Author Topic: Important note for game script staff  (Read 3180 times)

Marc

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Important note for game script staff
« on: 2008-06-29 15:53:14 »
This one is for whoever will be participating to the game script.

The software to play the sounds bites should use a detection scheme based on field name.  These are the 6 or 7 letters and numbers that identify each area in loveless (ex: acnt3).

That info would need to be included in the game script each time a new screen loads because if it is not there, somebody is going to have to go through all 754 field files AGAIN to re-identify what lines goes in what field.  Loveless already provides that info.

Thank you.

PS : An example of what I mean is this (field changes are in italic) :

Changed location: mtcrl_2
None – Shinra Guard
You guys are...
Cid
Guess we're safe for now...
Red XIII
Ohh!
Yuffie
Wa...wait!
Cait Sith
Wha...what is it, what is it?
Vincent
!!
Barret
Da---mn!
Cid
Looks like they're takin' off with the Huge Materia in that train!
Barret
NO! You damn boneheads!
Red XIII
Did the Shinra beat us!?
Yuffie
What are ya gonna do!?   Huge Materia!?
Cait Sith
Wha...you're not thinking about giving up...
Vincent
...shall we pursue?
Cid
Hey, do you know who I am?
Cid
I'm Cid - that's who the hell I am! Now just let me handle it!
Cid
Hey, hey, hey, hey---!
Changed location: zcoal_1
Barret
How can they even drive this?
Red XIII
It sure helped having Cid here.   I had no idea he could drive a train...
Yuffie
Pretty good for an old guy. I'm impressed you can move this thing!
Cait Sith
Way to go, Mister! You used to drivin' this thing too?
Vincent
I'm impressed. You can drive this too?
Cid
Don't ask me... I don't know!
Barret
What!?
Red XIII
Wa...What!?
Yuffie
What!?   You serious!?
Cait Sith
Huh?  What'd you just say!?
Vincent
Wha...what...!?
Cid
Don't worry! I can handle this!
Cid
Two levers: one on the right and one on the left...
Cid
I see, just alternate the two levers up and down, right!?
Cid
Judging from the enemy's speed, I'd say it'll take about 10 minutes.
Cid
We're gonna fly!! Hold on tight!!
Cid
All right! We're gonna jump!!
Cid
DAMN!
Cid
Sorry! I couldn't catch them!
Cid
Oh sh*t! We're gonna crash into North Corel!
Changed location: zcoal_3
None – Shinra Train driver/guard
What the? You...you guys!
Cid
All right--- Hand over the Huge Materia!
None – Train driver
Sh*t!
None – Train driver
Whooooa----!
Cid
You got guts comin' after me!
Cid
I'll never forget you!
Barret
No time for that now!
Red XIII
We got it going,   but how do we stop it?
Yuffie
Forget the Huge Materia, WE'RE the ones in deep trouble!
Cait Sith
What are we gonna do?   We killed the engineer!
Vincent
Hit the brakes, Chief.
Cid
I KNOW, already! Just shut up and sit tight! If we keep this up, we'll crash right into North Corel!
Cid
Let's see... If we use the levers alternately to accelerate...
Cid
It should stop if we move the levers up or down simultaneously!
Barret
Hey, it's not working!
Vincent
Isn't it...the other way?
Red XIII
We're gaining speed!
Cait Sith
Hey-------WAIT!   ...other way, other way, other way!
Yuffie
What are you doin', accelerating!?
Cid
F*ck! The other way!? Just watch, I'll...
Barret
Hey...HEY HEY!!
Vincent
...!!
WHOOOOOO----A!!
Yuffie
Get serious, you OLD MAN!!
Cait Sith
No...DON'T----!!
Cid
SHIIIIIIIT!
Changed location: ncorel3
None – Corel Citizen
You sure are brave. I'm impressed!
None – Corel Citizen
You guys are really something!
None – Corel Citizen
Aren't you the ones that stopped the Shinra Train?
None – Corel Citizen
The Shinra was just about to destroy our lives again...
None – Corel Citizen
It might be full of junk, but this is the only home we got, Barret!!
Barret
Of...of course! We're all born and raised in the coal mines!!
Barret
No matter how tough it gets, our hearts burn bright red like coal!
None – Corel Citizen
To hell with Meteor! We're Coal Miners, ain't we?
None – Corel Citizen
We'll dig a deep tunnel and hide from the Meteor!
None – Corel Citizen
That's it!
None – Corel Citizen
To you it may be a junk yard, but to us its home.
None – Corel Citizen
Must've been a horrific battle. You have scars all over your body.
None – Corel Citizen
I already talked to the Inn's owner. Today you can rest for free.
None – Corel Citizen
Hey, kid! How about givin' somethin' to these guys fighting' the Shinra?
None – Corel kid
I got it out of the well. Isn't it an amazing rock!!
None – Corel kid
Whoops... You can't hold any more.
None – Corel kid
Here, I'll keep some in my pocket and you can come by later and get it, OK?


edit : disregard this post for now.  It's going to be modified to reflect the new program once the input method is final.
« Last Edit: 2008-08-16 20:23:44 by Marcis »

Tsetra

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Re: Important note for game script staff
« Reply #1 on: 2008-08-08 22:07:12 »
I'm not in this department anymore, but here's the deal. Whoever is, you need to work directly with over IM and Dziugo as well. You can't just act as a separate entity and tell them what to do cause it's not going to work. Dziugo needs to send a WIP to whoever is doing this so they can make the script in a manner that makes everything go faster. You all need to talk frequently and work together. They need to be able to see it for themselves. The script work isn't just copying and pasting willy nilly on a document, you need to include scene info, find out which dialogs are the actually used ones, restore dummied lines where appropriate, it's a lot of work. If you guys aren't communicating, the final product is going to suffer.

Edit: I had it in my mind Dziugo, that your name was infact "Dzuigo". I hate it when people do that to any of my names, so I apologize for the error.
« Last Edit: 2008-08-11 11:04:59 by Tsetra »

Marc

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Re: Important note for game script staff
« Reply #2 on: 2008-08-09 02:14:25 »
Well I'm not even sure who's doing the script right now.  I think scene 6 is scripted but further than that I don't know.  Mesden, can you enlighten us ?

Revenile initially had taken over from you but that was only temporary.  I did have a chat with him through e-mail to mention what would have been needed and that somewhat got adjusted scene 5 on.  Half of disc 2 to the end of disc 3 have all the correct info as I did those parts myself though.

However, for the new program, I haven't seen the actual way the file will be handled as that part had not been completed so far.  The way its going to be configured is Dziugo is going to go for the easiest setup possible on our part.

More importantly however, it appears the script will not be using a text based setup so the person doing the script can basically disregard my previous post except for the part about screen changes since that info will still be needed (the area name as it appears in cosmo/loveless).  The rest of the modifications is now no longer necessary.

I've edited my first post to reflect that.

dziugo

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Re: Important note for game script staff
« Reply #3 on: 2008-08-09 13:51:08 »
Well, I can tell you how the actual configuration will take place. The way I'd see it being speeded up, is to name the sound files appropriately. Marcis suggested that the file name should contain some useful information besides the "numbers", so it looks like this now:
 - For field files - the name should look like "barret1[F:117:30].mp3" or "barret1[md1stin:30].mp3"
 - For FMVs - the name should look like "sephiroth1[M:1:24:5].mp3" or "sephiroth1[jenova_e:5].mp3"
 - Battles - probably something like "cloud1[B:12:1].mp3" or similar, haven't looked at the numbering system yet

Field files symbols are:
Code: [Select]
[F:117:30]
F - Field
117 - Id of the location
30 - Id of the dialog
or
Code: [Select]
[md1stin:30]
md1stin - Name of the location
30 - Id of the dialog

FMVs:
Code: [Select]
[M:1:24:5]
M - Movie
1 - Disc number
24 - Id of the FMV
5 - The frame when the sound file should be played
or
Code: [Select]
[jenova_e:5]
jenova_e - Name of the FMV
5 - The frame

Only the data surrounded by [] is important to me, the rest can be named anyway you want.

If it's some dummied dialog, or you want to correct the spelling or anything, the Id of the dialog won't change, so while preparing a script you only have to note the actual Id of the dialog, that's it.
« Last Edit: 2008-08-09 13:53:05 by dziugo »

Marc

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Re: Important note for game script staff
« Reply #4 on: 2008-08-16 16:19:22 »
That's great.

However I just realized something.

If I go by Loveless's ID of the dialog in game, sometimes two lines are attached to a single ID such as this example (line 101 of ancnt3) :

“CLOUD
Aeris is gone.
NEW PAGE
Aeris will no longer talk, no longer laugh, cry...or get angry”

This is extremely frequent in the game so if we go by ID, the dialog would then be stuck in a big block which is not ideal.  Am I understanding correctly what you meant or will there be a second subsystem in place for these split lines ?

dziugo

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Re: Important note for game script staff
« Reply #5 on: 2008-08-16 20:54:21 »
Ah yes. If there are more speeches attached to a single dialog, you specify them by a subid.

First dialog is [F:117:30:0] (or simply [F:117:30] as in the previous example), the second "screen" would be [F:117:30:1]. The reason for "" is, that it will not necessary be a new screen - I also have to take into consideration dialogs which wait for user input to show next line in the same window (example -> "Watch out! [PAUSE] This isn't just a reactor!"). Easy way to mess all the dialogs with the same Id, but I'll try to think of something to avoid those errors.

Btw, all the hooks (field, world, fmv, battle) are working ok, but I'm still testing the software and writing "the other program" we spoke about. I'll drop you a PM when I got a release candidate :)

Marc

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Re: Important note for game script staff
« Reply #6 on: 2008-08-17 15:35:32 »
I'm looking forward to it.

So if I understood correctly, the files should be named like this (I've substituted 0 and 1 for the sub-ID by a,b,c, etc. as its easier to tell them apart) :

ancnt3-95-cloud.mp3
ancnt3-96-cloud.mp3
ancnt3-97a-sephiroth.mp3
ancnt3-97b-sephiroth.mp3
ancnt3-98-sephiroth.mp3
ancnt3-99-cloud.mp3
ancnt3-100-cloud.mp3
ancnt3-101a-cloud.mp3
ancnt3-101b-cloud.mp3

As for the example you quoted of "watch out.  CHOICE.  this isn't just a reactor" that's an odd way of handling it.  Is it frequent ?  If it's rare we *could* just put in a silence.  Or the easier way might just be to modify these occurrences to insert the NEW PAGE tag and split them into two parts bypassing the issue.

I'll also be in the boonies for the next week for job related purposes and I'll have nothing better to do during the evenings so if you need me to test something, I'll be happy to oblige.

dziugo

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Re: Important note for game script staff
« Reply #7 on: 2008-08-17 17:29:02 »
So if I understood correctly, the files should be named like this (I've substituted 0 and 1 for the sub-ID by a,b,c, etc. as its easier to tell them apart) :

ancnt3-95-cloud.mp3
ancnt3-96-cloud.mp3
ancnt3-97a-sephiroth.mp3
ancnt3-97b-sephiroth.mp3
ancnt3-98-sephiroth.mp3
ancnt3-99-cloud.mp3
ancnt3-100-cloud.mp3
ancnt3-101a-cloud.mp3
ancnt3-101b-cloud.mp3
Fine by me.

As for the example you quoted of "watch out.  CHOICE.  this isn't just a reactor" that's an odd way of handling it.  Is it frequent ?  If it's rare we *could* just put in a silence.  Or the easier way might just be to modify these occurrences to insert the NEW PAGE tag and split them into two parts bypassing the issue.
I've PMed you about it.