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Privateer Voice Mod

Here you can find news, get help and comment about the Privateer / Wing Commander Total Conversion called ?Privateer: The Reckoning? and accompanying Mods

Post Thu Feb 26, 2004 9:53 am

Privateer Voice Mod

Great, now that we have our own forum I can start a new post about the Voice Mod :-)
And since I got to know last night how all this sound stuff works it's making progress :-D

I have uploaded a small test version to my webspace. Unfortunately it isn't that small ( 3,93 megs ).

I'm currently trying to finish the Kilrathi space voice file. So the Libery Navy, Police and Security Forces now have Kilrathi voices ;-)
Check em out if you want. But if you want to hear them, you propably have to turn down the sound and music cause I don't know how to change the voice-volume.
Another known problem is that if Freelancer wants to play a sound which is not in the file, like the "cargo scan" sound, you see the communication window appear and disappear. This also happens when you klick on "hail" the first time ( I don't know yet which voice is missing there )

Well, the other thing I changed and where I need your advice is the docking sound. RIght now I only replaced the "dock granted" sound in the three atc_.... files. But because each of these files has about 1.3 megs it increases the mod size enormously. And that just because of one replaced file.
So I might make my own atc.utf with only this one sound. But then the dock wouldn't say anything but "now entering an automatic landing zone". It wouldn't answer if you klick on "hail", it wouldn't say anything when you leave the station/planet and it wouldn't say anything when you are in the waiting queue.
To make a compromiss, I could extract all the docking voices from the original atc... files and include them in my own atc file. But this again would end up in a lot of work ;-(

Post Thu Feb 26, 2004 11:45 am

To change the volume, change the attenuation in the various Voice ini's in the Audio folder.
IE: voices_space_female.ini / voices_space_male.ini / etcetera

If possible, could you give the Kilrathi voices to the Corsairs?
I believe that the Cali_Base.utf file is one of theirs.

The Police should get the Militia voices.
As should the Navy's.
The Retros, and Pirates, should go to the Liberty Rogues, Lane Hackers, Mollys, etc.
The Merc voices should go to the Bounty Hunters.
And the Privateer voices should go to the Freighters & Transports.

Any possibility of using the Automatic Landing Zone in place of the Docking ring Open and Closing sounds?
I've disabled the Docking Ring sounds, now that I've made them invisible.

I've done the same to the Jumpgates, since I've replaced the gates with jumpholes.


Watch your 6!

Post Thu Feb 26, 2004 11:58 am

hmm... I changed the attentuation to -16 but can't hear a difference.

Thanks for the faction info warzog, I only gave the police the kilrathi voice because I didn't want to fly to far to test it.

The Automatic Landing Zone sound already replaces the voice you hear when you dock ( is there a specific Docking Ring Open and Closed sound ? ). But currently the file is 3,5 megs larger because of this sound. So I'ld like to hear what you think about removing ALL station & planet sounds but the Landing Zone sound.

Post Thu Feb 26, 2004 4:07 pm

Under: Data\Audio\Sounds\Animations are Ring_open.wav and Ring_Close.wav
The Entering an Automated Landing Zone would fit nicely into the Ring_open slot, if you can convert it to *.Wav

As to size, the Audio Mod is 7.7mb.
I use 8-10mb as a maximum goal.
And since the "Automatic Landing Zone" sound is so important to the game, it's got to be in the mod.
How about this:
The "Planet whatever Welcomes you" messages will be incorrect once the Gemini sector is done.
And trying to get them to match would be a bear!
So, Replace the greetings in the .UTF files with a null sound, and then use the ALZ sound to replace the Ring_open.wav sound.
(If you can convert it to .wav format.)

Watch your 6!

Post Thu Feb 26, 2004 5:24 pm

I think I found a good solution.
A Planet/station doesn't say anything now but "Now entering an automatic landingzone" when you dock. Hope that's ok ( No pattern full, good journey, etc. sounds )
If I replace the "dockopen" sound there still will be the spacestation ... but now now that I'm thinking of that ... perhaps that would be better, hmpf, do you want the stations to have the ALZ sound too, or not ?

Post Thu Feb 26, 2004 6:32 pm

Nope, your solution sounds great!

BTW-I think that -4, -16 attenuation makes the sound softer, and 4, 16 attenuation makes the sound louder.


Watch your 6!

Post Thu Feb 26, 2004 10:18 pm

It's my experience that moving the attentuation modifier "down", so to speak, makes it louder (i.e., -4 instead of -8)

This isn't really related to voices, but I think I found a way to keep the planet music from cutting off abruptly: in the [insert base name file.ini file, there's a value for the music that reads "one-time", or something like that; removing it should make it loop.

Post Fri Feb 27, 2004 12:17 am

The term is "oneshot."
I've edited the mod, and uploading it to the ftp site as v1.02.
I haven't had a chance to test it, yet.
(Another 24hr session!)
Good night!

Edited by - warzog on 2/27/2004 3:13:03 AM

Post Fri Feb 27, 2004 4:56 am

yea, I changed the attentuation to 4.. and hey, I hear them speaking in combat :-)
Uploaded the new file to my webspace. You can get it here. And it's only 696kb :-)

All civilian companies now have the Privateer Civ sounds and I replaced the Corsairs voices with my Kilrathi file. But it only affects normal space sounds. No mission support yet.

Post Fri Feb 27, 2004 12:29 pm

added Confeds voices to the Liberty Navy and Police, think they quite good. Get the new file here. ( 1,00MB )

I need some negative Feedback guys, otherwise I might think it's ok as it is ;-).
In my opinion they talk too much of the same now, you always here the same sounds....and if all voice files are included, all factions will always say the same..huuuu ;-)
Don't think that will be an improvement.

Edited by - Swiftr on 2/27/2004 12:34:38 PM

Post Fri Feb 27, 2004 1:28 pm

I'm downloading it now, and I'll let you know as soon as I get a chance to run it.


Watch your 6!

Post Fri Feb 27, 2004 8:56 pm

I LOVE IT!!!

Could use some pirate voices!
But the Militia, Transport, and especially the "Now entering an Automatic Landing Zone" are great!

Excellent work!

Watch your 6!

Post Fri Feb 27, 2004 10:39 pm

Will all the various "Now entering an automatic landing zone" and other statements of multiple voices be included in specific places or just random (random meaning it doesn't matter to you where they go)?

Like for instance, IIRC in Privateer there were a few planets that only ever had the one operator telling me about landing. Other bases would have a few different people the various times I landed. I never was quite sure if that was chosen that way or just happened that way.

Sir S

Edited by - Sir Spectre on 2/27/2004 10:41:34 PM

Post Fri Feb 27, 2004 11:14 pm

The way the ALZ works in the mod:
1) Only hear it at planets.
2) All male figures has the male message.
3) All female figures has the female message.
4) The original FL characters are still there to announce it.
(Including the robots)

Watch your 6!

Post Sat Feb 28, 2004 2:02 am

uhm, you sould hear the ALZ sound at stations, too.

There are three different atc files. ( atc_f_leg_f01 for female, atc_f_leg_f01a for robot and atc_f_leg_m01 for male )
Which docking soundfile FL should use is specified in the UNIVERSE/SYSTEM/system code/system code.ini. There is always ONE "voice = ..." line for each dock, but if I add another "voice = ..." line it might me possible to hear random voices.
Below there's a line which specifies the custome of the announcer, so I could replace all robots with females.

Edited by - Swiftr on 2/28/2004 2:15:37 AM

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