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04-12-2012, 05:01 PM
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#362
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Lurker
Join Date: May 2010
Posts: 1
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Great work LogicDeLuxe, thanks for the nice Builder.
But one question, do we still need a custom ScummVM version? Theres is no mention on your website.
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04-12-2012, 05:36 PM
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#363
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Rookie
Join Date: Jul 2008
Posts: 177
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A custom ScummVM version isn't required anymore. The changes were merged into the ScummVM codebase.
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04-21-2012, 10:40 AM
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#364
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Rookie
Join Date: Jan 2007
Location: Greece
Posts: 21
Current Game: Tales of MI
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I'm probably a bit late here, but kudos on seeing this project through LogicDeLuxe! And thank you for doing this!
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01-21-2013, 07:08 PM
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#365
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Rookie
Join Date: Mar 2010
Posts: 62
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I've been encountering a few problems in both talkies that don't seem to be mentioned at all as far as I can see, and I was hoping you guys could help me out:
Voice hiccups - lines of dialogue don't get time to finish before another one starts; this doesn't happen with every line but when it starts, it happens more frequently after that point. Sometimes one line will just have a pause with no sound and I'll get the end of the line, for example "How appropriate, you fight like a cow" might change to ".....like a cow". Note that I'm playing without subtitles on.
Game specific bugs:
MI1 - After haggling the price of the ship down to the right price with Stan, the option to make an offer of 5000 pieces o'eight is not available.
MI2 - After getting the winning number for the spinning wheel on Phatt Island from the hand in the door puzzle, the option to pick that number is not available.
I'm not sure why this is happening, but any help would be greatly appreciated.
PS: I'm playing both games on ScummVM, not DOSBox.
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01-21-2013, 11:13 PM
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#366
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Join Date: May 2002
Location: United States of America
Posts: 445
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I believe that voice hiccups issue with at least the MI1 Talkie Project was "fixed" by setting the dialog/text speed of the in-game options to be very fast.
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01-22-2013, 03:28 AM
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#367
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Rookie
Join Date: Oct 2004
Posts: 212
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Quote:
Originally Posted by OzzieMonkey
Voice hiccups - lines of dialogue don't get time to finish before another one starts; this doesn't happen with every line but when it starts, it happens more frequently after that point. Sometimes one line will just have a pause with no sound and I'll get the end of the line, for example "How appropriate, you fight like a cow" might change to ".....like a cow". Note that I'm playing without subtitles on.
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Did you try increase or decrease the cycle setting in DOS-Box? If it is too high for your computer, sound issues will usually occur. If it is too low, the game will slow down.
Also check and try different command line options. Type
monkey ?
to get help on those.
Quote:
Game specific bugs:
MI1 - After haggling the price of the ship down to the right price with Stan, the option to make an offer of 5000 pieces o'eight is not available.
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This is not a bug, it's a feature. You are playing in "match voice acting"-mode. Switch to "keep original text"-mode.
The 5000 was omitted until your first offer, since that could possibly lead to unvoiced prices.
Quote:
Originally Posted by Scummbuddy
I believe that voice hiccups issue with at least the MI1 Talkie Project was "fixed" by setting the dialog/text speed of the in-game options to be very fast.
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This "fix" works with subtitles turned on only. Keep in mind, that in "keep original text"-mode, some unvoiced lines may pass by very fast then, though.
With subtitles off, this fix was suggested for the original SE, and is only required there.
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01-22-2013, 04:15 AM
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#368
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Rookie
Join Date: Mar 2010
Posts: 62
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Quote:
Originally Posted by LogicDeLuxe
Did you try increase or decrease the cycle setting in DOS-Box? If it is too high for your computer, sound issues will usually occur. If it is too low, the game will slow down.
Also check and try different command line options. Type
monkey ?
to get help on those.This is not a bug, it's a feature. You are playing in "match voice acting"-mode. Switch to "keep original text"-mode.
The 5000 was omitted until your first offer, since that could possibly lead to unvoiced prices.
This "fix" works with subtitles turned on only. Keep in mind, that in "keep original text"-mode, some unvoiced lines may pass by very fast then, though.
With subtitles off, this fix was suggested for the original SE, and is only required there.
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As far as the voice hiccups are concerned, I'm not running the game on DOSBox, I'm using ScummVM, and I'm not all that fluent in DOSBox to test what you suggested. Thanks for the heads up about the text mode though, I knew I'd missed something  I'll have a playthrough of both games tomorrow and see how it goes.
On another note, I've noticed that in pretty much every SCUMM game I play, it does pause for a bit like in these 2 talkies, and especially in Curse, I notice this. Half way through a line, the game pauses for just a breif second and then the line continues. The reason I bring this up is because I'm wondering if that is connected to the problems I'm facing here, but that it's worse with the speech for some reason.
Overall, I love that I now have the ability to play the original 2 games with voiceover, and I'm very grateful for that. Thankyou for your help, and for responding so quickly to my questions 
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02-08-2013, 12:52 PM
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#369
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Lurker
Join Date: Feb 2013
Posts: 3
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Thanks A LOT for this wonderful patch/builder.
I've noticed the monster.sof file is more than twice the size than monster.sou (probably because the VOC format in monster.sou is lower quality than the original WAV). But given that the flac compression is lossless... is there a way to generate a monster.sog (or .so3) from the monster.sof? I would like to keep this as a "master" file and get the other compressed formats (when needed) from there, but it seems the current scummvm tools can only work from monster.sou files.
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02-16-2013, 09:47 PM
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#371
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Lurker
Join Date: Feb 2013
Posts: 2
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Any way to get text + voice in DOS versión??
Thanks 
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