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#editor

adrientd
I am also current practicing a bit 😏
baku69
uuu
baku69
nice
adrientd
I would like to get a PB
adrientd
which is definitely possible with the new tricks xD
baku69
gl with that, with all new known skips it should be easy
baku69
should be*
baku69
xD
adrientd
yup xD
forgotten_in_abyss
And so... Can we change durations of text lines?
adrientd
You can change durations of pauses and text lines in videos (XXL2+), but not ingame cutscenes **yet**.
adrientd
The reason I decided not to allow that right now is that it doesn't make sense if you can't import your own voice anyway. And to import new voices it will take much more work.
forgotten_in_abyss
So, technically if we would be able to change voices we can make new dub localizations?
adrientd
Yes
adrientd
at least one part is done
adrientd
I am about to write about how we could implement that 🙂
forgotten_in_abyss
:CoolStory:
adrientd
Another thing I would like to say: we know that the speech/voice files are the RWS files in the SPEECH folder. And it turns out that the Sekens are related to those files. In fact they have the same IDs and same order. So basically, 1 Sekens => 1 RWS file containing all voices. Another thing I realize is that, it seems that the devs actually have every voice audio associated to each text line. In fact, if we look at the Remasters, we have confirm it there are voice sound files, each with an ID that matches a text ID:
adrientd
Observe how in the Remaster folder it jumps from 189 to 212, this is beacause text lines of IDs 190-211 are interface texts that don't have voice associated to.
adrientd
Hence, we can have an idea on the workflow done by the devs for adding the voice sound to the game: - Have a voice WAV file for each text line that a character will speak in an ingame cutscene. (similar to the remasters, they can have a file with the ID in the name to associate to the text, though it's possible it is more sophiscated than that) - During the game packing/export (done automatically by their Exporting tool): * For each Sekens, create a RWS file combining all the voice WAVs associated to the texts being used. * The lengths of the voices are also taken and later stored in the LLOC files.