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Messages - SimSaw

#1
Sorry, I missed master. I mean that I tested the build server's release-3.3.5 and release-3.4.0. Since I had already checked master of which I know it does not work I skipped it. So translations do not work in all three versions.
#2
Thanks for compiling them. Unfortunately both of them are not working with translations.

Maybe this is a builder configuration issue? I have a version 3.4.0.6 from another page in this thread which works with translations.
#3
Thank you very much for the link too! However I noticed that the current build for Android seems not to work with translations although translations can be configured and work with older versions. Is here somebody who could fix this in the code and let the build server rebuild?
#4
I've also encountered this issue. The problem is that AGS can not display "real" Cyrillic letters. You have to take a font where Non-Cyrillic standard chars (like A-Z, 0-9...) are "printed" as Cyrillic letters when typed onto keyboard.
#5
I am looking for lots of Simon the Sorcerer fans. One reason is that I need information, another one that I need translators for my StS website. Even if you think you know nothing special you might contain special information. So if you are a sorcerer fan please send an email to SimSaw@web.de or post here.

Since the StS serie was a good one, let's discuss here or somewhere else.
#6
I don't understand why you add such a complex feature like Pamela (and it's only for Sierra-style, so nothing for me using LucasArts-speech) and not a simple feature as I want it:
You make a file called like ego1.anm and you enter the images and the correspondending time where they should be displayed. It should be possible to choose how long it should be displayed or the start and end time of the speech where this image should be displayed. Can't that be arranged?

I noticed that lip sync does not work in speech only mode. That's a pitty.

Why no lip sync for translations? You just need different set-ups. So there should be a possibility to change lip sync options by script (so we could handle it by IfTranslation... and so on).
#7
Thanks for the correct link!

For my problem with sync I'd like to say that if I do what you said I have an 'assynchronasation' because I don't know when to cut my sound. I need something that starts the animation just when the recording has begun.
I could try to record AVI files and speak on the lips and then cut out correctly the needed wav files, but this is very big work and causes BIG AVI files, so I don't know.

I also wanted to tell you two things: When a translation is used for a game there should be the possibiliies to change the lip sync set ups or to switch them of (by script maybe).   Another point is that if the player changes the game speed the animation is assync to the voice files. So could there be something like a check feature that keeps them sync?
#8
Advanced Technical Forum / Lip sync problem
Wed 22/12/2004 13:17:19
Chris, you wrote about a pamela application that we could download and sync our games, but the link doesn't work.

And as far as I know the program should sync the voice. But I want it another way: First there should be created the speech animation for each sentence and then I should speak on the lip movements to make it sync. For that there would be required a software/feature with that I can record sounds and see the lip movements at the same time.

Could there be arranged a solution for the first and second problem?
#9
I already told you: I want to use WAV or FLAC for myself. If I use Ogg then I loose quality. FLAC support should be added because FLAC files are far smaller than WAV files so the speech.vox file can be builded in far less time. I won't offer my games with wav files with my slow internet connection. I first need DSL or something like that, but I don't have the money, but for myself I need FLAC in the game.
#10
With a mouse movement area limiter mode that could be switched on when an AGS game is running in Window mode it would be possible that the mouse cursor does not accidently go out of the window. Other programs like ScummVM and Dosbox do already support this so it should be added to AGS, too.
#11
FLAC would be better as WAV because it's smaller. If you have a lot of WAV files and you want to build the vox files this will take more time as when using FLAC files since they are samller. And there's also a maximum limit for a WAV file. You are not able to play a speech file with 600 mb for example. With FLAC you could increase the length of a file, because it compresses the WAV file. So you've got more possiblities.

I for myself make a talkie game from ground up. I think it's a shame that so few people do talkie games. Hearing voice is more entertaining than reading only boring text. So a hint: If somebody wants his game to become more famous then make a speech pack. There are not much other competitors which would join them. (But that's another subject...)

I wonder why there speech segments in speech.vox aren't unlimited? What's the reason?
#12
I thought most of the internet users have got quick internet conections and aren't still using a modem like me. And for the other part I noticed that some people used WAV in their small games. With FLAC each WAV file is about the half smaller than the original file. I don't want to use FLAC for the published version on the internet, but for myself to have best quality. Ogg is ALWAYS a loss of quality, even if you use highest quality settings.

OK, Chris, if you are ready to increase the number of speech files when I reach the limit then I won't be worried about this for some time. It's just that I already reached about 300 files and the game is still a small one.
#13
I've got a three problems: The first is that I can't use FLAC files as voice, music and sounds. Could FLAC support be added to the next AGS version?

The second problem is that AGS ignores all Musicx.wav files, so I can't use uncompressed music. Could this bug be fixed?

Third and last I want to say that 3000 speech file segments per speech.vox is a hard limitations if you want to do big talkie games like Simon the Sorcerer (which contained about 3500 file segments!!). Why isn't it possible to get unlimited files into the speech.vox?
#14
Can I also use file speech with that script? Like:
qDisplaySpeech(EGO, "&11 Hand me your money!");
#15
I think there was a misunderstanding. I didn't just want to have that speech is supported for DisplaySpeechBackground, but I also wanted to have the possibility to switch on the option that there is a talking animation. In other words: The same command as DisplaySpeech but without blocking.

Sorry, when I didn't tell it enough clearly last time.
#16
The subject is if AGS could support other language so what I asked for has in a bit different kind do to with that.  :o

The point you asked for with this ttf thing and other is also necessary then. And there's also the problem that there are different keyboard settings so the letters ä ö ü ß can not be used when trying to save a game for example. Tell me if I was wrong, but in older version this was so as descriped in the last sentence. This is also where support for other languages is needed.

Nice point with the German forum! Maybe with this argument Chris will agree to the translation. The only problem is then I'll just be a translator and no programmer. So on error messages in the German forum I would have to ask Chris and tell it to the person who has got the problem. But this would be a good way anyway.
#17
I asked Chris if he would let me translate the AGS editor to German (for free of course), but he declined that because he feared that German people would come into the English AGS forum and post their in German because there is no German support for it then.

I can live with the AGS editor in English, but in German I could understand it better. For German people whose English knowledge is worse it would also be handy, but as you see: Chris does not want that. Maybe there should be some daily non-translation fee....  :P
#18
Quote from: Timosity on Mon 15/12/2003 04:23:54
There is a program I've used to do it:
(...)
it does cost money though, although there is a  free demo version (...) (.)
If you need more, if you're clever you can break up the midi into sections and then join the wav files. (...)

Ha! Ha! It is a lot easier! When you have recorded one file then go to your windows directory then to the sub directory temp and then copy the file ~av7ae.tmp and name it x.wav (x is what you want). Very simple made programm, isn't it?
#19
Sorry, what I mean was different. The '&' notification feature should be for the DisplaySpeechBackground command, remember? You already said you would it put on your To-do list, but when will the feature be implented?
#20
But then the font is too small in another resolution. :-(
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