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Announcement: New component for Fixpack 2.0


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#1 Qwinn

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Posted 07 August 2008 - 02:11 PM

Okay gang, some pretty cool new stuff going into the hopefully soon-to-be-released v2.0.

By request from Clan Dlan, Fixpack is getting an additional component: "Subtitled Cutscenes". There are a number of cutscenes in game that are voice-only (mostly involving the Transcendent One) with no accompanying text. This is problematic for characters who are hearing impaired or are playing in different languages, as it provides no way to translate them. This optional component will replace voice-only dialogue in cutscenes with standard dialogues. The voices will still play, they'll just be in the context of a dialogue file that can be read and translated.

Also, I'm going to try to add floating text to TO's combat taunts in battle so they can be translated too. And it's worth it, because of a new change going into the core Fixpack itself...:

While working on this, I discovered that the same problem that was keeping hundreds of floating text messages around the game from ever appearing was also nullifying about 70% of TO's voiced combat taunts. The scripts were supposed to randomly pick between 15 of them at any given moment, but the bug made it so only the first four or five ever got picked. (As a side-note I also discovered that his combat taunts are much nastier if you are neutral/evil instead of good). This fix, which will be going into the Fixpack, not the subtitled cutscenes component, will in effect increase the number of TO's random combat taunts from 4 to 15 if you're good, and 4 to a mostly different and nastier 15 if you're neutral/evil.

Incidentally, the timer for a new combat taunt to pop up is every 15 to 30 seconds... I may decrease that to something like every 15 to 22 seconds so players can hear more of them in a given fight, since there's so dang many of them... I'll test it and see what works.

Clan Dlan has agreed to organize the new cutscene translations into all 3 languages being developed, so current translators can relax, I'm not going to ask you for more work based on this :) I promised just "one more job" re: the readmes, and I'll keep my word :)

Qwinn

Edited by Qwinn, 07 August 2008 - 02:19 PM.


#2 Kaeloree

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Posted 07 August 2008 - 02:20 PM

Fantastic--sounds great, congratulations! :D Can't wait to see some screenshots of those taunts. ;)

#3 Qwinn

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Posted 07 August 2008 - 02:24 PM

Well, I should warn that I'm not going to be able to transform -all- voice-only cutscenes into dialogues with the time remaining before Fixpack 2.0 will be released, but I will be doing the major ones... cause I can imagine how disappointing it must be to play with a translation all the way to the endgame and then have TO's big exposition be voice only and completely incomprehensible.

I've already got the voice-only stuff in the final TNO-TO conversations pretty much wrapped up, so that's definitely going in.

Some of the cutscenes where each of your NPC's confronts TO are going to be very tricky to pull this off in. I don't know if I'll be able to get that in in time for 2.0. I'll try though.

I should be able to get the dialogue between TO and Ravel working.

Qwinn

Edited by Qwinn, 07 August 2008 - 02:30 PM.


#4 Qwinn

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Posted 07 August 2008 - 10:49 PM

Bad news - I don't think floating text for combat taunts is going to work :( Remember that during combat you get all the "Damage" messages scrolling up over the head of the person taking damage. Since you're likely to have 5 people bashing on TO at any given moment during that fight, you get a steady stream scrolling up over the combat taunt text and it looks pretty awful. I tried my damnedest to get the taunt text to show up over a fixed location instead, like in the middle of the map, but the FloatMessageFixed action just isn't working right. So scratch that idea :( Sorry for getting hopes up.

(I'll devote a little bit to maybe creating a small invisible creature on that fixed spot that I can do the DisplayStrings on... though I suspect that creature would still have to be solid and would interfere with movement during combat, which me no like. We'll see though.)

There -will- still be a hell of a lot more voiced combat taunts in english though - that's still happening. And in fact, I don't think the bit where you got different combat taunts based on alignment was working, but it should be soon :) At any rate, it now looks like the number of voiced taunts you can actually get in game will be increasing from 4 to a total of 29.

My favorites?

~I WILL SHATTER EVERY BONE IN YOUR BODY, RESET THEM INTO PAINFUL ANGLES, THEN LET YOUR FLESH HEAL AGAIN. YOU SHALL BE MY TOY.~

~I SHALL BREAK YOU A THOUSAND TIMES, THEN BUILD YOU ANEW SO THAT YOU MIGHT DIE ANOTHER DEATH.~

Heh. You'll only be getting those if you're neutral or evil though, I think ;) There's lots of other good ones.

Qwinn

Edited by Qwinn, 07 August 2008 - 10:53 PM.


#5 Immortality

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Posted 07 August 2008 - 11:14 PM

YES, YES, YES! :)

Dont get discouraged for a minor setback, Quinn! Some ideas will come to mind when you are not thinking about the issue, you'll see :D

Thank you very much, and you know where to find me when you have the texts... Mwahahah :)
CLAN DLAN, your friendly neighborhood spanish community. Woo!

I am a retired translator. If you need my assistance, or need somebody to translate something for you, you can send me a PM. I don't check SHS regularly. Thanks!! : D

#6 HomiSite

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Posted 08 August 2008 - 03:21 AM

I am wondering if these taunts were translated/voiced in the german version (we have speech). I guess so, because it seems - as Qwinn said - a "simple" trigger bug who just keeps the most comments from being played.

Edited by HomiSite, 08 August 2008 - 03:22 AM.


#7 Qwinn

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Posted 08 August 2008 - 06:48 AM

The german version has translated sound files? Oh! Well, that makes the Subtitled Cutscenes component pretty much as useless for you guys as it is for english, heh (meaning, useful only for the hearing impaired, really).

Maybe Clan Dlan should produce spanish sound files :P Who wouldn't want to hear Immortality voicing Annah? *grin*

Qwinn

Edited by Qwinn, 08 August 2008 - 06:48 AM.


#8 Arkain

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Posted 08 August 2008 - 07:35 AM

Yup, voices, movies etc. are all translated. I don't know how it is in other versions though.

#9 Qwinn

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Posted 08 August 2008 - 07:35 AM

German is probably the only version that has that. My understanding is that German got the special attention cause the head producer of the game was himself german.

Qwinn

#10 Immortality

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Posted 08 August 2008 - 08:35 AM

Oh boy... heheh.

Looking in wikipedia ive seen that PST was translated by fans into many languages: Hungarian, Polish, Italian and even Korean (and spanish, course :D ). Obviously, all those languages dont have localized voice overs... so its still a very good reason to create this banters :)
CLAN DLAN, your friendly neighborhood spanish community. Woo!

I am a retired translator. If you need my assistance, or need somebody to translate something for you, you can send me a PM. I don't check SHS regularly. Thanks!! : D

#11 Qwinn

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Posted 08 August 2008 - 08:39 AM

True, but if I do this, it's less likely that we'll ever hear Immortality saying "Oi, Morte, párese lejos de mí."

That's really killing my enthusiasm.

;)

Qwinn

#12 Qwinn

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Posted 10 August 2008 - 09:12 PM

Well, it was a -massive- pain in the ass, but I managed to get the TO/Ravel cutscene (in her maze) as a series of dialogues.

It actually works quite well... if the character was set to move around during the dialogue, for example, he still will. Only one problem - Ravel is supposed to be lying down during the first few lines, but I can't figure out a way to stop dialogue from playing her talking animations which essentially stands her up. If anyone's got a clue as to how talking animations could be temporarily suppressed, please let me know.

Unfortunately, doing those first few lines as floating text would be the a perfect solution, except that the background is all faded to black during that time, and they don't show up.

Qwinn

Edited by Qwinn, 10 August 2008 - 09:17 PM.


#13 Immortality

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Posted 11 August 2008 - 01:51 AM

I uh... have no clue but... maybe we can start translating those lines already so when you have it figured out it'll only be a matter of "doing" and not "waiting" ? :)
CLAN DLAN, your friendly neighborhood spanish community. Woo!

I am a retired translator. If you need my assistance, or need somebody to translate something for you, you can send me a PM. I don't check SHS regularly. Thanks!! : D

#14 Qwinn

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Posted 11 August 2008 - 03:27 AM

Well, I'm currently adding all the NPC cutscenes in the Fortress. Got Ignus and Vhailor done so far. Need to add lines to the translation for those too. I could stop. :P

Qwinn

#15 Immortality

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Posted 11 August 2008 - 03:52 AM

...you are quite a perfectionist... you know where to find me whenever we need to start, then!... mwahah :)
CLAN DLAN, your friendly neighborhood spanish community. Woo!

I am a retired translator. If you need my assistance, or need somebody to translate something for you, you can send me a PM. I don't check SHS regularly. Thanks!! : D

#16 Qwinn

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Posted 11 August 2008 - 03:38 PM

Made a lot of progress. The Fortress cutscenes for Ignus, Vhailor, Grace, Dak'kon and Annah are all done. They look really good too. Which leaves just Nordom, I believe. He's gonna be the roughest though, the two actors seem to move around before and after damn near every line of dialogue.

There's also a voice-only cutscene between Morte and Annah when you first pick up Grace that I want to handle. That one should be pretty easy, no moving around. And then there's the 3 situational banters introduced in the UB restored sounds and banter component. I think I'll make those dialogues regardless (none of them came in the original game, so I figure I can handle those however I want :)

Can anyone think of any other voice-only dialogues in game? I can't, but I'm probably forgetting something.

Qwinn

#17 Qwinn

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Posted 12 August 2008 - 03:47 AM

Well, after another round of working on it for about 18 hours straight, I'm finally done with this component. And I mean done done. Fini. As in "No longer feeling like it's totally incomplete and I'll have to rush version 3.0 later on to finish it" done.

The bad news: Couldn't do anything about subtitles for combat taunts. Sorry guys. The engine just ain't designed for it. Combat reserves floating text for damage and other combat related info, and dialogue boxes obviously aren't an option.

The good news: I searched on "PlaySound" in all scripts and found pretty much every instance in game of sounds without some sort of subtitles. This component adds text (almost always in a dialogue box, not floating text) to the following:

*** POSSIBLE SPOILERS ***


1) The entire Fortress, including 6 NPC cutscenes, all conversation between TNO and TO, and a couple of voiced lines from Deionarra.
2) The cutscene between TO & Ravel
3) Morte's comment entering the Dustman Bar for the first time
4) Annah and Grace's comments entering the Tattoo Parlor for the first time
5) Morte & Annah's banter when Grace first joins the party
6) A few voiced lines by Fhjull

I also switched the 3 sound files restored in the UB Sounds and Banters component to be dialogues instead of just sound files. That won't require this component, it's just how that UB component will be standardized to handle them from now on. No big deal, not even worth adding it to the readme.

The new cutscenes came out pretty damn professional looking, too, if I do say so myself. The subtitled Grace-TO cutscene flows better than the original, IMO. I'm actually going to play with it installed all the time, even though english doesn't really need it. It's just comforting to know I won't miss any dialogue due to turned down speakers or whatever, and this component ensures that.

Attached is the file that needs translating. I did add the 3 lines from the UB component into this file (I'll move them out myself later) just to have it all in one place. I also added the two paragraphs I intend to add to the readme describing the component.

Thanks for fielding this part of it, Clan Dlan :)

Qwinn

P.S. Just realized - there -are- party comments that are not and will never be subtitled - comments like "Stop staring at my tail, skull" and "I don't trust the Gith, I say we leave him behind". Those are set to go off randomly every so often as specified in a .2DA file where you can only specify a sound file, you can't specify a string to go with it. So, sorry if the above gives the impression that those are done too. They're not. The list above contains everything I was able to add subtitles to.

Attached Files


Edited by Qwinn, 12 August 2008 - 04:07 AM.


#18 HomiSite

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Posted 12 August 2008 - 04:09 AM

Hm, so a german translation of that would be for deaf german players?
And I guess the text is a transcription of the voice parts? Where do I find that in game's files and how to playback it?

Edited by HomiSite, 12 August 2008 - 04:10 AM.


#19 Qwinn

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Posted 12 August 2008 - 04:14 AM

Hm, so a german translation of that would be for deaf german players?


Pretty much. You guys don't need it. But like I said, while I can understand all the voiced comments, I still prefer to have this installed, if just to relieve the "surprise, here's a voiced comment you had no idea was coming, hope you were paying attention! Doh, what was that she said? Reload!" trauma.

And I guess the text is a transcription of the voice parts? Where do I find that in game's files and how to playback it?


Yes. I used DLTCEP to play back the files. The sound file name is appended in brackets to every string in that file.

Qwinn

#20 Immortality

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Posted 12 August 2008 - 05:36 AM

If any german or italian translators are translating this tra or if they wont do that, please post here, so then i can go and look for other people who would. :)

Thanks :)
CLAN DLAN, your friendly neighborhood spanish community. Woo!

I am a retired translator. If you need my assistance, or need somebody to translate something for you, you can send me a PM. I don't check SHS regularly. Thanks!! : D