Imperial IFF Chatter
Moderator: JeremyaFr
Re: Imperial IFF Chatter
- ual002
- Posts: 983
- Joined: Wed Sep 24, 2008 2:23 am
Just in case any interested parties here missed it, I released a single, new pilot voice pack. Find that thread here.
viewtopic.php?f=9&t=11854&sid=ec2c9f5df ... 73#p153345
viewtopic.php?f=9&t=11854&sid=ec2c9f5df ... 73#p153345
- ual002
- Posts: 983
- Joined: Wed Sep 24, 2008 2:23 am
A final note, Justagai's MP hook patch implements his own imperial wing man voice fix viewtopic.php?f=9&t=11881
- Darksaber
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Jeremy, did you ever look into your Hook_Wingmen_Voices.dll to see why it wouldn't work correctly and compare it with Justagai's Tour Multiplayer hook which apparently does work?
Thanks
Thanks
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- JeremyaFr
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No, I haven"t compared them yet.
Here is a test mission:
I've used "XWA-XvT_Imperial_Pilot_Voices.rar" voices from viewtopic.php?p=152435#p152435.
If you launch XWA with the deusdbg command line parameter, you will see in deusdbg.txt which .wav files are loaded:
The content of deusdbg.txt looks like that:
Some Rebel_Pilot8 sounds are loaded as part of HANGARVOICESFX.LST.
As you can see, the imperial voices are loaded.
Here is a test mission:
I've used "XWA-XvT_Imperial_Pilot_Voices.rar" voices from viewtopic.php?p=152435#p152435.
If you launch XWA with the deusdbg command line parameter, you will see in deusdbg.txt which .wav files are loaded:
Code: Select all
xwingalliance.exe deusdbg 3 4001
Code: Select all
…
{ 32,1264 ( 0,0081)} Loading wingman 0...
{ 32,1323 ( 0,0060)} Loading sfx "wave\ISP2\IP2ACK00.WAV" (ISP2\IP2ACK00.WAV), 3Ds On.
{ 32,1385 ( 0,0061)} Loaded sfx "wave\ISP2\IP2ACK00.WAV" (ISP2\IP2ACK00.WAV).
…
{ 33,6615 ( 0,0051)} Loading sfx "wave\ISP2\IP2YUD09.WAV" (ISP2\IP2YUD09.WAV), 3Ds On.
{ 33,6674 ( 0,0058)} Loaded sfx "wave\ISP2\IP2YUD09.WAV" (ISP2\IP2YUD09.WAV).
{ 33,6747 ( 0,0073)} Loading wingman 1...
{ 33,6809 ( 0,0063)} Loading sfx "wave\ISP6\IP6ACK00.WAV" (ISP6\IP6ACK00.WAV), 3Ds On.
{ 33,6860 ( 0,0051)} Loaded sfx "wave\ISP6\IP6ACK00.WAV" (ISP6\IP6ACK00.WAV).
…
{ 34,9457 ( 0,0049)} Loading sfx "wave\ISP6\IP6YUD07.WAV" (ISP6\IP6YUD07.WAV), 3Ds On.
{ 34,9507 ( 0,0050)} Loaded sfx "wave\ISP6\IP6YUD07.WAV" (ISP6\IP6YUD07.WAV).
{ 34,9583 ( 0,0076)} Found 2 wingmen in player's squadron 1.
...
As you can see, the imperial voices are loaded.
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- JeremyaFr
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deusdbg command parameters are explained here:
viewtopic.php?f=10&t=10516&p=154393#p141394
viewtopic.php?f=10&t=10516&p=154393#p141394
-
- Posts: 218
- Joined: Mon Dec 08, 2014 10:59 pm
I have tested Jeremy's hook and it does work. The conflict between our hooks is based on XWA's method of loading the Imperial pilot. By default (without any hooks) XWA checks through a list of pilot names (Allied has this list) and if it doesn't find any of those names, it will load the Imperial pilot (ISP1) if the FG is IFF Imperial. If the FG is not IFF Imperial, a random Rebel pilot voice will be loaded (out of 12) instead.
My hook basically skips loading the Imperial pilot and loads a random pilot voice instead (based on the IFF). Jeremy's hook requires the code the loads the Imperial pilot and that's where the conflict arises. I've been working on other bug fixes for my multiplayer hook so I haven't been able to find a solution for both hooks to be compatible for the time being.
My hook basically skips loading the Imperial pilot and loads a random pilot voice instead (based on the IFF). Jeremy's hook requires the code the loads the Imperial pilot and that's where the conflict arises. I've been working on other bug fixes for my multiplayer hook so I haven't been able to find a solution for both hooks to be compatible for the time being.
- keiranhalcyon7
- Posts: 599
- Joined: Tue Jan 02, 2018 6:41 am
Justagai, would you be willing to split the wingman voices portion of your MP hook out into its own hook? That should confine the conflict to the voice hooks, removing it from the MP hook. Then the functionality of two voice hooks could be compared and the best of each combined into a single hook going forward.
- ual002
- Posts: 983
- Joined: Wed Sep 24, 2008 2:23 am
I still never got Jeremy's to work prior to the MP hook. So Im not sure what I was doing. Or maybe it was that it didnt load a list of random imperial pilots. I cant remember. Maybe Im just slow.
The work is not without its merits though. It was part of my inspiration to voice a pilot for public use.
The work is not without its merits though. It was part of my inspiration to voice a pilot for public use.
-
- Posts: 218
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Sure, I don't mind.keiranhalcyon7 wrote: ↑Thu May 31, 2018 12:54 amJustagai, would you be willing to split the wingman voices portion of your MP hook out into its own hook? That should confine the conflict to the voice hooks, removing it from the MP hook. Then the functionality of two voice hooks could be compared and the best of each combined into a single hook going forward.
- JeremyaFr
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- Joined: Mon Jan 18, 2010 5:52 pm
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UPDATE
Hello,
I've updated xwa_hook_wingmen_voices. I've Added random voices support for imperial IFF.
To choose an imperial wingman voice, set pilot voice to the desired value or set IFF to 1 (imperial).
For values IP1 to IP12, ISP1.LST to ISP12.LST will be loaded.
If IFF is set to 1 (imperial), random imperial voices will be loaded. Else random rebel voices will be loaded.
Please redownload xwa_hook_wingmen_voices.zip
Hello,
I've updated xwa_hook_wingmen_voices. I've Added random voices support for imperial IFF.
To choose an imperial wingman voice, set pilot voice to the desired value or set IFF to 1 (imperial).
For values IP1 to IP12, ISP1.LST to ISP12.LST will be loaded.
If IFF is set to 1 (imperial), random imperial voices will be loaded. Else random rebel voices will be loaded.
Please redownload xwa_hook_wingmen_voices.zip
-
- Posts: 218
- Joined: Mon Dec 08, 2014 10:59 pm
Very nice! I will remove the wingmen code from my hook to make it compatible with yours in my next update.JeremyaFr wrote: ↑Fri Jun 01, 2018 8:44 pmUPDATE
Hello,
I've updated xwa_hook_wingmen_voices. I've Added random voices support for imperial IFF.
To choose an imperial wingman voice, set pilot voice to the desired value or set IFF to 1 (imperial).
For values IP1 to IP12, ISP1.LST to ISP12.LST will be loaded.
If IFF is set to 1 (imperial), random imperial voices will be loaded. Else random rebel voices will be loaded.
Please redownload xwa_hook_wingmen_voices.zip
- Darksaber
- Posts: 10931
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I've just noticed something about the new
IP1.LST, IP2.LST, IP3.LST, IP4.LST, IP5.LST, IP6.LST, IP7.LST, IP8.LST, IP9.LST, IP10.LST, IP11.LST, IP12.LST, TACOF3.LST and
TACOF4.LST
The lines within the txt file all use a Backslash "\" as in
ISP1\IP1ACK00.WAV
ISP1\IP1ACK01.WAV
ISP1\IP1ACK02.WAV
ISP1\IP1ACK03.WAV
ISP1\IP1ACK04.WAV
ISP1\IP1ACK05.WAV
But the original files such as
Aeron.lst, Devers.lst, Emkay.lst, EmkayTac.lst, Emon.lst, HangarVoiceSfx.lst, Kupalo.lst, Rspxwa1.lst, Rspxwa2.lst and Rspxwa3.lst
All use a forward slash "/" as in
REBEL_PILOT1/A0P1001.wav
REBEL_PILOT1/A0P1002.wav
REBEL_PILOT1/A0P1003.wav
REBEL_PILOT1/A0P1004.wav
REBEL_PILOT1/A0P1005.wav
REBEL_PILOT1/A0P1006.wav
So my question is does this make a difference to the way the files will be played using Wingman Voice Hook? Should all the bachslashes "\" be replaced with forward slashes "REBEL_PILOT1/A0P" in the newer IP1.LST, IP2.LST, IP3.LST for them to work correctly???????? Like so:-
ISP1/IP1ACK00.WAV
ISP1/IP1ACK01.WAV
ISP1/IP1ACK02.WAV
ISP1/IP1ACK03.WAV
ISP1/IP1ACK04.WAV
ISP1/IP1ACK05.WAV
IP1.LST, IP2.LST, IP3.LST, IP4.LST, IP5.LST, IP6.LST, IP7.LST, IP8.LST, IP9.LST, IP10.LST, IP11.LST, IP12.LST, TACOF3.LST and
TACOF4.LST
The lines within the txt file all use a Backslash "\" as in
ISP1\IP1ACK00.WAV
ISP1\IP1ACK01.WAV
ISP1\IP1ACK02.WAV
ISP1\IP1ACK03.WAV
ISP1\IP1ACK04.WAV
ISP1\IP1ACK05.WAV
But the original files such as
Aeron.lst, Devers.lst, Emkay.lst, EmkayTac.lst, Emon.lst, HangarVoiceSfx.lst, Kupalo.lst, Rspxwa1.lst, Rspxwa2.lst and Rspxwa3.lst
All use a forward slash "/" as in
REBEL_PILOT1/A0P1001.wav
REBEL_PILOT1/A0P1002.wav
REBEL_PILOT1/A0P1003.wav
REBEL_PILOT1/A0P1004.wav
REBEL_PILOT1/A0P1005.wav
REBEL_PILOT1/A0P1006.wav
So my question is does this make a difference to the way the files will be played using Wingman Voice Hook? Should all the bachslashes "\" be replaced with forward slashes "REBEL_PILOT1/A0P" in the newer IP1.LST, IP2.LST, IP3.LST for them to work correctly???????? Like so:-
ISP1/IP1ACK00.WAV
ISP1/IP1ACK01.WAV
ISP1/IP1ACK02.WAV
ISP1/IP1ACK03.WAV
ISP1/IP1ACK04.WAV
ISP1/IP1ACK05.WAV
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- JeremyaFr
- Posts: 3983
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
Hello,
The waves in .lst files are refered by their index in the file. So there is no differences what the file names look like to. The limitation is that the file name must not contain spaces.
The waves in .lst files are refered by their index in the file. So there is no differences what the file names look like to. The limitation is that the file name must not contain spaces.
- keiranhalcyon7
- Posts: 599
- Joined: Tue Jan 02, 2018 6:41 am
Jeremy, could you clarify: when locating files, the game treats both / and \ as directory separators?
- JeremyaFr
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Yes.
When locating waves files, the game concats "waves\" and the file path in .lst files.
For instance, when opening the first file in "RSPXWA1.LST", the game opens "waves\REBEL_PILOT1/A0P1001.wav".
When locating waves files, the game concats "waves\" and the file path in .lst files.
For instance, when opening the first file in "RSPXWA1.LST", the game opens "waves\REBEL_PILOT1/A0P1001.wav".
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- Jaeven
- Posts: 578
- Joined: Mon Mar 30, 2015 3:18 am
Sorry to necro an old thread, but I noticed there are voice files for Imperial announcers included with this hook. Is there any way to switch the announcer, i.e briefing officer from the default Rebel ones to the Imperial ones?
- ual002
- Posts: 983
- Joined: Wed Sep 24, 2008 2:23 am
Using allied, click the mission parameters button. Looks like a CD with a TIE and Xwing silhouette. There will be a drop down for tactical officer.
I believe the new DSUCP comes with a tac officer for slots 3 and 4. Both Imperial males from XVT. I have also finished a droid Tac officer that is unreleased, and currently working on a female Imperial Tactical officer.
I also have several newly voiced pilots that I don't think were included in the pack as well. I think its possible some of the Imperial pilots from XVT may have been included as well but they don't have the same quantity of voiced lines as the rebel XWA pilots do, so I personally use the rebel pilots for the empire chatter, and a few of my own as well.
I believe the new DSUCP comes with a tac officer for slots 3 and 4. Both Imperial males from XVT. I have also finished a droid Tac officer that is unreleased, and currently working on a female Imperial Tactical officer.
I also have several newly voiced pilots that I don't think were included in the pack as well. I think its possible some of the Imperial pilots from XVT may have been included as well but they don't have the same quantity of voiced lines as the rebel XWA pilots do, so I personally use the rebel pilots for the empire chatter, and a few of my own as well.
- Jaeven
- Posts: 578
- Joined: Mon Mar 30, 2015 3:18 am
Oddly enough, I get no tac officer for slots 3 and 4.
But it's interesting you mention the XvT pilot voices, I've been using these for my Imperial ones as well
But it's interesting you mention the XvT pilot voices, I've been using these for my Imperial ones as well
- ual002
- Posts: 983
- Joined: Wed Sep 24, 2008 2:23 am
I was thinking it got added in the last DSUCP 2.6, but I also had a version of it from when me and Justagai were testing so maybe I got mixed up.
- Darksaber
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They are installed with DSUCPv2.6
Wave/ISP1
Wave/ISP2
Wave/ISP3
Wave/ISP4
Wave/ISP5
Wave/ISP6
Wave/ITO1
Wave/ITO2
Wave/IP1.LST
Wave/IP2.LST
Wave/IP3.LST
Wave/IP4.LST
Wave/IP5.LST
Wave/IP6.LST
Wave/IP7.LST
Wave/IP8.LST
Wave/IP9.LST
Wave/IP10.LST
Wave/IP11.LST
Wave/IP12.LST
Wave/TACOF3.LST
Wave/TACOF4.LST
I haven't a clue if they work though
A few pointers please
Wave/ISP1
Wave/ISP2
Wave/ISP3
Wave/ISP4
Wave/ISP5
Wave/ISP6
Wave/ITO1
Wave/ITO2
Wave/IP1.LST
Wave/IP2.LST
Wave/IP3.LST
Wave/IP4.LST
Wave/IP5.LST
Wave/IP6.LST
Wave/IP7.LST
Wave/IP8.LST
Wave/IP9.LST
Wave/IP10.LST
Wave/IP11.LST
Wave/IP12.LST
Wave/TACOF3.LST
Wave/TACOF4.LST
I haven't a clue if they work though
A few pointers please
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- ual002
- Posts: 983
- Joined: Wed Sep 24, 2008 2:23 am
I think it was ISP, not IP. I swear I just confirmed this on my install.