The names don't show up, and neither do jump lines, and some of them are missing, but by and by most of things are in place.
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Privateer: The Reckoning MOD is ALIVE!
Here you can find news, get help and comment about the Privateer / Wing Commander Total Conversion called ?Privateer: The Reckoning? and accompanying Mods
warzog: my email got rejected for some reason, so here's the map I made - or, rather, Stryfe and Dwightman made: http://bobmcdob.homestead.com/files/gemini.jpg
The names don't show up, and neither do jump lines, and some of them are missing, but by and by most of things are in place.
The names don't show up, and neither do jump lines, and some of them are missing, but by and by most of things are in place.
I've just finished extracting a load of Priv sounds, mostly voice. Besides tagging them properly and such, I need a converter that'll do voc-to-wav conversions. Anyone know of such a thing?
edit: ah, yes, and the Privateer script: http://home.iprimus.com.au/nsswty/Wedge ... cript.html
Edited by - Bob McDob on 2/8/2004 5:43:50 AM
edit: ah, yes, and the Privateer script: http://home.iprimus.com.au/nsswty/Wedge ... cript.html
Edited by - Bob McDob on 2/8/2004 5:43:50 AM
Bob, I can run the Wing Commander Saga radio filter on those voice files
Wing Commander Saga
Wing Commander Saga Forum
~Project Head of the "Wing Commander Saga: Battlegroup Serpent" Project
I still loveWing Commander. Given the right opportunity, I would definitely revisit it." - Chris Roberts.
Wing Commander Saga
Wing Commander Saga Forum
~Project Head of the "Wing Commander Saga: Battlegroup Serpent" Project
I still loveWing Commander. Given the right opportunity, I would definitely revisit it." - Chris Roberts.
Bob McDob:
Only one problem with the voices, and scripts...
Unless you can do *.THN animation files, they're useless.
Sure, we can plug them in, but the character's wouldn't be lip-synced to them.
(and the animation length probably wouldn't match the speech length either)
Any possibility you know of a Privateer Font?
Or an 800x600 Screenshot of the Starting Screen from Privateer?
(The one with the buttons on the bottom of the page.)
(I've found several 300x200 images.)
Watch your 6!
Only one problem with the voices, and scripts...
Unless you can do *.THN animation files, they're useless.
Sure, we can plug them in, but the character's wouldn't be lip-synced to them.
(and the animation length probably wouldn't match the speech length either)
Any possibility you know of a Privateer Font?
Or an 800x600 Screenshot of the Starting Screen from Privateer?
(The one with the buttons on the bottom of the page.)
(I've found several 300x200 images.)
Watch your 6!
@Bob McDob, was that extracter the one I sent a link to, or did you find another one? Also, when I was asking about this a few months ago, someone reminded me that Sound Blaster had a voc2wav.exe converter with their earlier sound cards. If you can find that on an abandonware website you should be fine, albeit sick of typing as you will have to do every file 1 at a time using DOS extensions after the file name. Like how WC3 had "wc3.exe -i -s"
Once you get voc2wav.exe I suppose you could do a quck and dirty .bat file to do it. Just simply cut and past a batch of the hundreds of sound file names, then go in and number the mus###.voc files so the bat file does it all in a few minutes.
You know, I'll see if I still have voc2wav.exe on my old computer I still use to play Privateer. It would be ironic, but if I have it, I'll see if I can transfer it to this one and send it on.
EDIT: Nope, I don't have it on my Penitum 133, I must of had it on my Pentium 90 which is long since gone. But I just found a good download, I'll provide the link. voc2wav5.zip. Here's the info on it:
It's an updated version and can convert up to 1000 files in a directory at a time. Should be just what you're looking for! But do a scan check on it first, it is abandonware. Actually, here's a link to the page I got it from because now that I look back there are other choices to choose from including the original Creative Labs version.
@Warzog, I don't care if the animations aren't exactly synched, the Privateer ones weren't always. But it is important to get a lot of the voices, because it really adds flavour to the game and will give it the Privateer feel!
Maybe there is a way to just turn animations off ... I don't know if I'd like that or not.
Sir S
Edited by - Sir Spectre on 2/8/2004 9:53:08 AM
Once you get voc2wav.exe I suppose you could do a quck and dirty .bat file to do it. Just simply cut and past a batch of the hundreds of sound file names, then go in and number the mus###.voc files so the bat file does it all in a few minutes.
You know, I'll see if I still have voc2wav.exe on my old computer I still use to play Privateer. It would be ironic, but if I have it, I'll see if I can transfer it to this one and send it on.
EDIT: Nope, I don't have it on my Penitum 133, I must of had it on my Pentium 90 which is long since gone. But I just found a good download, I'll provide the link. voc2wav5.zip. Here's the info on it:
The original Voc2wav.exe only converted "mode 1" voice files. Duke3d and Shadow Warrior use mainly "mode 9" voice files thus the conversion was not possible and left you with a 44 byte wave file ! will now convert all modes (1 to 9). Should the mode be in a 16 bit format which is often the case Voc2wav will convert it to an 8 bit mode. The original sampling rate is retained.
Converts upto 1000 .voc files in a folder with the *.* parameter.
It's an updated version and can convert up to 1000 files in a directory at a time. Should be just what you're looking for! But do a scan check on it first, it is abandonware. Actually, here's a link to the page I got it from because now that I look back there are other choices to choose from including the original Creative Labs version.
@Warzog, I don't care if the animations aren't exactly synched, the Privateer ones weren't always. But it is important to get a lot of the voices, because it really adds flavour to the game and will give it the Privateer feel!
Maybe there is a way to just turn animations off ... I don't know if I'd like that or not.
Sir S
Edited by - Sir Spectre on 2/8/2004 9:53:08 AM
warzog: as stated above I am working on WCS right now. I haven't contributed anything to the project during the last four weeks, so it is time to get some work done. Vaktoth and Paktahn will be ready on Tuesday eventually, but I can't promise that.
I have emailed FTP data to Stannum. Let'S hope he can upload his models soon
Wing Commander Saga
Wing Commander Saga Forum
~Project Head of the "Wing Commander Saga: Battlegroup Serpent" Project
I still loveWing Commander. Given the right opportunity, I would definitely revisit it." - Chris Roberts.
I have emailed FTP data to Stannum. Let'S hope he can upload his models soon
Wing Commander Saga
Wing Commander Saga Forum
~Project Head of the "Wing Commander Saga: Battlegroup Serpent" Project
I still loveWing Commander. Given the right opportunity, I would definitely revisit it." - Chris Roberts.
hi folks,
a good tool for extracting and converting ingame muic and sound from a variety of dos-games is the "game audio player" (freeware).
Download this tool and extracted/converted sounds from privateer at
http://privateer.mipu.de/privateer4.html
For a privateer font search for the font "Loxx".
cu mipu
http://freelancer.mipu.de
a good tool for extracting and converting ingame muic and sound from a variety of dos-games is the "game audio player" (freeware).
Download this tool and extracted/converted sounds from privateer at
http://privateer.mipu.de/privateer4.html
For a privateer font search for the font "Loxx".
cu mipu
http://freelancer.mipu.de
Bob, Iwould like to know IF TNG still has the permission to include our ships into their mod. Nothing against TNG, it is an excellent mod, but I do not like to see a Wing Commander VS SW (or WC vs. FS) project.
warzog, I was going through 1.06 readme and I noticed following:
Missiles ONLY mount on Cruise Disruptor/Torpedo hardpoints.
Launch the Leech as you would a Cruise Disruptor.
Launch the other missiles as you would a Torpedo.
Some new ships have 2 Cruise Disruptor/Torpedo hardpoints.
does this mean that you can also mount torpedos on light/medium fighters? 'Cause this was not the point of adding torpedo hp to them.
Edited by - {Tolwyn} on 2/9/2004 4:39:18 AM
warzog, I was going through 1.06 readme and I noticed following:
Missiles ONLY mount on Cruise Disruptor/Torpedo hardpoints.
Launch the Leech as you would a Cruise Disruptor.
Launch the other missiles as you would a Torpedo.
Some new ships have 2 Cruise Disruptor/Torpedo hardpoints.
does this mean that you can also mount torpedos on light/medium fighters? 'Cause this was not the point of adding torpedo hp to them.
Edited by - {Tolwyn} on 2/9/2004 4:39:18 AM
I don't even know who granted permission to TNG in the first place (possibly Stannum) ... and personally, I don't really care, they can do whatever the hell they like. If you want to have the ships you converted removed I suppose I can't stop you, but I don't think we should run a dictatorship for control of WC ships. Anyway, this is the only actual TC for those ships, people will be attracted to that regardless
I uploaded the voices.zip to the FTP ... all sounds are in .vocs, since I wasn't really happy with the way the one Spectre provided truncated all the names (thanks anyway). This shouldn't really be a problem with the guns though.
Edited by - Bob McDob on 2/9/2004 5:18:28 AM
I uploaded the voices.zip to the FTP ... all sounds are in .vocs, since I wasn't really happy with the way the one Spectre provided truncated all the names (thanks anyway). This shouldn't really be a problem with the guns though.
Edited by - Bob McDob on 2/9/2004 5:18:28 AM
HI guys I have been following your progress via the posts and it sounds like u r gettin a bit fried
in reballance 3.2 they have the engin up grades but u cant sell or trade your engin either but u can un mount them and add the new one they take up space in cargo hold
Warzog u should check out the mod might give u some ideas
Bob what mods have u made would like 2 check them out
after reading your posts I have a new appreation 4 all the work that goes into a mod wish I could help but I am just starting 2 learn and dont know anything execpt what I would like 2 see
have a great day
in reballance 3.2 they have the engin up grades but u cant sell or trade your engin either but u can un mount them and add the new one they take up space in cargo hold
Warzog u should check out the mod might give u some ideas
Bob what mods have u made would like 2 check them out
after reading your posts I have a new appreation 4 all the work that goes into a mod wish I could help but I am just starting 2 learn and dont know anything execpt what I would like 2 see
have a great day
Tolwyn:
does this mean that you can also mount torpedos on light/medium fighters? 'Cause this was not the point of adding torpedo hp to them.
It sure does...
If a small ship has torpedo hardpoints, it can mount ALL of the missles, and Torpedoes, except for the Leech missles, and Dumbfires.
The Dumbfires mount on regular Gun hardpoints.
Cruise Disruptors (Leech Missiles) have to be added seperately.
But, I told you that when you suggested making all of the missles work only on torpedo hardpoints.
The only way to keep torpedoes off of the smaller ships would require turning EVERY missle into Cruise Disruptors, or leaving torpedo hardpoints off of them.
And once they're Identified as a Cruise Disruptor, you can't undo the disrupting function.
Of course, this is only with respect to the Player's Ships.
I can place missiles, guns, torpedoes, cloaks, etc on any hardpoint for the NPC ships.
(Only turret, and turret hardpoints, are exclusive for NPC ships)
In the v1.06 readme file I stated that all of the NPC loadouts aren't duplicatable on the Player's ships, for that very reason.
Watch your 6!
does this mean that you can also mount torpedos on light/medium fighters? 'Cause this was not the point of adding torpedo hp to them.
It sure does...
If a small ship has torpedo hardpoints, it can mount ALL of the missles, and Torpedoes, except for the Leech missles, and Dumbfires.
The Dumbfires mount on regular Gun hardpoints.
Cruise Disruptors (Leech Missiles) have to be added seperately.
But, I told you that when you suggested making all of the missles work only on torpedo hardpoints.
The only way to keep torpedoes off of the smaller ships would require turning EVERY missle into Cruise Disruptors, or leaving torpedo hardpoints off of them.
And once they're Identified as a Cruise Disruptor, you can't undo the disrupting function.
Of course, this is only with respect to the Player's Ships.
I can place missiles, guns, torpedoes, cloaks, etc on any hardpoint for the NPC ships.
(Only turret, and turret hardpoints, are exclusive for NPC ships)
In the v1.06 readme file I stated that all of the NPC loadouts aren't duplicatable on the Player's ships, for that very reason.
Watch your 6!
well, 'cause that was really not the point of adding torpedo hardpoints. If I have gun hps for them player will be able to mount more guns, torpedo hps will result in having torpedos on them, That is why I suggested to have missiles defined as cruise disruptors.
Perhaps we should review our possibilities. Have you also thought of missiles taking place in the cargo hold?
Wing Commander Saga
Wing Commander Saga Forum
~Project Head of the "Wing Commander Saga: Battlegroup Serpent" Project
I still loveWing Commander. Given the right opportunity, I would definitely revisit it." - Chris Roberts.
Perhaps we should review our possibilities. Have you also thought of missiles taking place in the cargo hold?
Wing Commander Saga
Wing Commander Saga Forum
~Project Head of the "Wing Commander Saga: Battlegroup Serpent" Project
I still loveWing Commander. Given the right opportunity, I would definitely revisit it." - Chris Roberts.
Tolwyn:
Missiles in the cargo hold are cargo...Unusable.
Missiles mounted, or set-up as Cruise-Disruptors...are Cruise-Disruptors.
There are only 3 options for Missles:
1)Guns-as you said, you lose guns by placing them here.
2)Torpedoes-missiles occassionally become dumbfires by using this setting.
3)Cruise Disruptors-no sense having more than one, is there?
A 4th option exists only for guns:
4)Turret-put a missile here, and you boot to desktop!
That's it.
No other options as far as the Player's ships go.
Hmmm...
I just had a thought...
Why not use the HpMissile01+ slots?
Make our own type of Hardpoint?
Make a ship with a HpMissile01 slot, and I'll see if it'll work.
If it does, it'd solve our problem, if not, we'll be in the same spot.
Update:
I just went through the Sound, Voice, and Music files.
I've changed the weapon's sounds over, and several of the computer sounds.
I put 3 of the music files in, and have them playing all over the place, may add a bar tune, also.
It looks like the Pilot's voices are in animations.
I don't know how we'll get them in.
BTW-Several of the music wav files were no good.
With these files added, the mod is up to almost 7mb.
Add a few more ships, and we'll hit 10mb easy.
(That's a big file for my DUN.)
Watch your 6!
Missiles in the cargo hold are cargo...Unusable.
Missiles mounted, or set-up as Cruise-Disruptors...are Cruise-Disruptors.
There are only 3 options for Missles:
1)Guns-as you said, you lose guns by placing them here.
2)Torpedoes-missiles occassionally become dumbfires by using this setting.
3)Cruise Disruptors-no sense having more than one, is there?
A 4th option exists only for guns:
4)Turret-put a missile here, and you boot to desktop!
That's it.
No other options as far as the Player's ships go.
Hmmm...
I just had a thought...
Why not use the HpMissile01+ slots?
Make our own type of Hardpoint?
Make a ship with a HpMissile01 slot, and I'll see if it'll work.
If it does, it'd solve our problem, if not, we'll be in the same spot.
Update:
I just went through the Sound, Voice, and Music files.
I've changed the weapon's sounds over, and several of the computer sounds.
I put 3 of the music files in, and have them playing all over the place, may add a bar tune, also.
It looks like the Pilot's voices are in animations.
I don't know how we'll get them in.
BTW-Several of the music wav files were no good.
With these files added, the mod is up to almost 7mb.
Add a few more ships, and we'll hit 10mb easy.
(That's a big file for my DUN.)
Watch your 6!
For the Problem with Torpedo/Cruise i went though the old game (got it to work!) And Whala first thing i notice is Missile Launcher/Proton Tropedo so when i saw make a missile Hardport that'd be a great idea but could there be a way to Add the simi-slow Proton Tropedo? as a missile but looking like its white ball form nothing like fraggin the Retros with one up the ole tailpipe to light that ship up....mmmm lunch today...ReFried Retro AGAIN!!!! Damn i need to watch myself this time.
When the Going's get Tough, The Tough get a bigger Battleboat.
"Shotglass moments before the Tiger's claw blew up"
You Look a bit down on yer lucky,..Ya Don't say well Heres a drink for yas and don't worry bout how ya lost yer girl.
"alright we'll give you once chance drop it"..."you just signed your ow...*zoid sucking sound* And you just signed off life due to my nomad blasters silly xeno.
When the Going's get Tough, The Tough get a bigger Battleboat.
"Shotglass moments before the Tiger's claw blew up"
You Look a bit down on yer lucky,..Ya Don't say well Heres a drink for yas and don't worry bout how ya lost yer girl.
"alright we'll give you once chance drop it"..."you just signed your ow...*zoid sucking sound* And you just signed off life due to my nomad blasters silly xeno.
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