Imperial IFF Chatter

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Re: Imperial IFF Chatter

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ual002
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Post by ual002 » Tue Mar 13, 2018 6:22 pm

Just in case any interested parties here missed it, I released a single, new pilot voice pack. Find that thread here.
viewtopic.php?f=9&t=11854&sid=ec2c9f5df ... 73#p153345

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ual002
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Post by ual002 » Mon Apr 02, 2018 7:06 pm

A final note, Justagai's MP hook patch implements his own imperial wing man voice fix viewtopic.php?f=9&t=11881

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Post by Darksaber » Mon May 28, 2018 9:34 pm

Jeremy, did you ever look into your Hook_Wingmen_Voices.dll to see why it wouldn't work correctly and compare it with Justagai's Tour Multiplayer hook which apparently does work?

Thanks
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JeremyaFr
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Post by JeremyaFr » Tue May 29, 2018 1:25 pm

No, I haven"t compared them yet.

Here is a test mission:
temp_wingmen_mission.zip
(1.38 KiB) Downloaded 3 times

I've used "XWA-XvT_Imperial_Pilot_Voices.rar" voices from viewtopic.php?p=152435#p152435.

If you launch XWA with the deusdbg command line parameter, you will see in deusdbg.txt which .wav files are loaded:

Code: Select all

xwingalliance.exe deusdbg 3 4001
The content of deusdbg.txt looks like that:

Code: Select all

…
{ 32,1264 ( 0,0081)} Loading wingman 0...
{ 32,1323 ( 0,0060)} Loading sfx "wave\ISP2\IP2ACK00.WAV" (ISP2\IP2ACK00.WAV), 3Ds On.
{ 32,1385 ( 0,0061)} Loaded  sfx "wave\ISP2\IP2ACK00.WAV" (ISP2\IP2ACK00.WAV).
…
{ 33,6615 ( 0,0051)} Loading sfx "wave\ISP2\IP2YUD09.WAV" (ISP2\IP2YUD09.WAV), 3Ds On.
{ 33,6674 ( 0,0058)} Loaded  sfx "wave\ISP2\IP2YUD09.WAV" (ISP2\IP2YUD09.WAV).
{ 33,6747 ( 0,0073)} Loading wingman 1...
{ 33,6809 ( 0,0063)} Loading sfx "wave\ISP6\IP6ACK00.WAV" (ISP6\IP6ACK00.WAV), 3Ds On.
{ 33,6860 ( 0,0051)} Loaded  sfx "wave\ISP6\IP6ACK00.WAV" (ISP6\IP6ACK00.WAV).
…
{ 34,9457 ( 0,0049)} Loading sfx "wave\ISP6\IP6YUD07.WAV" (ISP6\IP6YUD07.WAV), 3Ds On.
{ 34,9507 ( 0,0050)} Loaded  sfx "wave\ISP6\IP6YUD07.WAV" (ISP6\IP6YUD07.WAV).
{ 34,9583 ( 0,0076)} Found 2 wingmen in player's squadron 1.
...
Some Rebel_Pilot8 sounds are loaded as part of HANGARVOICESFX.LST.

As you can see, the imperial voices are loaded.

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keiranhalcyon7
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Post by keiranhalcyon7 » Tue May 29, 2018 4:56 pm

What do 3 and 4001 mean?

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Post by JeremyaFr » Tue May 29, 2018 6:30 pm

deusdbg command parameters are explained here:
viewtopic.php?f=10&t=10516&p=154393#p141394

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keiranhalcyon7
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Post by keiranhalcyon7 » Tue May 29, 2018 7:25 pm

Sweet. Thanks.

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Post by Justagai » Wed May 30, 2018 9:03 pm

I have tested Jeremy's hook and it does work. The conflict between our hooks is based on XWA's method of loading the Imperial pilot. By default (without any hooks) XWA checks through a list of pilot names (Allied has this list) and if it doesn't find any of those names, it will load the Imperial pilot (ISP1) if the FG is IFF Imperial. If the FG is not IFF Imperial, a random Rebel pilot voice will be loaded (out of 12) instead.

My hook basically skips loading the Imperial pilot and loads a random pilot voice instead (based on the IFF). Jeremy's hook requires the code the loads the Imperial pilot and that's where the conflict arises. I've been working on other bug fixes for my multiplayer hook so I haven't been able to find a solution for both hooks to be compatible for the time being.

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Post by keiranhalcyon7 » Thu May 31, 2018 12:54 am

Justagai, would you be willing to split the wingman voices portion of your MP hook out into its own hook? That should confine the conflict to the voice hooks, removing it from the MP hook. Then the functionality of two voice hooks could be compared and the best of each combined into a single hook going forward.

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ual002
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Post by ual002 » Thu May 31, 2018 3:45 am

I still never got Jeremy's to work prior to the MP hook. So Im not sure what I was doing. Or maybe it was that it didnt load a list of random imperial pilots. I cant remember. Maybe Im just slow. :D

The work is not without its merits though. It was part of my inspiration to voice a pilot for public use.

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Post by Justagai » Thu May 31, 2018 4:15 am

keiranhalcyon7 wrote:
Thu May 31, 2018 12:54 am
Justagai, would you be willing to split the wingman voices portion of your MP hook out into its own hook? That should confine the conflict to the voice hooks, removing it from the MP hook. Then the functionality of two voice hooks could be compared and the best of each combined into a single hook going forward.
Sure, I don't mind.

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Post by JeremyaFr » Fri Jun 01, 2018 8:44 pm

UPDATE

Hello,
I've updated xwa_hook_wingmen_voices. I've Added random voices support for imperial IFF.

To choose an imperial wingman voice, set pilot voice to the desired value or set IFF to 1 (imperial).
For values IP1 to IP12, ISP1.LST to ISP12.LST will be loaded.
If IFF is set to 1 (imperial), random imperial voices will be loaded. Else random rebel voices will be loaded.

Please redownload xwa_hook_wingmen_voices.zip

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ual002
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Post by ual002 » Fri Jun 01, 2018 9:23 pm

Nice.

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Post by Justagai » Sun Jun 03, 2018 3:24 am

JeremyaFr wrote:
Fri Jun 01, 2018 8:44 pm
UPDATE

Hello,
I've updated xwa_hook_wingmen_voices. I've Added random voices support for imperial IFF.

To choose an imperial wingman voice, set pilot voice to the desired value or set IFF to 1 (imperial).
For values IP1 to IP12, ISP1.LST to ISP12.LST will be loaded.
If IFF is set to 1 (imperial), random imperial voices will be loaded. Else random rebel voices will be loaded.

Please redownload xwa_hook_wingmen_voices.zip
Very nice! I will remove the wingmen code from my hook to make it compatible with yours in my next update.

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Darksaber

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Post by Darksaber » Tue Jul 24, 2018 1:34 pm

I've just noticed something about the new

IP1.LST, IP2.LST, IP3.LST, IP4.LST, IP5.LST, IP6.LST, IP7.LST, IP8.LST, IP9.LST, IP10.LST, IP11.LST, IP12.LST, TACOF3.LST and
TACOF4.LST

The lines within the txt file all use a Backslash "\" as in

ISP1\IP1ACK00.WAV
ISP1\IP1ACK01.WAV
ISP1\IP1ACK02.WAV
ISP1\IP1ACK03.WAV
ISP1\IP1ACK04.WAV
ISP1\IP1ACK05.WAV

But the original files such as
Aeron.lst, Devers.lst, Emkay.lst, EmkayTac.lst, Emon.lst, HangarVoiceSfx.lst, Kupalo.lst, Rspxwa1.lst, Rspxwa2.lst and Rspxwa3.lst

All use a forward slash "/" as in

REBEL_PILOT1/A0P1001.wav
REBEL_PILOT1/A0P1002.wav
REBEL_PILOT1/A0P1003.wav
REBEL_PILOT1/A0P1004.wav
REBEL_PILOT1/A0P1005.wav
REBEL_PILOT1/A0P1006.wav

So my question is does this make a difference to the way the files will be played using Wingman Voice Hook? Should all the bachslashes "\" be replaced with forward slashes "REBEL_PILOT1/A0P" in the newer IP1.LST, IP2.LST, IP3.LST for them to work correctly???????? Like so:-

ISP1/IP1ACK00.WAV
ISP1/IP1ACK01.WAV
ISP1/IP1ACK02.WAV
ISP1/IP1ACK03.WAV
ISP1/IP1ACK04.WAV
ISP1/IP1ACK05.WAV
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JeremyaFr
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Post by JeremyaFr » Tue Jul 24, 2018 4:02 pm

Hello,
The waves in .lst files are refered by their index in the file. So there is no differences what the file names look like to. The limitation is that the file name must not contain spaces.

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keiranhalcyon7
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Post by keiranhalcyon7 » Tue Jul 24, 2018 4:40 pm

Jeremy, could you clarify: when locating files, the game treats both / and \ as directory separators?

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Post by JeremyaFr » Tue Jul 24, 2018 5:00 pm

Yes.
When locating waves files, the game concats "waves\" and the file path in .lst files.
For instance, when opening the first file in "RSPXWA1.LST", the game opens "waves\REBEL_PILOT1/A0P1001.wav".

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Post by Darksaber » Wed Jul 25, 2018 8:36 am

Thanks Jeremy
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