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Messages - ficedula

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76
Tricky to work out exactly what's happening when the problem is that nothing's happening... ;)

Can you upload your EXE somewhere and PM me a link - so I can try with your exe and see if the same happens for me?

77
Uploaded v0.37: http://www.ficedula.co.uk/voices/Ultrasound_0_37.zip

-Fix choices showing under wrong dialogue ID
-Added logging option as per Shard's request

78
If nobody else is free to work on it, send the modified exe to me and I'll make the hext patch.

79
FF7Voice / Re: FF7 Voices - assessing interest
« on: 2014-08-15 20:41:48 »
But transparent dialog boxes aren't needed. I could imagine that Jenova has a weird whispering voice in an alien language. And the 'Och!', 'Oh, no!' and 'It's failed' don't need a box.

If it turns out we want to play sound effects/voices that are triggered by things other than dialogue boxes, I'm sure we can implement that. Ultrasound already supports ambient sound effects, after all...

80
FF7Voice / Re: FF7 Voices - assessing interest
« on: 2014-08-15 20:36:41 »
Aussie and I will be doing the casting and directing together. He's in Australia, and I'm in the US, so we'll always be able to have a session with any given actor at any time of day. We plan on splitting the sessions up that way, and doing a few of them together for the more important dialogue.

The English script is so badly translated that our choices are to either relocalize the whole game ourselves (which is a lot of work), or wait for Beacause. I've seen some videos of the mod in action and the dialogue is vastly better. The original text is just bad. It's an order of magnitude worse than FF8's dialogue. It's not just spelling and grammar errors - there are far more Japanese phrases that were translated directly and make no sense in English ("Here I am, miss Yuffie" when you defeat a Pagoda boss). Trust me, we're as eager to start this as anyone else, it's just not doable using the original text.

If we could get a current or recent version of Beacause, we could start with that.

Sure, that makes perfect sense.

The link here - http://forums.qhimm.com/index.php?topic=14914.msg215623#msg215623 - works?

81
FF7Voice / Re: FF7 Voices - assessing interest
« on: 2014-08-15 19:13:22 »
Bear in mind that - IMO - having a 100% totally polished in every way script to work from isn't really critical.

The script will be used as a reference for what to record. Minor punctuation issues that you'd want to fix in the Reunion project are kind of irrelevant to Voices. Also, as I understand it, it's very likely that some of the dialogue will get changed to make it quite literally sound better. Dialogue that reads fine sometimes sounds kind of rubbish when you have to actually listen to a real person say it.

So while it's not my decision, I'd personally be in favour of cracking on with the project rather than waiting for a theoretically (as) perfect (as it could be) script that's only going to undergo further edits anyway for a voicing project.

82
Troubleshooting / Re: text messed up--jumbled together
« on: 2014-08-08 15:38:15 »
Oh, I don't doubt that some installers might have problems being installed onto the Desktop - although I still hold it's an indication the installer is doing something wrong.

I just wouldn't call it a system folder, because an entirely reasonable person might see the advice "don't install into a system folder" and assume "Aha, I'll avoid Program Files and install it into Documents/Desktop instead - that's one of my folders, not a system folder". Particular since [recent versions, at least, of] Windows let you put those folders anywhere you want.

83
Troubleshooting / Re: text messed up--jumbled together
« on: 2014-08-08 15:19:10 »
Eh. I'd be dubious about describing Desktop as a system folder. Normally a system folder means a folder where the permissions are generally locked down to prevent average users from (easily) changing things - so, definitely the Windows folder, and on more recent versions of Windows, Program Files.

It's perfectly understandable that if you install things into a system folder like somewhere within Program Files, mod installers and the like will have problems, because the default permissions probably won't let them change things, so you'd want to avoid that.

Desktop is a folder which absolutely should be freely accessible and writeable. While it's certainly possible a mod installer might have trouble if it's installed on the desktop, frankly that's a sign the installer is doing something wrong and it might also break with a folder the user had created manually anywhere else, too.

84
I am not so sure dlls are the answer... first it means more files scattered about, second, Aali's driver only allows you to inject 1 dll, third, even with my launcher it would just be more hassle, and fourth...  don't dlls stay in memory once injected?  Seems a little wasteful to me when all most people need is a few hundred bytes of free space that exists in huge quantities in the exe.

Unless you are doing something a bit more involved.

They stay in memory in the particular process they're injected in, sure.

Is there anybody running FF7 these days who really can't afford a DLL taking up an extra 100KB of RAM?!

Obviously every coder will do what they prefer - but I'd much rather stick code in a separate file where it's easier to remove if you don't want the change or it turns out to be buggy, and also easier for the user to report what they've got installed.

85
Eh. I personally prefer that if I'm going to add any new code in to the process (which Ultrasound does do), to stick it in a DLL and have that injected somehow. Yes, it requires the user to either run the game through a launcher, or inject the DLL via Aali's driver or similar, but frankly I expect the majority of users applying mods can do one of those. Bootleg installs Aali's driver automatically after all, right?

Seems far cleaner to me to put each change in its own DLL that can be easily upgraded, changed, or removed, and automatically avoids overwriting the data/code from another mod (unless they're both trying to change the exact same thing, I guess - but there isn't any possible solution in that case).

86
Team Avalanche / Re: Team Avalanche looking for 2D artists
« on: 2014-08-05 18:52:45 »
If I repaint a scene from AC as a template it will be my work. I have full copyright to it. Except for the Characters in the image. But this only matters if I would make a comic with them for profit. There is many fan work out there, which use the pics from the 10th anniversary as template, if this what you imply would be true, then all of them would be illegal.

Yes. Often, fanart / fanfic / etc. is a copyright violation, and the original copyright holder certainly could sue to prevent them being distributed.  Usually they don't, of course, because it's not worth the time / effort / money to do so (and the internet being what it is, the usual game of whack-a-mole would ensure that they wouldn't actually stop it anyway).

Why do you think otherwise? They're usually very clearly derivative works. Of course, if you're not selling them, the original copyright holder is less likely to care.

Quote
The same would count for the countless Mona Lisa pictures you see in the commercial. If you have done the picture to 100% by yourself, then it is your work.

Well, the copyright on the Mona Lisa has expired now - copyright is for a limited period of time, in theory at least...

Quote
And this means if Square Enix would decided to use these new renders they have to ask Mayo Master if they could use them.

True, because he would own the new creative elements that have gone into the renders. That doesn't preclude them also being derived works of Square's original graphics.

87
Team Avalanche / Re: Team Avalanche looking for 2D artists
« on: 2014-08-05 18:02:12 »
It is based on them, but they are not used directly. This is fan work.

Yes. What part of that makes you think it's not a copyright violation?

Makes Square less likely to notice or care (or both), sure. My point was that applies equally well to any textures you might want to create or re-use.

88
Team Avalanche / Re: Team Avalanche looking for 2D artists
« on: 2014-08-05 17:30:51 »
No.
As I was explaining previously in this thread, the 2D artists needs to pay attention to copyright matters. Unless I can be assured that an underlying image (meaning, before photoshopping) can be used, I would rather not use a derivative work. Image alteration doesn't not change ownership. The question I would have is: if you change an image so much that the original is no longer recognizable, would copyright still apply? I don't know where the law stands on the matter.
We in Team Avalanche have to walk a fine line in order to remain within the context of fair use to merely apply our mods to the game. Last thing we want is to have to debate of fair use during the making of each of the scenes. I hope you understand what we have to deal with, and that's also why I have refrained from applying filters on googled images to do the trick. So, that's why I need help, and that's why these images would take time in the making.

While I understand the principle, it's worth pointing out that this entire project is about creating derivative works based on somebody else's copyrighted material (i.e. the original backgrounds that Square created). I can't see that it falls under fair use at all, realistically.

If you're working on the assumption of "likely an infringement of someone's copyright => don't do it", you kind of need to shut the whole project down.

If instead you're going for a more practical approach of "we don't care about copyrights, we just want to avoid doing things that draw attention" then, well, that's completely understandable, but be clear about what the approach is.

89
FF7Voice / Re: Thoughts about reviving the project
« on: 2014-08-05 12:25:50 »
You make a good point. It'd be easy enough for me to set up a private forum on my server for project use, I guess.

90
FF7Voice / Re: Thoughts about reviving the project
« on: 2014-08-05 11:20:58 »
Certainly I'd suggest we want decent file hosting at a minimum (which I'm quite happy to provide - I have a dedicated server with reasonable bandwidth and disk space spare); I'm a fan of Bittorrent Sync for distributing and updating files easily, although there are other options.

While a homepage might be wanted at some point, I'm not sure what you'd need it for to start work on the project. The forum works for general coordination, IMO.

91
FF7Voice / Re: Thoughts about reviving the project
« on: 2014-08-04 13:37:40 »
When ficedula enables his xml export feature, we'll need to go through the script and weed out the dialogue that won't be voiced ("Item Received" and things like that). We should put in some placeholder sounds and play through some of the game's areas just to make sure Ultrasound works in every case.

Basically done: http://www.ficedula.co.uk/voices/Ultrasound_0_36.zip

You first need to extract all the files from FLEVEL.LGP into a folder, and decompress the LZS-compressed ones. Then the Tools / Extract option in Ultrasound will build/update the voices XML files for you.

Also, it'll put any entries that it doesn't think are dialogue into comments in the file, so it's clearer when you view the file (...if it's something that understands XML, anyway...) which entries actually need to be recorded. It might get it wrong, in which case you just need to move the entries out of the comment block.

The Tools / Analyse option will tell you what percentage of the required voices file are recorded for each location (& overall), skipping any entries that have been commented out of course...

Quote
I've written up most of the audition threads. I just need to find some good lines that allow the actors to show off their skills. When the threads are posted, I'll make a new thread here, and you can share the links with your cast and any other people you think might be interested.

Look forward to seeing it.

Cheers.

92
FF7Voice / Re: Thoughts about reviving the project
« on: 2014-08-01 11:56:56 »
Anyway, That's a fair call and I had a feeling it would come to that anyway. Plus I do need a new Reno so go all out ;)

Also yeah I can PM now. No spamming rule. Makes sense. Also again, according to Kaldarasha, I'm both Sephiroth and Hojo XD Though I know there's a better guy for Hojo out there.

So I take it I'm one of the guys, along with you and Shar, to be heading this then?

That sounds fine to me - my opinion has always been that if somebody wants to step up and do the work, then rather than argue about should-we shouldn't-we, just let them try and see if it works.

I was also going to ask ficedula if he could release whatever script he uses to generate those XML files. I'm going to eventually modify DLPB's translation a little (to standardize how multiple-choice dialogues behave) and we're going to use that for the lines.

It's just a part of the Ultrasound code; I haven't turned it on in the public release because it's not very user friendly yet (it has hard coded paths in it, and happily overwrites any files that already exist in the target folder without any warning, which could obviously go badly...)

Although bear in mind, the new release of Ultrasound - http://forums.qhimm.com/index.php?topic=15342.0 - triggers the dialogue based on dialogue IDs, so the text in the various files is now just there for reference, it's not actually used. That said - I understand it's probably a useful reference ;) so yes - I'll make that dialogue export tool available in a future version.

I imagine there's probably some other tools/options that might be useful - like reporting on any 'missing' files (you've put a path to an mp3 file in, but it doesn't exist), etc.

93
Support / Re: New home grown sound effects/Foley work
« on: 2014-08-01 11:51:46 »
Can you work with this?If it's OK for you to get an impression then I will go on and make more scenes.

That sounds great, but yeah you haven't uploaded it yet.

Uploaded - see the Ultrasound topic.

94
Uploaded v0.35: http://www.ficedula.co.uk/voices/Ultrasound_0_35.zip

Changes:

-Triggers voice files based on dialogue IDs correctly, not text comparison
-Supports multiple ambient sound effects playing at once

For the last feature, the way it works is that <Ambient> entries in the configuration file can have a Group attribute set against them, e.g.

Code: [Select]
  <Ambient FieldIDs="195" Group="1" Loop="true">ultrasound\blip2.mp3</Ambient>

If you don't set the group ID, it defaults to zero (0). When deciding which ambient sound effect(s) to play the program uses the first valid ambient sound effect it finds from each possible group. So for an example:

Code: [Select]
  <Ambient FieldIDs="195" PPVs="191" Loop="true">ultrasound\rain-heavy.mp3</Ambient>
  <Ambient FieldIDs="195" Loop="true" Volume="0.5">ultrasound\rain-heavy.mp3</Ambient>
  <Ambient FieldIDs="195" Group="1" Loop="true">ultrasound\blip2.mp3</Ambient>

The first two ambient effects have no group ID set, so they belong to group 0. When you go into field ID 195 (which is mrkt2) Ultrasound looks at these effects, and because the first two belong to the same group, it will only play one of them (it decides based on the PPV in this case - if PPV=191, it plays the first one, otherwise, the second one).

However the third effect belongs to a different group so it will also play this effect and you'll end up with two ambient effects playing. Hopefully that makes sense.

95
Support / Re: New home grown sound effects/Foley work
« on: 2014-07-29 19:38:27 »
This will be a long time project and I think best is to start with the bombing mission, so we will see how well this will look sound. However only one channel for the ambient sound might not be enough.

I have a new version of Ultrasound (don't think I uploaded it yet?) that supports multiple background/ambient sounds, so let me know if you need to test this - it should work fine...

96
FF7Voice / Re: Thoughts about reviving the project
« on: 2014-07-29 07:49:00 »
;D Well I'm looking forward to it.
The programmer of the tool wasn't active here since a few days so he hasn't seen your post. I haven't tested the tool by myself expensively, means I didn't played around with the scripts and how to set them up properly. In theory it should work and like the way it operates it is very independent from the flevel.lgp. I guess you should make a preview scene with the tool I think the big scene when the player enters the 7th Heaven bar the first time is a good scene for a preview and to test the tool.
It also would help to find early a working structure so we can set up the mod manger 7th Heaven for it properly.

Eh, I'm around, intermittently.

A test scene is I suppose a reasonable idea; you have to start somewhere anyway ... so as per my post in the other topic, if you think you can handle things, just go for it and we'll see what happens. Once you have started actually working on recordings you may well find changes that should be made to the tool, which I can definitely make - but we won't know that until someone does start using it properly...

Cheers.

97
FF7Voice / Re: FF7 Voices - assessing interest
« on: 2014-07-29 07:46:16 »
Well, as mentioned, I don't have the time to run the project, but will certainly provide programming support. So as far as I'm concerned, I'm basically just waiting to see if anyone can / will begin work on things.

If you do want to start putting a script / plan / cast together, then I'd suggest just going for it and posting here about anything you do so other people can comment on things.

98
FF7Voice / Re: Thoughts about reviving the project
« on: 2014-07-13 09:04:37 »
Not impossible, but certainly more work - since you're having to edit any affected field files to add more dialogue entries and tweak the script to display them at the right times.


99
FF7Voice / Re: FF7 Voices - assessing interest
« on: 2014-07-11 18:57:20 »
I guess the consensus is that we'll use DLPB's translation? I'll check out ficedula's download to see how the files are named and structured.

FWIW, the file structure is easily changed, although I'm not sure what alternative structure would make things easier. If there is some way it can be improved though, I certainly can.

Also the current download has dialogue exported from a standard non-modded install. I'd probably export it again from the newer translation before any work begins [although the actual dialogue in the voices files is purely for reference, now, the new version I'm working on doesn't rely on the dialogue text to trigger the audio playback].

100
FF7Voice / Re: FF7 Voices - assessing interest
« on: 2014-07-09 08:20:57 »
@Akabi, @Lionsmane - thanks; keep an eye on this thread and hopefully you'll hear any news if there is any...

I can do the directing, as long as someone else does the management (the casting, getting a list of lines,  etc). I'd also be willing to help out in some of the management, perhaps coming up with audition lines and maintaining the audition forum threads and stuff like that.

Thanks. Since you're already running the FF8 project, perhaps you can clarify for us exactly what management jobs we need somebody to step up and do?

Covarr's indicated he doesn't mind handling admin, collating files and verifying they're named correctly, and so on. I'm certainly fine to help on the technical side of things - making a central file repository available, setting up any hosting that's required, and altering the tools to make life easier for whoever's running things. What I don't have time to do necessarily is the ongoing project management - e.g. setting up times for recording sessions, checking who's available, planning what scenes will be recorded based on who's available (with a backup plan for when some people aren't available after all...)  - is that the sort of job we need someone to do?

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