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Sandmarken
Posted (edited)

Hello! For example, the hurricane have different style tactical codes based on faction. With the Soviet faction, you get small numbers in different colors, and the British style uses bland colors and bigger letters. I have some Romanian skins, and the Soviet codes would be very similar to how the Romanians marked their planes, but I can't use them if I choose the German, Italian, and neutral factions. Is there a way to bypass this and choose the Soviet code style even with other nations (without using mods)? 

Edited by Sandmarken
Jaegermeister
Posted (edited)

No, it's hard coded. You will find that the German markings do not work on a Romanian Bf109 either, which is unfortunate. That's one of the reasons I would like to see a Romanian faction without voices so it could be changed. I don't expect to see Romanian voices, but I don't really see that as a big problem. I have been discussing extracting those from IL2 1946 with another forum member you know, but that's a whole different issue.

 

 

Edited by Jaegermeister
Sandmarken
Posted
1 hour ago, Jaegermeister said:

No, it's hard coded. You will find that the German markings do not work on a Romanian Bf109 either, which is unfortunate. That's one of the reasons I would like to see a Romanian faction without voices so it could be changed. I don't expect to see Romanian voices, but I don't really see that as a big problem. I have been discussing extracting those from IL2 1946 with another forum member you know, but that's a whole different issue.

 

 

Thank you for clearing that up! To bad its not possible. 

 

A Romanian faction using Soviet codes would work great. Not sure you could easily change the code style for Bf 109s as you can with the Hurricane and P40, but it probably wouldn't be a very big issue to make an official faction atlest. They did make the effort to make Japanese and Italian factions after all.

 

Jaegermeister
Posted
4 hours ago, Sandmarken said:

A Romanian faction using Soviet codes would work great. Not sure you could easily change the code style for Bf 109s as you can with the Hurricane and P40, but it probably wouldn't be a very big issue to make an official faction atlest. They did make the effort to make Japanese and Italian factions after all.

 

As you have noticed, different marking locations are available on the same plane for different factions.

 

My point is that an existing unused faction like Japanese or Italian could be changed to Romanian and the markings moved aft on the Bf109 so they do not overlap the fuselage markings. I don't know how much work that is, but it could probably be done. 

 

The community could then complete the voices and distribute them for installation without using mods.

 

We would have to convince @Sneaksie to consider it.  :good:

Sandmarken
Posted (edited)

Agree! I do not think we will see the Japanese faction in-game anytime soon anyway, so that spot should be given to Romania. 😁 

 

I do hope our friend can figure out the 1946 sound files! 

Edited by Sandmarken
Juri_JS
Posted

The devs will have to adjust the markings for Finland too. At the same time creating a Romanian version of the marking system will hopefully not be too difficult.

 

I guess the devs would be more willing to do it, when a team from the community volunteers to create an official Romanian voice pack. 

  • Upvote 1
Sandmarken
Posted
1 hour ago, Juri_JS said:

The devs will have to adjust the markings for Finland too. At the same time creating a Romanian version of the marking system will hopefully not be too difficult.

 

I guess the devs would be more willing to do it, when a team from the community volunteers to create an official Romanian voice pack. 

If the team used the sounds from il2 1946, woud the devs be willing/able to use them officialy? 

 

If not a faction with placeholdee sounds easy to modify might be a solution people can live with? 

Jaegermeister
Posted (edited)
3 hours ago, Sandmarken said:

If the team used the sounds from il2 1946, woud the devs be willing/able to use them officialy? 

 

@LukeFF recently sent a message that any new Romanian voices would have to be done as a community project and installed as a mod in place of the German voices. If there was simply a Romanian faction, it would not require using mods, the new sound files would just have to be distributed and placed in the data/audio/radio/rom? folder by those that want to use them. He is the one that mentioned there are Romanian voice files already in IL2 1946 that could possibly be extracted and used. I have not looked into it yet. We also have a Romanian forum member @AndreiTomescu who might be able to assist with voice actors if it comes to that. It's not a small project.

 

I have inquired about this previously but I have not gotten a definitive answer yet. At least that is not a NO.  :good: 

 

 

3 hours ago, Sandmarken said:

If not a faction with placeholdee sounds easy to modify might be a solution people can live with? 

 

My quick look tells me that we are talking about 2,321 individual sound files. Nothing is easy when you have to edit that many files.

 

I'm willing to help out if I can with file organization and technical issues. I want to do a Romanian Scripted Campaign on the Odessa map soon so it is something I have a personal interest in.

 

 

 

Edited by Jaegermeister
  • Like 2
AndreiTomescu
Posted
15 hours ago, Jaegermeister said:

I don't expect to see Romanian voices

Please, do ! :) I've started to do that.

9 hours ago, Jaegermeister said:

complete the voices and distribute them for installation without using mods

that's exactly my aim

  • Like 1
AndreiTomescu
Posted
8 hours ago, Juri_JS said:

volunteers to create an official Romanian voice pack

Volunteer repoting for duty! 🥳

What i've done so far:

- asked @JSOflyer69 for help, and he did, many thx, thus providing the old romanian voce files from 1946. The recordings are awesome, but have a quite different structure: in the new game we have mostly words that the software glues together, in the old game were full phrases.

- so @Jaegermeister is right, it's quite a bit of work. About 800 files, about 1/4 of them mostly calling the enemy bad names :) vs 2,321 individual sound files. Already started, i'm sure will be awesome.

Took all the ro files, converted them to .ogg, copied the german ones and renamed the new folder as "ro", replaced the german language files with English corresponding ones (I don't speak german at all), and started to find the corresponding ones from ro and renamed those with the name from the modern game, and copied to the "ro" folder.

Due to different structure, some ro audio will have to be split into pieces, and some rerecorded.

One more thing: this audio pack, once finished , could be used for many campaigns, like @Sandmarken Little Brother, and the new ones already cooking (featuring romanians IAR, Hurricane, Macchi, Bf109E). So i thing it would be useful and will bring great immersion. The romanian pilots of 1941 spoke very little or actually no german, so having german chatter for them is really, really not historically accurate.

3 hours ago, Jaegermeister said:

the new sound files would just have to be distributed and placed in the data/audio/radio/rom? folder by those that want to use them

exactly, i'm keeping the file structure

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AndreiTomescu
Posted
3 hours ago, Jaegermeister said:

He is the one that mentioned there are Romanian voice files already in IL2 1946 that could possibly be extracted and used

Actually I came up with that idea and asked LukeFF for help .....🥲

He pointed me to the 1946 forum, which wad a dead end, but Sandmarken adviced to ask JSOFlyer69 (he did same stuff for the italian radio chatter) , which I did, and he helped a lot.

No time and place for ego here, right, just me telling how the hole story went so far.

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Juri_JS
Posted
5 hours ago, Jaegermeister said:

 

@LukeFF recently sent a message that any new Romanian voices would have to be done as a community project and installed as a mod in place of the German voices. If there was simply a Romanian faction, it would not require using mods, the new sound files would just have to be distributed and placed in the data/audio/radio/rom? folder by those that want to use them. 

Strange, when the community creates a correctly working Romanian voice pack, why shouldn't the devs just add it officially instead of having to use it as a mod? 

  • Upvote 1
Sandmarken
Posted
1 minute ago, Juri_JS said:

Strange, when the community creates a correctly working Romanian voice pack, why shouldn't the devs just add it officially instead of having to use it as a mod? 

If its made using the sound files from the original il2 1946, they might not hold the rights to do so. I dont know who owns the rights for the old il2 actually.. i do not think a team of romanians are in a studio, if so you know more than me 🙂

Juri_JS
Posted
1 minute ago, Sandmarken said:

If its made using the sound files from the original il2 1946, they might not hold the rights to do so. I dont know who owns the rights for the old il2 actually.. i do not think a team of romanians are in a studio, if so you know more than me 🙂

That's of course correct, when just the old 1946 files are used. But I wonder if it would also apply to newly created voice files.

AndreiTomescu
Posted (edited)

Those files (from the 1946) were made by some romanian enthusiasts. There's a file there with their names and emails.

Back then were quite a lot of flight entuziasts from Ro. Nowadays they aren't much visible :) , however there's one, but he's getting old and bald! ( 😆 ...me...)

I don't see their copyright being attached to the creators of the actual game.

So no, I guess it's not a copyright issue regarding Juri_JS 's question.

The files are unusable as such in about 80%, because the file content in the new game is split into little pieces. I take each file, put it into video editor (sound, whatever), extract individual words and then use them.

There are many words that are not to be found in those phrases, those will require recording.

 

Edited by AndreiTomescu
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AndreiTomescu
Posted

What is cool is that those audios are full of....."personal expressions" regarding the enemy, like: " he's going down, 🤬🤬🤬🤬". Dunno if I'll be able to squeeze some of that into the new content.....😉

Also about 1/4 of the files are ....spiced with "nice" language. Sooo real, we really curse alot and very diverse!

  • Haha 1
Juri_JS
Posted (edited)

I wonder if it's already possible to create such sound files with AI and not have human speakers. For English text to voice AI already exists, no idea if it's possible for Romanian too.

 

53 minutes ago, AndreiTomescu said:

What is cool is that those audios are full of....."personal expressions" regarding the enemy, like: " he's going down, 🤬🤬🤬🤬". Dunno if I'll be able to squeeze some of that into the new content.....😉

Also about 1/4 of the files are ....spiced with "nice" language. Sooo real, we really curse alot and very diverse!

I still remember that the German Il2-2 1946 voice files were in various regional dialects. The funny result was that many player's thought the voices did not come from native German speaker, because it did not sound like the German they were used to from Hollywood war movies. They were also more historically accurate compared to Il-2 GB, because the Luftwaffe radio code words were used (Pauke = attack, Möbelwagen = bombers, Gartenzaun = home airfield, etc.)

Edited by Juri_JS
AndreiTomescu
Posted

Also that here too. For ex, enemy fighters are called "ciori", that's crows, which is actually historic accurate. Bombers are "camioane", that's trucks.

Marque
Posted (edited)
1 час назад, Juri_JS сказал:

Интересно, возможно ли уже создавать такие звуковые файлы с помощью ИИ и без людей-дикторов. Для английского текста в голос ИИ уже существует, не знаю, возможно ли это для румынского.

Yes. It is quite possible! Now I am making a campaign for Yak-9 "Kurland" 1944 mod. Riga Gulf.
I use similar phrases from the old Il-2.

In the Zvukogram program I select a voice, record a file. Then I process its diagram, remove high and low frequencies and apply radio interference. Then I paste it into the "media" folder for the campaign. Then you know how to make it work at the right moment.

There are voices in Russian and English and any language you can choose. There are even some with certain accents. Russian-British etc. Both female and male voices. Speed, tone, and some emotions can be chosen.

Edited by Marque
  • Like 1
AndreiTomescu
Posted

Man, i'm doing it old school. Real voices. Mainly because i'm old (school ? 😁) and because I dunno know otherwise. Still, there are over 2k files to do. Of course some are overlapping.

Also, what Juri said back there?

Marque
Posted

Am I arguing? 🤔
I have this version because I have to make no more than 10 - 15 phrases to enliven some mission.
You have other tasks, more extensive ones.
THE CHOICE IS YOURS.🙂

AndreiTomescu
Posted

Huh, you are right. But I was thinking that if done fully, it could be suitable for any missions in the future. With the devs good will, maybe even for the player campaign.

We're not arguing a bit. We're working for the same cause: an immersive, accurate, wonderful experience.

  • Like 1
Jaegermeister
Posted (edited)
1 hour ago, Juri_JS said:

I wonder if it's already possible to create such sound files with AI and not have human speakers. For English text to voice AI already exists, no idea if it's possible for Romanian too.

 

I considered using AI voices in the Gestapo Hunters campaign but they did not sound convincing at certain times. Also I did not have a lot to work with regarding Australian accents, so a live voice actor was much better. I will look into it again for my current project with a German voice. I am almost ready to do that part now.

 

We can use AI voice tracks, and the technology is getting better every day. Soon that will be the way to go. 

 

 

4 hours ago, Juri_JS said:

That's of course correct, when just the old 1946 files are used. But I wonder if it would also apply to newly created voice files.

 

No, newly recorded sound files are fine to include with a new campaign. (and encouraged)

 

 

Edited by Jaegermeister
  • Like 1
marcost
Posted

You might have some use for the attached - first excel is all nine of the 1946 actors with the acting notes for each, so you don't have to listen to all the files to work out what they are saying. Second file is my attempt to de-construct the structure of the voices in GB, that are controlled by the soundengine.cfg and soundengine.eng (or your locale).

 

Audacity is quick and easy for single and bulk file editing, converting etc. I also use a file rename utility called A.F. 5 rename when moving voice packs between sims. It's freeware and easy to find if you don't have a preferred option, website is by the creator Alex Fauland. There's a bulk file rename option.

 

I've tried using AI to clone voices to fill in the gaps between the 1946 and GB sound files. As stated above, it's not there yet and it needs clean dialog to work well. Most of the pilot voices from sims are distorted and EQ filtered by design.

 

Apologies if you know all this already!

 

Regards,

 

M

VoiceActing.zip

  • Like 2
AndreiTomescu
Posted

Thank you, marcost! Any help, hint is much appreciated, especially now, when , already sinking my teeth into this project, I ve became quite scared about its size.

marcost
Posted (edited)

When I was recording real voice actors for 1946, I found it best to have them say a group of phrases rather than record one at a time. I asked them to say a sequential number before each phrase, so that they are easy to identify later. Load the whole session into audacity and use the spoken numbers to identify where each phrase is. Then, create labels in audacity at each phrase and save as 'multiple files' using the sequential number. I think we did the whole of actor4 (the tower/ground control) in one take, then the actor was finished and I could later break that take up into the individual phrases.

 

I created a list of these sequential numbers with a second column for the file name that the game uses. Then used AF5 to import this list and batch change each sequential numbered file to the game file name.

 

I found using the index number system much better for keeping track of the recorded phrases. Plus it was essential when working in different languages! The actors preferred doing a single take of many phrases rather than one at a time. Plus you don't have to expect them to name the files. If they mess up a phrase, they can just say the number again and then the phrase. You can choose the best one later.

 

Regards,

 

M

Edited by marcost
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AndreiTomescu
Posted
3 hours ago, marcost said:

create labels in audacity at each phrase and save as 'multiple files' using the sequential number

So....if I put labels separating the future audio files, the software is able to name them separately. Right?

marcost
Posted (edited)

Yes, there is an option to name each label then save by label and with a sequential number prefix. So I leave the label names blank, save by label and get files output 1.ogg, 2.ogg etc

 

You could name each label as the correct filename, but it will take ages. Far quicker to save as sequential number then create a table for AF5 to read for file re-naming, like:

 

1.ogg      return_to_base.ogg

2.ogg     next_waypoint.ogg

etc.

 

Let me know if you get stuck...

 

 

add some labels.PNG

save as.PNG

Edited by marcost
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kraut1
Posted (edited)
On 6/8/2025 at 5:50 AM, AndreiTomescu said:

Took all the ro files, converted them to .ogg, copied the german ones and renamed the new folder as "ro", replaced the german language files with English corresponding ones (I don't speak german at all), and started to find the corresponding ones from ro and renamed those with the name from the modern game, and copied to the "ro" folder.

 

Great idea!

 

-Concerning the name of the folder I would suggest "rom", similar existing "ger", "rus", "gbr", "usa".

 

-If we would have the romanian actor files in the same folder name / file name structure as the existing actors I could adaped my 

https://forum.il2sturmovik.com/topic/91434-audio-warnings-by-ai-wingmen-during-air-combat-w-rugerusgb-groupsmission-pack-v01/

within 10 minutes for an axis and an allied romanian version.

 

-And if you could create a "Light" Romanian Tank Commander, only with

"im.ogg"

"acs_animal_07.ogg" (or some few alternative short names)

"search_is_sq.ogg"

"sqr_00.ogg" ...to... 2sqr_09.ogg" (pure numbers 0 to 9)

I could create romanian versions of my:

https://forum.il2sturmovik.com/topic/91428-ground-observer-radar-enemy-planes-grid-russiangerman-audio-reports-v1-03062025/

 

Edited by kraut1
AndreiTomescu
Posted (edited)
56 minutes ago, kraut1 said:

"rom",

please, let it be "ro".....but if it has to be 3 letters, ok, right, rom. ih has a meaning in romanian...whatever.... :)  But to use the new radio chatter we'll have to name the folder ger and replace that one while playng a romanian campaign. don't know if the game would recognize another one, since the faction is axis and there is slim/no chanse to get a romanian faction

56 minutes ago, kraut1 said:

If we would have the romanian actor files in the same folder name / file name structure as the existing actors

exactly, that's the plan

 

56 minutes ago, kraut1 said:

And if you could create a "Light" Romanian Tank Commander, only with

huh, i'm trying to replace all, like all the files from the german folder, keeping file structure and filenames, with ro ones. guess that will cover also those you've mentioned?

Edited by AndreiTomescu
  • Like 1
Sandmarken
Posted
21 minutes ago, AndreiTomescu said:

But to use the new radio chatter we'll have to name the folder ger and replace that one while playng a romanian campaign.

Why isnt it possible to put the romanian files in the italian or japan faction? Then we woud not need to replace the german? 

  • Upvote 1
AndreiTomescu
Posted

i guess you are asking the right question to the wrong people! 😂

Sandmarken
Posted
15 minutes ago, AndreiTomescu said:

i guess you are asking the right question to the wrong people! 😂

I was just thinking that it would be better to just "take over" one of those unused factions. Then Romanian and German pilots can fly in the same mission. 😄

kraut1
Posted (edited)
30 minutes ago, Sandmarken said:

Why isnt it possible to put the romanian files in the italian or japan faction? Then we woud not need to replace the german? 

I have seen, that the "IL2 - German" I.A.R.s have small, from my point of view acceptable looking, tactical numbers at the vertical stabilizer.

image.thumb.png.1f98128938382bf286807bc380aa2aa4.png

Could this be a solution for a "German / Romanian Hurricane" for implementation by the developers?

Edited by kraut1
kraut1
Posted (edited)
1 hour ago, AndreiTomescu said:

huh, i'm trying to replace all, like all the files from the german folder, keeping file structure and filenames, with ro ones. guess that will cover also those you've mentioned?

If you replace ALL files from the german folder: Yes!

(I asked only because the actor 91, 92, 93 are Tank Commanders)

Edited by kraut1
AndreiTomescu
Posted
4 minutes ago, kraut1 said:

If you replace ALL files from the german folder: Yes!

if a file doesn't have english correspondent, may I ask you what does it say? i don't speak german at all.....

kraut1
Posted (edited)
1 hour ago, AndreiTomescu said:

if a file doesn't have english correspondent, may I ask you what does it say? i don't speak german at all.....

In general Speakers 91, 92, 93 are Tank Commanders and they are reporting partly general messages like "Here is" and tank specific messages like "left track ripped" (a_damtracklft.ogg). You can get a rough impression about the meanings by the english file names.

 

-A single tank commander actor folder contains 357 files, so it would mean to you much work.

 

-So you have to decide if you want to care for romanian tank crews or not (of course it would be great to have them!)

 

-The reason, why I have choosen the Tanker Commander to report the Planes grid locations is, that it he can say: "0" = Zero and he is able to say "Search for targets in grid". You will see the messages I used in GBR-actor184x

-And because there is no english speaking tank commander I made a small mod for a "Light british tank commander", but only to report the Plane Grid locations, not for tank purpose! I have called this improvised actor actor184x (the ...x to avoid trouble if a real actor184 is implemented)

https://forum.il2sturmovik.com/topic/91428-ground-observer-radar-enemy-planes-grid-russiangerman-audio-reports-v1-03062025/

GBR-actor184x.zip

 

Edited by kraut1
Jaegermeister
Posted
5 hours ago, Sandmarken said:

I was just thinking that it would be better to just "take over" one of those unused factions. Then Romanian and German pilots can fly in the same mission. 😄

 

I just tried it. Not only are there no files set up for callsigns in the Italian faction, but the plane does not follow AI commands like land, etc. That means none of the hard coding is done for the unused factions, it would have to be done by the Devs.

  • Sad 1
AndreiTomescu
Posted

Please, gentleman, could you help me by answering these questions? It would help me organize and increase efficiency.

 

1. actors 51,52,53,54 are pilots, and all their lines are the same. True ?

2.  what are actors 61, 71,81, 82  ? Ground controllers?

3. actors 91, 92, 93 are tank commanders, right?

4. the lines used during a mission are choose /inserted by the mission creator?

5. If I manage to record/replace a number of lines, let's say, a couple of hundreds, those mostly often used, the mod is usable as it, but faster, is and can be improved over time. True ?

marcost
Posted (edited)

1.  Correct

2. 61 is tower, 71 is ground spotter, 81 & 82 are rear gunner of aircraft

3. All tankers

4. No, they are mostly auto-generated. But mission designers can access them too, for custom phrases

5. That is how I would start, try and get one pilot and maybe the tower done. You can copy that pilot to all four folders until you have more actors available.

 

Have a look in soundengine.cfg, it will help you. 

 

Regards,

 

M

Edited by marcost
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