I tested it with mix_s019b, but now it varies wildly, First the audio is a little bit faster, but barely noticeable, and in the end the video is much much faster than the audio.
Freedon_Nadd
Posts
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Yep, you’re right. It didn’t make any difference. Ah well, it looks like I’ll have to learn to live with it.
Thanks for all your help adoxa.
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No, all the files are playing normally in every audio player I have. Everything is normal: every other piece of media and video game on my hard drive works normally. The only problems are with the following Freelancer cutscenes: s010x, s019a, s019b, s027xb, s051xa, s051xb, s069x and s072ab.
I’ve tried converting the files to PCM, it made no difference. As for the MP3 codecs, I have Fraunhofer, Lame, and have now installed Fraunhofer Professional.
I don’t know my way around Command Prompt that good, so can you explain that part with a bit more detail?
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Hey, sorry it took so long to reply, but I took some drastic measures. I reverted back to Windows XP, hoping that would solve the problem, but it’s still there.
The cutscenes start off normal, then gradually slip out of sync (the Lonnigan cutscene at about 0:40) and the longer the cutscene is, the more out of sync it eventually becomes (the Lonnigan cutscene audio being almost 2 seconds faster by the time the cutscene finishes).
I think the shortest script that exhibits the problem is s019a_offer_syd_li_01_cityscape_01.thn, which goes out of sync at about 0:50.
Interestingly, now that I’m on XP again, with JFLP scripts, the Lonnigan cutscene starts going out of sync at around 1:40, and the s019a_offer cutscene is completely normal.
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Well, after days of fiddling with this I’m still out of luck. I tried updating my codec pack and editing the .wav files, to no avail. I also tried looking in the .thn files, but I can’t make heads or tails of it.
If anyone has any clue what can be causing this or any advice on what to do about it, I’d greatly appreciate it.
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You might be on to something there. Every file in the MIXES folder is from a corresponding cutscene that has been giving me trouble. I’ll dig around a bit and see if I can find out something.
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Updated graphics card drivers, reinstalled DirectX, disabled 3D sounds and it’s still out of sync.
Any more ideas?
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Yep, tried running XP compatibility mode. Didn’t work.
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The picture moves smoothly. There isn’t any lag in the cutscenes or the game.
I’ve updatead my audio drivers and still nothing. I really don’t know what to do anymore
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Nope, it’s still out of sync. I also installed a fresh copy of Freelancer without any mods or tweaks, and it’s still off.
Any ideas?
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Hey guys!
For the last few years I’ve been having problems with Single player cutscenes audio and video being out of sync. It starts of normal, and then gradually ends up out of sync, with audio being slightly faster than the video. The strange thing is, it only happens in five cutscenes (the first encounter with Lonnigan on Manhattan, the conversation with Syd on Manhattan, meeting Doctor Sinclair on Sprague, the cutscene with Tekagi on the Arch, the cutscene with the artifact in the lab on Toledo).
Can anyone help?
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Worked like a charm! Thanks a million for all your help Skotty!
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I’ve made some progress. I cloaked the jumholes/jumpgates so now they’re invisible, I’ve created new entries in the solararch.ini with solar_radius set to 0.0001 so the icons won’t appear on the map, and in the system .ini files I’ve deleted their ids_name so their names won’t appear on the map.
But they still show up in the contact list and it’s really annoying (especially the jumpgates, which are listed even if you’re half way across the map from them).
Anyone have an idea on how I can solve that?
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Hey y’all! I just noticed that there a few equipment dealer .thn files (bw_02_equipment_hardpoint_01.thn, bw_02_equipment_ambi_int_01.thn, bw_02_equipment_carts_01.thn) that aren’t used in the original game. I tested them and they’re a variation of the commodity trader used on Malta and Crete.
There’s one problem though. The carts_01.thn is a bit glitchy, because your ship doesn’t appear on the equipment pad until you zoom in to it.
Anyone else notice this?
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Thanks for the info. I’ll give it a shot and see if I can come up with something.
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Like I said before, most of the jumpholes that are used in missions already have visit set to 128 and still show up on the map. I can send you the original .ini files if you don’t believe me.
How can I cloak them?
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Well, after weeks of fiddling with this I’m still out of luck. But I did notice something.
In solararch.ini certain “types” that are assigned to every Solar, for example STATION, JUMP_HOLE, JUMP_GATE allow the player to be docked with that object and the object is shown on the map, while others, such as SATELLITE, are not dockable and do not show on the map.
Now, my question is would it be possible to make a custom “type”, one that would allow docking, but wouldn’t show up on the map?
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Thanks! Using P1p3r’s plugins did the trick.
One more question: To reduce the polycount on the wireframes do I have to use 3ds Max or is there another way?
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Well, I followed the instructions but the end result is always something like this:
Can anyone help?
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Does anyone have a good tutorial for making ship wireframes? I’ve googled it and found only one which was pretty vague.
Cutscene audio & video out of sync
Cutscene audio & video out of sync
Cutscene audio & video out of sync
Cutscene audio & video out of sync
Cutscene audio & video out of sync
Cutscene audio & video out of sync
Cutscene audio & video out of sync
Cutscene audio & video out of sync
Cutscene audio & video out of sync
Cutscene audio & video out of sync
Cutscene audio & video out of sync
Adding Jump Gates/Jump Holes to Single Player missions
Adding Jump Gates/Jump Holes to Single Player missions
Unused equipment dealer .thn files
Adding Jump Gates/Jump Holes to Single Player missions
Adding Jump Gates/Jump Holes to Single Player missions
Adding Jump Gates/Jump Holes to Single Player missions
Ship wireframe tutorial?
Ship wireframe tutorial?
Ship wireframe tutorial?