Subtitles [OBSOLETE]
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It is debug info; I’ve attached a patched version that removes it.
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Thanks!
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I’ve not had much time to work on this lately, but I did manage to add a hack that appears to fix MIXES. I’ve updated the first post with the latest version, without the debug bar this time.
I haven’t tested it on widescreen. I guess when I get to making the text areas configurable this problem will solve itself.
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dRaiser wrote:
Hi, thanks for excellent modification. Works almost fine for me, but I’m using it with Jason’s Freelancer Patch for widescreen resolution and have a ugly black box with random (debug?) characters on the right side of screen. Is there some way to fix it? thanks!I’m more worried about the font. Does Freelancer use its usual font in-game for you?
It should look like this:
http://www.fontriver.com/i/fonts/agency_fb/agency_fb_specimen.jpg -
New version is in the first post.
Highlights of this release:
- Converter.exe now uses all of your CPU cores for MP3 decoding, resulting in a massive speedup.
- Configuration! You can disable, resize, move, and customize the font inside each text area. Check out subtitles.cfg and don’t forget to rerun Converter to apply your changes made to it.
- Subtitles.dat is no more (you can delete yours if you have one), and has been replaced with flsd.dat and flsc.dat. These have a binary format which is no longer documented. Don’t forget to rerun Converter after you update to generate these.
- Because of this change, the admittedly weird restriction is gone from dynamic subtitles and they can now contain colons.
- I’ve made captions for about half of King’s lines spoken in-game (in the order they appear in king.utf, so I have stuff from the beginning of the game as well as some lines mentioning Nomads). Some of them are just radio spam he says during combat; I’ll have to do something with those, as right now they’re kind of annoying.
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By the way, this totally rocks. I’ve long wanted subtitles for the game because I don’t understand half the dialog (especially the important stuff with the Dom Kavosh ).
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I’ll test this in few days. I’m actually not sure if it’s standard Freelancer font because I started playing for the 1st time with your mod.
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dRaiser wrote:
I’ll test this in few days. I’m actually not sure if it’s standard Freelancer font because I started playing for the 1st time with your mod.Do you see text in menus (for instance, the options menu)?
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Hi Lorash!
Thanks for your mod! My English is weak, and I can read text slightly better, than what I hear.
But unfortunatelly I can’t try this mod, because I use this: enb 036
Beacuse I need DirectX9 of RadeonPro (to vsync control), and your mod use different d3d8.dll.Thanks!
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Hi Lorash!
I am an Italian user, and I appreciate very much your work.two things:
- I had to change the dpi from 96.0 in 1.0 in subtitles.cfg to see subtitles
- the subtitle “Static TextArea” are seen, but no “Dynamic TextArea”. I do not understand why.
thanks again
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I try this mod… the result (converter.exe):
" ": translated from my language
“unhadled exception”: System.FormatException: “Invalid input charstring format”
System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
c.a(XDocument A_0, BinaryWriter A_1)
c.a(Stream A_0, Stream A_1)
Converter.Program.Main(String[] args) -
Danko78, Totya: I think your language doesn’t use . as the decimal separator. I’ve fixed that, this Converter.exe should to the trick for you.
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the last file does not work …. but if I use the “first” converter with the command prompt dos, he works perfectly… :d
anyway thanks a lot -
Is there any data I could get from the game files regarding the “automated speech” you often get when landing for instance? I’d like to know the possible patterns the game could use when stitching together sound clips to form a complete sentence.
For example, “Acknowledged.”+“Your request to”+“dock”+“is granted.”+“Proceed”+“to dock”+“two” is a valid sentence, but it’s impossible to get “two” right after “Your request to”.
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The landing/docking sequence is not from the game files, but [c]content.dll[/c] (function at 0x6ED74D0 in 1.1). The example above is: gcs_misc_ack + gcs_dockrequest_yourrequest+ + gcs_dockrequest_todock + gcs_dockrequest_granted + gcs_dockrequest_proceed + gcs_dockrequest_todock_number + gcs_misc_number_N_-. If you have access to the nicknames (maybe hook [c]GetNicknameId[/c]), you could look for a trailing [c]+[/c] and combine it with everything until a trailing [c]-[/c].
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Thank you!
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No updates, just wanted to keep you posted on current developments. Right now I’m in the middle of a minor revamp of text rendering.
All the versions I’ve posted here so far assemble the final subtitle text comprising multiple lines by essentially adding a line break and redrawing the entire text (while trying to be smart about it) based on what audio sources are currently active (or in the case of dynamic captions, changing text while audio is playing).
This has two drawbacks: firstly, this can cause rapid transitions when a new line of text starts before the previous one ends. This can be observed in the first Manhattan bar scene after Trent rather politely joins Juni’s conversation. While this could be hidden by cutting short or delaying certain captions, it’s not ideal, so I’m looking to make each line’s position fixed for their lifetimes. This has some quirks to work out, like what happens if you have a three-line text area with the middle line occupied and a large two-liner caption is about to appear.
The second drawback is that this setup makes it hard to assign multiple audio sources to the same line (which is exactly what happens when you’re being hailed), or one audio source to multiple lines at the same time (as long as they’re not overlapping, which is exactly what dynamic captions were doing). I was trying to implement some kind of hand-over, whereby these audio chunks would contribute text to a special 0th line reserved for this, but this ended up being too hacky.
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Unfortunately I had to remove the project link from here due to reasons beyond my control. To prevent any speculation, this had nothing to do with a cease&desist or anything like that.
Please see https://the-starport.net/freelancer/forum/viewtopic.php?post_id=64608#forumpost64608 which is a superior solution for subtitles.
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This tool doesn’t work with my new sounds.
Example:
https://drive.google.com/file/d/1SRE07Uxn0y_vtXnyIR4NvzGU8Yj_g4IP/view?usp=sharingMy file converted by the GoldWave. File wav + mp3 codec (max quality). Voices working in FL, but I getting error on trying to compile subtitles.
On default FL voices (renamed files) - I have no problems.
May be I don’t know, how properly export audio files to FL…
Need help!
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Hi,
I’ve seen this project and I think it is very interesting, most of it for translations.
So, I’ve been trying to use the files inside flsubs.zip of the first post to see if they work, but I can not make them work in my environment (the original ones).
I’m using Windows 10 x64 (last build), spanish version. I have the original game in CD, I can install it and I use the Russian .exe to run it. I do not use any more mods or anything right now until I can use the subtitles. I run the game with Admin privileges and outside “Program Files” folder. In “C:\Games\Freescape”. I have a GTX 1080 videocard.
I’ve changed the dacom.ini LOCKABLE_BACKBUFFER= true variable also and using 1280x960x32bit resolution. All works perfect, but I can not see the subtitles.
After running Convert.exe (which works well, I have both .dat files), I have no subtitles in-game or cinematics. I’ve tryied to change also speakerchannels=2 in dacom.ini.
Anyone more is having this problem?
I will appreciatte any help you can provide.
Thanks in advance.
PD: Ok, I’ve solved the problem. Recompiling the tool with VS2015 has helped and it works in Windows 10 x64. But I found that it has some limits (which I don’t have time to resolve) and there is a LOT of text to transcribe (which my English is not perfect and I can not understand all the lines).