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Sandmarken
Posted
2 hours ago, Jaegermeister said:

 

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.

Thus, the only way to get Romanian voices is to remove the German ones. If the mod simply added voices to an unused faction, it would be much less of a hassle than turning them on/off whenever you want to use Romanian or German factions.

 

Maybe the devs can just copy/paste the German faction and call it Romania. Then it would be easy to mod it. 

  • Upvote 1
Jaegermeister
Posted
7 hours ago, Sandmarken said:

Maybe the devs can just copy/paste the German faction and call it Romania. Then it would be easy to mod it. 

 

I'm not familiar with the coding involved, but I'm sure it's a bit more complicated than that. We shall see I suppose.

 

I would imagine the numbering issue on the Bf109 will be rectified when the E-4 is released, but that doesn't do anything for the Hurricane. The IAR-80 is already good to go.

AndreiTomescu
Posted

Another question, more like advise:

in ww2 the romanians called their flights by colors, mostly.  Like "Blue 13" , that was Lt Dobran. But more usually they called their names, like " tower, here is Greceanu, rerquest ...."

So what do i do with callsigns? I replace Raven with.....blue? And what happens in the editor ? because the text will still be....Raven, for ex.

marcost
Posted

You can change the inflight text display to match the phrases. The text is in the file soundengine.yourlocale e.g. soundengine.eng

 

I think there are 20 or more callsigns, you will run out of colours quickly! Names would work.

  • Thanks 1
Jaegermeister
Posted (edited)
6 hours ago, AndreiTomescu said:

Another question, more like advise:

in ww2 the romanians called their flights by colors, mostly.  Like "Blue 13" , that was Lt Dobran. But more usually they called their names, like " tower, here is Greceanu, rerquest ...."

So what do i do with callsigns? I replace Raven with.....blue? And what happens in the editor ? because the text will still be....Raven, for ex.

 

It was the same in the US and British Air Forces. Johnnie Johnson was called by "Greycap" his entire Wing Leader career and flights were Red, White, Blue, Green, Black, etc. You would have a call sign like Raven Red 3 to indicate mission assignment, flight and position number.

 

Gambit21's solution was to record sound files over the entire Scripted Campaign for "Hell Hawks over the Bulge" and turn off the in game comms completely. which peolpe seem to like a lot. Maybe you want to do that instead of trying to replace all the game files. Otherwise there are a lot of compromises to be made because of how the game handles certain things. Paint schemes, radio calls and airfield locations are the most obvious ones.

 

 

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

Gambit21's solution was to record sound files over the entire Scripted Campaign for "Hell Hawks over the Bulge" and turn off the in game comms completely. which peolpe seem to like a lot. Maybe you want to do that instead of trying to replace all the game files. Otherwise there are a lot of compromises to be made because of how the game handles certain things. Paint schemes, radio calls and airfield locations are the most obvious ones.

 

Thats a good campaigns and i imagine alot of work went into the voice recording. I think for my project we just have to live with german speaking romanians. There are other things we need to live with aswel (no romanian ground units, historic airfield 80km off map, missing important planes like iar39 and he112s, italian bombers and more) 

 

Maybe the devs has plans they just wont share yet. I look forward to the completion of the new module 😄

AndreiTomescu
Posted
3 hours ago, Jaegermeister said:

Gambit21's solution was to record sound files over the entire Scripted Campaign for "Hell Hawks over the Bulge"

that would be an option for a big time, big score official campaign, and i'm in for that. 😜

But only if/when the mission creator gives me exact phrases to record.

in the mean time, i'm proud to say i'm quite advanced, like 1/4 for the ro audio chatter. i'm already half expert in taking specific words from phrases and gluing them together ! :) 

it would suit all and every mission like this.

2 hours ago, Sandmarken said:

we just have to live with german speaking romanians

no, we won't have to. we'll have an acceptable ro radio chatter.

6 hours ago, marcost said:

think there are 20 or more callsigns, you will run out of colours quickly! Names would work.

:) :)  i've asked a doctor from the army hospital to ask her patients from the airforce how was done

  • Like 1
AndreiTomescu
Posted
6 hours ago, marcost said:

You can change the inflight text display to match the phrases. The text is in the file soundengine.yourlocale e.g. soundengine.eng

but i would like those names to be as close to the real thing as posssible.......cause i can easily come up with nice ones....but....

AndreiTomescu
Posted
11 hours ago, marcost said:

The text is in the file soundengine.yourlocale e.g. soundengine.eng

i couldn't find those damned file for the love of God. All i could find is soundengine.dll, and it's all impossible to understand.

pls help, i'm stuck

marcost
Posted (edited)

Well you said you thought it might be a big project 😉 ...

 

Those files are in luascripts folder I think, but I don't think they are exposed in the default game. If not, you need a tool called ungpt, which you apply to the scripts.gtp file to unpack. 

 

Not at my computer right now so I'm going by memory, the above may not be 100% correct.

 

I could send you my soundengine files but they are heavily altered for my own mods. You're better off extracting clean ones from the default game.

 

I'll help you with it if you get stuck.

Edited by marcost
  • Thanks 1
Posted
7 hours ago, marcost said:

Well you said you thought it might be a big project 😉 ...

 

Those files are in luascripts folder I think, but I don't think they are exposed in the default game. If not, you need a tool called ungpt, which you apply to the scripts.gtp file to unpack. 

 

Not at my computer right now so I'm going by memory, the above may not be 100% correct.

 

I could send you my soundengine files but they are heavily altered for my own mods. You're better off extracting clean ones from the default game.

 

I'll help you with it if you get stuck.

I have extracted the soundengine files (luascripts folder):

soundengine.zip

@AndreiTomescu

 

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AndreiTomescu
Posted

thank you very much, both of you! 🥰

Jaegermeister
Posted
21 hours ago, AndreiTomescu said:

that would be an option for a big time, big score official campaign, and i'm in for that. 😜

But only if/when the mission creator gives me exact phrases to record.

 

It's already a lot of work to do audio files for 1 voice actor, I am not suggesting I want to replace all the voice files in a whole campaign. :good:

That was done once and no one else has done it again for a good reason.

 

 

21 hours ago, AndreiTomescu said:

in the mean time, i'm proud to say i'm quite advanced, like 1/4 for the ro audio chatter. i'm already half expert in taking specific words from phrases and gluing them together ! :) 

it would suit all and every mission like this.

no, we won't have to. we'll have an acceptable ro radio chatter.

:) :)  i've asked a doctor from the army hospital to ask her patients from the airforce how was done

 

This would be my preferred solution also. I am very happy that you are making progress and I think this option will work for all missions, careers and campaigns when you get it done. Then we will just need to get a Romanian faction coded and a bug report done for when the radio transmissions don't work in certain missions. I think our previous speculation that a radio is not modeled in the IAR 80-A because it did not have one is correct, but I have not checked the IAR 80-B yet. 

 

:salute:

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Sandmarken
Posted
1 hour ago, Jaegermeister said:

A because it did not have one is correct, but I have not checked the IAR 80-B yet.

In game I had a problem with the iar80b radio not working when the plane was parked. If you started mission with engine running the radio chatter worked like with other planes. 

Jaegermeister
Posted
39 minutes ago, Sandmarken said:

In game I had a problem with the iar80b radio not working when the plane was parked. If you started mission with engine running the radio chatter worked like with other planes. 

 

Yes, that's the bug I was referring to. I will have to test it to isolate when it does and does not happen. We have already found a conflict with certain spawned static aircraft that causes it, and I changed the spawn logic in Overlord to get rid of it in that case, but I will have to keep testing to narrow it down more. In recent cases I have experienced, it works for some formations and not others and with various circumstances.

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

We have already found a conflict with certain spawned static aircraft that causes it

Thats one weird bug! 

AndreiTomescu
Posted

IAR 80 A had no radio. the B model, only during/after Stalingrad. That's the sad truth..... But with my lovely ro radio chatter, well ahead, it would be lovely to have, actually

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Jaegermeister
Posted (edited)
47 minutes ago, Sandmarken said:

Thats one weird bug! 

 

It is, yes. That's why it is hard to pinpoint. It's the process of elimination for me, but I'm not the one who discovered what was causing the issue. If it happens in a simple mission with no other objects on the map it is easier to solve. I'll work on it again soon.

 

 

Edited by Jaegermeister
  • Like 1
Posted
46 minutes ago, AndreiTomescu said:

IAR 80 A had no radio. the B model, only during/after Stalingrad. That's the sad truth..... But with my lovely ro radio chatter, well ahead, it would be lovely to have, actually

Did the Romanian Hurricanes have radios?

 

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

Did the Romanian Hurricanes have radios?

 

Iv not seen any source indicate they had or not, but the brits didnt remove the soviet hurricanes radio so probably not this either. Andrei probably knows 😁

 

https://www.destinationsjourney.com/historical-military-photographs/hawker-hurricane-in-romanian-service/

 

Looks like they have radio antennes atleast! 

Edited by Sandmarken
  • Upvote 1
AndreiTomescu
Posted
1 hour ago, kraut1 said:

Did the Romanian Hurricanes have radios?

oh, yes they did. also the He112, and the Bf109 also had

the radios from the the He112 went to IAR 80 flight leaders, after the He112 s were relegated to training/decommissioned.

  • Upvote 1
Posted
4 minutes ago, AndreiTomescu said:

oh, yes they did. also the He112, and the Bf109 also had

 

1 hour ago, Sandmarken said:

Iv not seen any source indicate they had or not, but the brits didnt remove the soviet hurricanes radio so probably not this either. Andrei probably knows 😁

 

https://www.destinationsjourney.com/historical-military-photographs/hawker-hurricane-in-romanian-service/

 

Looks like they have radio antennes atleast! 

I made some progress with EMG Implementation of Odessa:

-There will be a compact version with original EMG settings with 4 front lines for Vander, maybe he will implement it later to his original EMG.

-And I will release a more customized version, currently with 9 fronts.

this version with modded 1941 tank units, ship units, river patrol boats

And I will use a modified planes set for Odessa 1941

-There will be a axis Hurricane with the new Romanian Generic skin.

What I would like to know for this plane set:

Which IL-2 Romanian Plane types were used in Summer 1941?

-Hurricane: yes

-I.A.R.80A: ?

-BF109-E7:?

-He111-H6: ?

In case that the German Plane Types were used by Romania too I could define them in EMG as "italian" and some airfields as romanian / italian too.

The romanian / Italian planes would have by default the romanian skins.

 

image.thumb.png.01114421683fcc5ffcaffde1ae574557.png

 

  • Like 1
AndreiTomescu
Posted
49 minutes ago, kraut1 said:

-I.A.R.80A: ?

yes

50 minutes ago, kraut1 said:

BF109-E7:?

no, E4

52 minutes ago, kraut1 said:

He111-H6:

yes, but i don't know the submodel

  • Thanks 1
Posted
3 minutes ago, AndreiTomescu said:

yes

no, E4

yes, but i don't know the submodel

Thanks, The E7 could be used until E4 is released, both planes were very similar and I think the He111-H6 is with its MG15 armament a good allround early He111.

I just have to search for BF109E7 and He111 generic romanian skins without numbers.

 

Jaegermeister
Posted (edited)
36 minutes ago, kraut1 said:

 

I just have to search for BF109E7 and He111 generic romanian skins without numbers.

 

 

There is one included in the game. BF109E7_Blank_06. You will have to put your numbers in the 3rd position to avoid overlapping the fuselage cross, which covers the first 2 positions.

 

I'm sure there will be one with the E-4 when it comes out too, hopefully with adjusted number positions which will allow 2 digit numbers behind the cross

 

 

4 hours ago, Sandmarken said:

Thats one weird bug! 

 

I ran a few tests earlier today and the radio works correctly in all starting configurations when there are no other complex objects in the mission. It is related to some other object(s) being present, which I have not isolated yet. That may take a debugging tool I do not have, or just deleting mission objects until I find the right ones. 

 

 

Edited by Jaegermeister
  • Thanks 2
Sandmarken
Posted
10 hours ago, kraut1 said:

 

I made some progress with EMG Implementation of Odessa:

-There will be a compact version with original EMG settings with 4 front lines for Vander, maybe he will implement it later to his original EMG.

-And I will release a more customized version, currently with 9 fronts.

this version with modded 1941 tank units, ship units, river patrol boats

And I will use a modified planes set for Odessa 1941

-There will be a axis Hurricane with the new Romanian Generic skin.

What I would like to know for this plane set:

Which IL-2 Romanian Plane types were used in Summer 1941?

-Hurricane: yes

-I.A.R.80A: ?

-BF109-E7:?

-He111-H6: ?

In case that the German Plane Types were used by Romania too I could define them in EMG as "italian" and some airfields as romanian / italian too.

The romanian / Italian planes would have by default the romanian skins.

 

image.thumb.png.01114421683fcc5ffcaffde1ae574557.png

 

Very cool! I can't wait for it 😁

 

I'm not sure defining them as Italian will be good, as Jägermeister said, that faction doesn't really work!

Posted (edited)
16 minutes ago, Sandmarken said:

Very cool! I can't wait for it 😁

 

I'm not sure defining them as Italian will be good, as Jägermeister said, that faction doesn't really work!

This would in first line a EMG setting to enable semi automaticly German and alternativly Romanian skins for BF109 and He111.

But you have in EMG always the possibilty to choose only "Germany" as nation and to select the romanian skins.

In this case you would hear the german radio chatter or in case of a "German to Romanian Radio Mod" the romanian voices.

And it is not a problem to change these plane settings later as required.

 

From now please see:

 

Edited by kraut1
Sandmarken
Posted
11 minutes ago, kraut1 said:

This would in first line a EMG setting to enable semi automaticly German and alternativly Romanian skins for BF109 and He111.

But you have in EMG always the possibilty to choose only "Germany" as nation and to select the romanian skins.

In this case you would hear the german radio chatter or in case of a "German to Romanian Radio Mod" the romanian voices.

And it is not a problem to change these plane settings later as required.

 

From now please see:

 

Sounds perfect! 

  • Like 1
AndreiTomescu
Posted
17 minutes ago, kraut1 said:

or in case of a "German to Romanian Radio Mod" the romanian voices.

half way there with the first release.

  • Like 2
AndreiTomescu
Posted

I've done a "deep" research. including asking actual airforce people (throught a doctor at their hospital).  it's clear now:

in WW2 romanian airforce didn't use callsigns like other armies for the planes.

They used to name their squadron (escadrila) and then the plane's number in formation. Or to call their actual name.

The exception was when they flew along with the germans, and then they used colours to define their flight. Like "Blue1". Sometimes, when included in a german formation, they took the callsign of that formation.

Despite the fact that it's not fully accurate, for a good integration within the game, i replaced the german callsigns with some romanian ones, somehow similar, like "Albastru" =blue, "Aur"=gold, "negru"=black, and also some birds, to reach the full 20 variants.

The callsign for airports and ground spotter was used, and i replaced the files with ones actually used.

 

Now a stupid question: what soundengine should i edit? the .eng one if I use english as the game's language? or the.ger one?

  • Like 2
marcost
Posted (edited)

.eng if you usually have english text in game

.ger if you usually have german text in game

 

and you need to put them in

 

YOURDRIVE:\IL-2 Sturmovik Great Battles\data\LuaScripts

 

Create LuaScripts folder if it isn't there. Can't remember if you also need mods on for the game to pick up the changes.

 

Regards

Edited by marcost
  • Thanks 1
AndreiTomescu
Posted (edited)

so far I have replaced the 4 pilots's voices (with only one voice) the tower, ground controller, and rear gunner. still have to do the files indicated by kraut1 from the tank.

will test a bit, then public here this first version for testing. Thanks for patience.

P.S. i've also replaced the names from soundengine.eng, so..... i copy that into LuaScripts folder, just like that, despite the folder doesn't show such file? i'm a bit confused

P.S.2 i've moved the ger folder to keep it safe and renamed the .ro folder as .ger   that's correct, right?

Edited by AndreiTomescu
  • Like 1
marcost
Posted

Ps1: Yes, your soundengine.eng file with your changes goes in Luascripts folder. The game will read from this folder first. If there's nothing there, it will use the default one in the package scripts.gpt

 

Ps2: Yes, the audio files folder with your rom voices should be named ger so that it replaces the default ger file (back up this one, as you have done).

 

 

AndreiTomescu
Posted (edited)

First of all,, many and truly thanks to:

@JSOflyer69 for the old audio files. they were only sometimes used, but really useful and inspiring.

@marcost and @kraut1 for invaluable help concerning how to do, where to do and also for doing those computer savvy things that are really above my hat

@Sandmarken and @Jaegermeister for good ideas and emotional support :)

 

The first variant of the romanian radio chatter I'll post, here, for testing before releasing for all

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

First of all,, many and truly thanks to:

@JSOflyer69 for the old audio files. they were sometimes used, but really useful and inspiring.

@marcost and @kraut1 for invaluable help concerning how to do, where to do and also for doing those computer savvy thinga that are really abome my hat

@Sandmarken and @Jaegermeister for good ideas and emotional support :)

 

The first variant of the romanian radio chatter I'll post, here, for testing before releasing for all

Very good job! 😁

  • Sandmarken changed the title to Romanian faction voice/tactical codes
Sandmarken
Posted
2 hours ago, AndreiTomescu said:

Soooo......

here we go.....

the first version of romanian radio chatter.

please use it, test it, and tell me what to modify, update, upgrade. I'll do my best.

Be sincere, be straight, but please, don't be mean, i've worked my best to this, and i know it's far from optimal.

 

https://drive.google.com/file/d/1gRY4J1_5ATkQZkCEiCc7yjuUf2Xgnlab/view?usp=sharing

How do i install it? 🙂

Posted (edited)
55 minutes ago, Sandmarken said:

How do i install it? 🙂

I think at first we should make it JSGME compatible by updating the folder structure with data\luascripts for the soundengine file and with data\Audio\radio\ for the ro folder.

But this is just an idea, better to be confirmed.

 

Edited by kraut1
Posted (edited)

Okay until we receive some further instructions, I  tested it just as a german voices replacement mod without the soundengine file and this seems to work in general...🙂

Romanian Odessa intercept Mission, only the take off, cancelled because I had problems to find the enemy (I had to focus on flying the I.A.R the first time)

At the end you hear a german controller transmitting the grid location of enemy planes (my mod).

If you could add ca. 20 sound clips to the german tank commander voice 91 this would be in romanian too (I could instruct you with messages if you want to add this).

 

to test it with some action a german BF109-F2 Odessa Mission with romanian voices:

(at 05:20 you hear a distance to enemy message in romanian language, this is from my warnings mod that uses the pilots voices)

 

Edited by kraut1
AndreiTomescu
Posted

Huh....i don't know how to make an automatic installer.

So: 

1. You move (cut & paste) the "ger" folder into a different location (for back up)

2. Extract the ro folder into the same location that was the ger one. (....data/Audio/radio)

3. Rename the ro folder as ger.

Then all the audio that was previously in German language, will be in romanian language.

Almost all, still have some to replace, @kraut1 will do the tank, hope till the end of the week.

Sorry I haven't mentioned all that, I dunno why i was under the impression I did. Sorry

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