Voice speech when characters' script names share the first four letters

Started by Jabbage, Fri 19/07/2024 15:21:38

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Jabbage

I've been following the instructions here for adding voice acting to my game, and I get that speech files must be formatted with the first four letters of the character's script name, followed by the dialog script number. 

Unfortunately I have several characters whose script names share the first four letters. Is my only option to change their script names?
I guess it's not a big deal and I can just do a series of find/replaces on the project, but I thought I'd check before going ahead!

Thanks!

Crimson Wizard

Quote from: Jabbage on Fri 19/07/2024 15:21:38Unfortunately I have several characters whose script names share the first four letters. Is my only option to change their script names?

Yes, i'm afraid so.

Jabbage

Thanks for the confirmation - guess I'll know another time!

Danvzare

I usually just make all of the character script names four characters long, to avoid this problem.

Drop the vowels, and you usually get the amount of characters you need, and still have something that's readable. "Robot" becomes "Rbt" or in the case of AGS "cRbt".

Crimson Wizard

Quote from: Danvzare on Sat 20/07/2024 12:05:21I usually just make all of the character script names four characters long, to avoid this problem.

That is ridiculous, i have recently removed a character name limit after someones request, and now turns out other users intentionally limit them to 4 characters just to avoid a stupid voice script issues.

Why not keep a list of all your character names in a alphabetic order, then you can notice when there are 2+ characters with identical 4-letters beginning?

And of course, this voice naming rule must be modified to allow using full character names.
https://github.com/adventuregamestudio/ags/issues/1456

Danvzare

Quote from: Crimson Wizard on Sat 20/07/2024 14:48:07
Quote from: Danvzare on Sat 20/07/2024 12:05:21I usually just make all of the character script names four characters long, to avoid this problem.

That is ridiculous, i have recently removed a character name limit after someones request, and now turns out other users intentionally limit them to 4 characters just to avoid a stupid voice script issues.

Why not keep a list of all your character names in a alphabetic order, then you can notice when there are 2+ characters with identical 4-letters beginning?

And of course, this voice naming rule must be modified to allow using full character names.
https://github.com/adventuregamestudio/ags/issues/1456
Well... it's not that ridiculous. It's not just to avoid voice scripting issues. It also helps with coding, since there's less characters to write.  :-[

Besides, truncating the names of things for coding purposes, is something I've picked up due to common limitations among most game engines.

I suppose if I was working in a group though, your idea would be much more sensible.  (nod)
But what can I say. I'm lazy. I prefer to write three characters without thinking and see if it compiles, rather than check things myself to see if I'm going to encounter any errors down the line (even if said errors would be as easy to fix as using the Find and Replace function).
I never said that I'm a good coder. I was simply sharing the way I did something.  :-\

Snarky

Quote from: Danvzare on Sun 21/07/2024 12:15:51It also helps with coding, since there's less characters to write.  :-[

That's why God created autocomplete.

I think it absolutely makes sense to remove the limitation (which is clearly a legacy of old-school MS-DOS and its 8-character filenames); meanwhile as a workaround, if it were me I would probably stick a number at the front of the colliding character names, so that cJoseph and cJosephine become c1Joseph and c2Josephine (and corresponding voice files 1jos_.ogg and 2jos_.ogg), for example.

Crimson Wizard

I am not saying that it's ridiculous to have short script names, I'm saying it's ridiculous that people resort to this when working around the voice clip problems.

And of course it's ridiculous that this have not been fixed yet.

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