but keep PLAINTEXT and lipsync data. What you mean by "vanilla pack"?

See above

However just 100 ms after that target_acquired_#.lip will kick in which will technically result in 100 ms sound of target_reacquired_#.wav played and overridden by target_acquired_#.wav and both text floats displayed however the first float was never heard fully.

In that case it would be reasonable to set all target_required wavs and floats to silent and use these sounds for enemies that don't have an own target_aquired sound. What do you say?

Disabling them is what I've suggested. Because the intention is not that it's silent (it is silenced by the overriding acquired sound) but rather that caption is not displayed when the sound did not have chance to play. Using the sounds on another occasion sounds like a plan but are there really any characters that don't have target_acquired sound? And another detail would be those reacquired sounds indicate the opponent was aware of the player like "Ahhah, so there you are!" and that would not be appropriate for first encounters.
« Last Edit: February 23, 2017, 10:43:09 am by miracle.flame »

Offline Wesp5

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Re: Wesp's Unofficial Patch - Audio part
« Reply #16 on: February 23, 2017, 11:35:17 am »
Those contain the unnecessary and obtrusive interjections and I would have to do abundant work for our translation to override all those files introduced by UP that don't have to be there at all in the first place.

Didn't you start all of this when you began restoring missing floats for your translation ;)? Psycho-A only finished it by restoring the rest. It's up to you though, if you want to have them in your patch or not!

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Disabling them is what I've suggested. Because the intention is not that it's silent (it is silenced by the overriding acquired sound) but rather that caption is not displayed when the sound did not have chance to play.

Okay, I will do this as it is very easy. But isn't it so that we won't hear these sounds anywhere then?

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Using the sounds on another occasion sounds like a plan but are there really any characters that don't have target_acquired sound?

I'll check that out and look for lines that might make sense. Maybe I can just rename them to aquired_4-6? I still don't know how many sound files NPCs are using, sometimes only 3 are listed, sometimes more...
« Last Edit: February 23, 2017, 11:41:05 am by Wesp5 »

Offline Wesp5

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Re: Wesp's Unofficial Patch - Audio part
« Reply #17 on: February 23, 2017, 12:07:25 pm »
P.S.: I just tested this a bit at the beachhouse and the Giovanni Mansion and I got the impression, that target_reacquired isn't called at all, I don't hear the lines and I don't see the subtitles either! So we don't need to do anything here, besides maybe restoring the sounds somewhere else if we find a place. Also it seems the game only plays the first 3 lines for certain NPCs and it does not work to just add some more.

Offline miracle.flame

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Re: Wesp's Unofficial Patch - Audio part
« Reply #18 on: February 23, 2017, 01:32:48 pm »
Those contain the unnecessary and obtrusive interjections and I would have to do abundant work for our translation to override all those files introduced by UP that don't have to be there at all in the first place.

Didn't you start all of this when you began restoring missing floats for your translation ;)? Psycho-A only finished it by restoring the rest. It's up to you though, if you want to have them in your patch or not!


I did. I am sorry that my post was apparently not clear enough though I got impression it was. I have even provided fix for vanilla interjections back then.

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Disabling them is what I've suggested. Because the intention is not that it's silent (it is silenced by the overriding acquired sound) but rather that caption is not displayed when the sound did not have chance to play.

Okay, I will do this as it is very easy. But isn't it so that we won't hear these sounds anywhere then?

As I have said reacquired sounds will play for about 100 ms before being overridden by acquired sound. So yes putting silenced wavs in place will have some 100 ms impact.

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Using the sounds on another occasion sounds like a plan but are there really any characters that don't have target_acquired sound?

I'll check that out and look for lines that might make sense. Maybe I can just rename them to aquired_4-6? I still don't know how many sound files NPCs are using, sometimes only 3 are listed, sometimes more...

From all my testing sessions it is apparent any sounds of any kind besides float* will never play anything above 1-3. AND I have NEVER encountered many kinds of sounds including Comatose, Comfort, Crying, Disorientated, Eyebleed, Feed_on_animal, Fidget, Idle_calm, Lost, Madness, Scream, Snore, Upset... though it is possible the bold ones are associated with using specific targeted discipline or recovering from its effect.

P.S.: I just tested this a bit at the beachhouse and the Giovanni Mansion and I got the impression, that target_reacquired isn't called at all, I don't hear the lines and I don't see the subtitles either! So we don't need to do anything here, besides maybe restoring the sounds somewhere else if we find a place. Also it seems the game only plays the first 3 lines for certain NPCs and it does not work to just add some more.

I wouldn't bring this up if I've hadn't tested and investigated this thoroughly. It was quite some time ago so I don't recall exactly but it was something like this... Enemy has to spot you, then you have to hide, enemy will go into seek mode, after some time he'll give up, and THEN when he spots you again reacquired will kick in followed by acquired immediately after 100 ms or so.

Offline Wesp5

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Re: Wesp's Unofficial Patch - Audio part
« Reply #19 on: February 23, 2017, 07:45:16 pm »
I did. I am sorry that my post was apparently not clear enough though I got impression it was.

I don't meant that but one of those before pointing me and Psycho-A to missing floats and subtitles in the first place. But I won't force you to do anything in your translation! Just leave them out if you don't like them...

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From all my testing sessions it is apparent any sounds of any kind besides float* will never play anything above 1-3.

Weird, because some like the officers have more sounds! Didn't Troika knew how many they needed?

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AND I have NEVER encountered many kinds of sounds including Comatose, Comfort, Crying, Disorientated, Eyebleed, Feed_on_animal, Fidget, Idle_calm, Lost, Madness, Scream, Snore, Upset...

Some of these are from disciplines, I know Comfort is used to react to people crying and the others may be sounds for direct discipline usage.

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Enemy has to spot you, then you have to hide, enemy will go into seek mode, after some time he'll give up, and THEN when he spots you again reacquired will kick in followed by acquired immediately after 100 ms or so.

The problem is when I tried this just today, I never could hear any reacquired sounds even start for some ms and I didn't get any subtitles for them either...

Offline miracle.flame

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Re: Wesp's Unofficial Patch - Audio part
« Reply #20 on: February 24, 2017, 11:50:51 am »
I don't meant that but one of those before pointing me and Psycho-A to missing floats and subtitles in the first place. But I won't force you to do anything in your translation! Just leave them out if you don't like them...

I see. You probably mean the UP translation we have agreed on to upload at http://patches-scrolls.de/ but we want to publish also Translation only that would be applicable on GOG release... so if those interjections and reacquired would be on GOG release our translation won't override them. And the other way around the complete localization also consists of files which are not exclusive to UP.

The problem is when I tried this just today, I never could hear any reacquired sounds even start for some ms and I didn't get any subtitles for them either...
Weird. Though I remember the occurrence was not exactly 100% in my testings as well but maybe like 50%. I can confirm occurrence with Stan Gimble for sure. Anyway even if you conclude those files are not used anywhere then it won't hurt to remove them altogether right?

Offline Wesp5

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Re: Wesp's Unofficial Patch - Audio part
« Reply #21 on: February 24, 2017, 12:10:43 pm »
You probably mean the UP translation we have agreed on to upload at http://patches-scrolls.de/ but we want to publish also Translation only that would be applicable on GOG release...

The GOG release already includes the latest basic UP, so whatever you do it will work fine on top of this!

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Though I remember the occurrence was not exactly 100% in my testings as well but maybe like 50%. I can confirm occurrence with Stan Gimble for sure.

Maybe I was just unlucky, but I ran around the Giovanni mansion and never heard any reacquired stuff. And Gimble has the exact same lines for both!

Offline miracle.flame

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Re: Wesp's Unofficial Patch - Audio part
« Reply #22 on: February 24, 2017, 12:31:46 pm »
Wesp, I am so sorry I have to write this but I want to be honest from the bottom of my heart. Why is it that whatever I am writing here is not understood? Is it the language I am using or what should I change for effective communication? Also it seems like when dealing with me you switch to complete amnesia. Or point out things that could not be more obvious... Like that UP is already in GOG release? Indeed it is and if I put our translation files ON TOP of it those interjections and reacquired files would be there still! So NO it will not work fine. How else should I explain this so that it is finally understood after several posts?

And Stan Gimble having acquired and reacquired files the same, well guess why? Because I made them so intentionally. Don't you remember at all that you had to fix original Stan's soundgroup from Young_thug to just male? That's where I have encountered reacquired sounds and lines. And possibly that was the thread where I've pointed this bug out for the first time.

Offline Wesp5

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Re: Wesp's Unofficial Patch - Audio part
« Reply #23 on: February 24, 2017, 01:25:49 pm »
Why is it that whatever I am writing here is not understood? Is it the language I am using or what should I change for effective communication?

Hm, I don't know. Because I already wrote that you can do what you like with the subtitles you don't want to see. I for my part and Psycho-A too, probably some other translators, want to read all of them and will include them in the game! So if you don't like them in the Czech version, you have to disable them yourself, we are not going to do this.

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That's where I have encountered reacquired sounds and lines.

Ah, sorry, then this was a misunderstanding on my side. I thought you wanted to point me to a NPC where you can easily hear them! Please do so, because I haven't been able to do yet and until I do, there is no need for me to do something. It might well be that unique NPCs are handled differently, but I got myself refound after notarget by half a dozend Giovanni guards and I couldn't hear any reacquired lines. Maybe I need to test this again...
« Last Edit: February 24, 2017, 01:37:27 pm by Wesp5 »

Offline miracle.flame

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Re: Wesp's Unofficial Patch - Audio part
« Reply #24 on: February 24, 2017, 01:48:26 pm »
Hm, I don't know. Because I already wrote that you can do what you like with the subtitles you don't want to see. I for my part and Psycho-A too, probably some other translators, want to read all of them and will include them in the game! So if you don't like them in the Czech version, you have to disable them yourself, we are not going to do this.

Good. Maybe the lack of understanding was on my end as it is only now that I fully understand that the answer to my question about your plans is that you are not going to remove the interjections nor reacquired files because you have changed your mind and your statement is not valid anymore.

So I will go through all the files and disable each one of them for our translation so that they could override UP files.

Offline Wesp5

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Re: Wesp's Unofficial Patch - Audio part
« Reply #25 on: February 24, 2017, 02:14:15 pm »
I fully understand that the answer to my question about your plans is that you are not going to remove the interjections nor reacquired files because you have changed your mind and your statement is not valid anymore.

Maybe there is a misunderstanding about what you mean by "interjections". If this is about "Ah", "Oh", etc. without actual text, I thought we agreed upon to disable them! Except maybe Psycho-A didn't know this and added subtitles for those again when he got the last beta? I'll have to check this in the evening. As for "reacquired", I have yet to hear some of those being intersected by others to make up my mind.
« Last Edit: February 24, 2017, 02:15:59 pm by Wesp5 »

Offline Psycho-A

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Re: Wesp's Unofficial Patch - Audio part
« Reply #26 on: February 24, 2017, 05:35:58 pm »
Maybe there is a misunderstanding about what you mean by "interjections". If this is about "Ah", "Oh", etc. without actual text, I thought we agreed upon to disable them! Except maybe Psycho-A didn't know this and added subtitles for those again when he got the last beta? I'll have to check this in the evening. As for "reacquired", I have yet to hear some of those being intersected by others to make up my mind.
I never didn't add subtitles for single "ah", "oh" etc. On the contrary, I even disabled most of them like Thug's "Ahh!" or "Ahem." that spammed on each interactions and very annoying (I made lips with captions disabled as well as for vanilla sounds miracle.flame listed... although I didn't adhered to it and checked all game files myself). Also, I didn't anything excess for "reacquired" stuff - just made lipsyncs for existing ones, no matter what did they came from. I didn't even know about bugs miracle.flame described...
« Last Edit: February 24, 2017, 07:57:20 pm by Psycho-A »

Offline Wesp5

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Re: Wesp's Unofficial Patch - Audio part
« Reply #27 on: February 24, 2017, 07:35:53 pm »
I never didn't add subtitles for single "ah", "oh" etc. On the contrary, I even disabled some of them (I made lips with captions disabled) like Thug's "Ahh!" or "Ahem." that spammed on each interactions and very annoying.

Yes, I checked this now. The lip files are there, but they include no subtitles! Then I don't yet understand what the main problem really is, unless miracle.flame doesn't want to have any subtitles displayed during fight?

Offline miracle.flame

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Re: Wesp's Unofficial Patch - Audio part
« Reply #28 on: February 25, 2017, 10:31:21 am »
Now I know what is going on. I was wrong. There are more interjection "tagged" files in our translation than those mentioned here. I have also tagged all (Chinese language) and (Italian language) captions as interjections for the translation that's why they are coming up as conflicting with the latest UP files. This was my confusion and I am sorry for causing annoyance. You did exactly as agreed on removing those interjections pointed out by me.. Reacquired files being at place and containing phrase though. Okay I will not push this matter any further rather than adjusting all our files to fit just fine. My sincere apology.

Offline Wesp5

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Re: Wesp's Unofficial Patch - Audio part
« Reply #29 on: February 25, 2017, 10:50:26 am »
Reacquired files being at place and containing phrase though. Okay I will not push this matter any further rather than adjusting all our files to fit just fine. My sincere apology.

Okay, I still not really understand all of it, but it seems we agree now. I will look into the reacquired issue once more when I have the time and disable them if I can see them!

 

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