Freedom Reborn

Freedom Force Forums => Sounds / Voices => Topic started by: crimsonquill on December 23, 2008, 01:26:21 PM

Title: VPMAX in 2017!
Post by: crimsonquill on December 23, 2008, 01:26:21 PM
Just a quick thread update here to make sure people know I am still here and kicking..  :P

VPMAX is a sound collection for  :ffvstr: ONLY  and features many sounds from the EZVoice Pack and recent work done by myself and Sledgehammer from numberous sources (i.e. Marvel Ultimate Alliance and Justice League Heroes, but that is just the start..).

My collection is a multi-part installation since I am always creating a new patch to add voices.. so installing them in the right order is a must or the dat files will be messed up - usually causing voices to suddenly stop working. So install them in order from top to bottom on the list below:

http://libertybay.freedomforceforever.com/vpmaxv1.7z (http://libertybay.freedomforceforever.com/vpmaxv1.7z)
http://libertybay.freedomforceforever.com/vpmaxv11.rar (http://libertybay.freedomforceforever.com/vpmaxv11.rar)
http://libertybay.freedomforceforever.com/VPMAX12.part1.rar (http://libertybay.freedomforceforever.com/VPMAX12.part1.rar)
http://libertybay.freedomforceforever.com/VPMAX12.part2.rar (http://libertybay.freedomforceforever.com/VPMAX12.part2.rar)
http://libertybay.freedomforceforever.com/VPMAX12.part3.rar (http://libertybay.freedomforceforever.com/VPMAX12.part3.rar)
http://libertybay.freedomforceforever.com/VPMAX13.rar (http://libertybay.freedomforceforever.com/VPMAX13.rar)
http://freedomforceforever.com/cqprod/vpmax/VPMAXv14.rar (http://freedomforceforever.com/cqprod/vpmax/VPMAXv14.rar)
http://freedomforceforever.com/cqprod/vpmax/VPMAXv15.rar (http://freedomforceforever.com/cqprod/vpmax/VPMAXv15.rar)
http://freedomforceforever.com/cqprod/vpmax/VPMAXFix.rar (http://freedomforceforever.com/cqprod/vpmax/VPMAXFix.rar) (aka VPMAXv15b)

(Thanks to Catwhowalksbyhimself for hosting the files)

Please install them in order from v1 to v1.5b (1.2 is in three parts so winrar would be needed to merge them)

QuoteDownload all the packs, extract all the voices into the \Irrational Games\Freedom Force vs The 3rd Reich\Data\Sounds\speech (had to create speech folder).

Then copy the speech.txt and speech.dat FROM THE LAST PACK 1.4 to \Irrational Games\Freedom Force vs The 3rd Reich\ffx3\Lang\English.

Then we just need to merge two .dat files to FFX3 .dats FROM THE LAST PACK (objects.dat and characters.dat)

Enjoy!

- CrimsonQuill

And while Sledgehammer is currently MIA.. Please visit his website (http://geocities.com/sledgehammer_ff/ffvc.html (http://geocities.com/sledgehammer_ff/ffvc.html)) if you wish to download any of his work on a file by file basis. Hopefully he shall return soon...  :unsure:

Note: I am working on VPMAXv1.6 but my offline life has slowed my progress to a crawl so it probably will be not released until just after the New Year and it will mainly focus on the missing MUA voices (from the PSP version of the game) and maybe a few voices from Destroy All Humans!
Title: VPMAX FFX3.3 Update!
Post by: crimsonquill on December 31, 2008, 04:07:03 AM
Quote from: ips on December 30, 2008, 02:24:02 AM
hey cq... was wondering if you had a chance if you could still post the speech txt files etc needed to merge into FFX3.3

And just to start off a Happy New Year... A *small* VPMAX update to do just that...

http://rapidshare.com/files/178346683/VPMAXFFX3update.rar.html (http://rapidshare.com/files/178346683/VPMAXFFX3update.rar.html)

Just merge or replace the character.dat and object.dat into your FFX3 folder and the speech.dat/speech.txt into your Lang/English folder... Ta Da!!! And that should do it!

- CQ
Title: Re: VPMAX New Year Update!
Post by: bearded on December 31, 2008, 08:11:22 AM
Quote from: crimsonquill on December 23, 2008, 01:26:21 PM

And while Sledgehammer is currently MIA.. Please visit his website (http://geocities.com/sledgehammer_ff/ffvc.html (http://geocities.com/sledgehammer_ff/ffvc.html)) if you wish to download any of his work on a file by file basis. Hopefully he shall return soon...  :unsure:
i'm confused. which of these are not in vpmax? 
Title: Re: VPMAX New Year Update!
Post by: crimsonquill on December 31, 2008, 01:33:59 PM
Quote from: bearded on December 31, 2008, 08:11:22 AM
i'm confused. which of these are not in vpmax? 

Don't panic... all of Sledge's work thus far is included in VPMAX, I just want to keep his web site marked for posterity for those who want to just download his DC Comics characters work or just a single voice pack for inclusion in a Mod or something.

- CQ
Title: Re: VPMAX New Year Update!
Post by: AfghanAnt on January 06, 2009, 10:06:24 PM
Is there an easy all in one installer for the voice paks? I've wanted to try them but everything I do I get like the update and not the completed voice list.
Title: Re: VPMAX New Year Update!
Post by: Vertex on January 07, 2009, 02:14:52 AM
Waaaaaaaaaaaaaaay back when I used to have a ton of voices installed for the game... did each one by hand as they came out.  However it's been years and just looking at that list of rars that seem to have to merge at the end... terrifies me lol although I'm really wanting to install it.
Title: Re: VPMAX New Year Update!
Post by: AfghanAnt on January 07, 2009, 04:11:40 PM
Quote from: ips on January 07, 2009, 02:46:58 AM
Quote from: AfghanAnt on January 06, 2009, 10:06:24 PM
Is there an easy all in one installer for the voice paks? I've wanted to try them but everything I do I get like the update and not the completed voice list.

the update rar he just posted has all the needed files. just expand all the voices to the right pathes and then use the dats provided. if you merge the dats to yours you are good.

Awesome. I'm going to download them now. Voices are the only mods I never touched but really wanted too.
Title: Re: VPMAX New Year Update!
Post by: GogglesPizanno on January 08, 2009, 07:33:04 PM
DOH!
Rapidshare shut the file down!
Title: Re: VPMAX New Year Update!
Post by: deano_ue on January 09, 2009, 07:32:53 PM
does any one have a "for dummys" tutorials on how to install these cause i've no idea how to
Title: Re: VPMAX New Year Update!
Post by: Vertex on January 09, 2009, 07:39:29 PM
I'm with ulitmate evil on this one lol
Title: Re: VPMAX New Year Update!
Post by: Panther_Gunn on January 09, 2009, 08:36:19 PM
Quote from: the_ultimate_evil on January 09, 2009, 07:32:53 PM
does any one have a "for dummys" tutorials on how to install these cause i've no idea how to

I *think* VPMAX makes it pretty painless, as long as you can merge dat's afterwards.  But I've never used it (FFVTTR never worked very well for me).
Title: Re: VPMAX New Year Update!
Post by: GogglesPizanno on January 09, 2009, 09:09:09 PM
Oh sure, wait until 5 minutes after I'm done doing the crazy Multipart extraction merge to re-post the nice one piece file...  :doh:
Title: Re: VPMAX New Year Update!
Post by: deano_ue on January 09, 2009, 11:52:28 PM
Quote from: ips on January 09, 2009, 09:04:28 PM
there was a whole system to installing these before but because it comes after ffx3 now you can just merge the dats into yours.

so all you have to do is extract the voicepacks to the default voice path and then merge the dats in the update rar to your dats. voila.

...FreedomForce Vs The Third Reich/ffx3/Sounds/Speech/English/all the voices

apparently rapidshare took down the zip with the dats for merging though... i put it on zshare instead (zshare is better anyhow) so everyone can get it.

http://www.zshare.net/download/5391120366d48378/

so i don't need to worry about the dats in the multi packs in the first post just extract the mp3's and then use the dats in the one you posted

ask me about Photoshop i can help the rest i'm fubared lol
Title: Re: VPMAX New Year Update!
Post by: GogglesPizanno on January 10, 2009, 12:56:40 AM
Quoteso i don't need to worry about the dats in the multi packs in the first post just extract the mp3's and then use the dats in the one you posted

Yep.
I just did it, and it seems to work fine.

Quoteask me about Photoshop i can help the rest i'm fubared lol

Ok, Tell me more about this Photoshop....
Title: Re: VPMAX New Year Update!
Post by: AfghanAnt on February 13, 2009, 07:30:01 PM
Ok, I'm still very confused. I downloaded the zshare file and it only had the dat and txt file. Do I download all the other links in the first post place them in the speech folder and than merge them with the zshare file's dats?
Title: Re: VPMAX New Year Update!
Post by: crimsonquill on February 13, 2009, 08:17:05 PM
Quote from: AfghanAnt on February 13, 2009, 07:30:01 PM
Ok, I'm still very confused. I downloaded the zshare file and it only had the dat and txt file. Do I download all the other links in the first post place them in the speech folder and than merge them with the zshare file's dats?

Yes, Just install each of the archives linked in the first post from top to bottom (one at a time) in your sounds folder.. don't worry about the .Dats or Language files yet. Once you have finished with the last update (VPMAXFix aka VPMAXv1.6, I believe) then you can install my final update (the one you originally downloaded with just the .Dats) which should make ALL of the soundpacks work with the current version of FFX.

- CQ
Title: Re: VPMAX New Year Update!
Post by: AfghanAnt on February 13, 2009, 08:59:01 PM
Ok, so I did that and for some reason I can hear the voices when I'm editing the characters but I cant see the names or hear them in game.

Also I feel like such a dork because from what I heard these are awesome.

EDIT: Nevermind it is my frickin' herofiles! Anyone else having this issue?
Title: Re: VPMAX New Year Update!
Post by: USAgent on February 14, 2009, 02:42:29 PM
Quote from: AfghanAnt on February 13, 2009, 08:59:01 PM


EDIT: Nevermind it is my frickin' herofiles! Anyone else having this issue?

Yesh, if you have hero files with the same name as your voices there will be a problem.  But I thought that it only messed up the hero files and not the voices.  That is one of the reasons I put a extension in from of my hero file names.  EX: instead of Cyclops he's "xmen cyclops"  and instead of Juggernaut he's MV-juggernaut.
Title: Re: VPMAX New Year Update!
Post by: AfghanAnt on February 14, 2009, 04:35:54 PM
Quote from: USAgent on February 14, 2009, 02:42:29 PM
Quote from: AfghanAnt on February 13, 2009, 08:59:01 PM


EDIT: Nevermind it is my frickin' herofiles! Anyone else having this issue?

Yesh, if you have hero files with the same name as your voices there will be a problem.  But I thought that it only messed up the hero files and not the voices.  That is one of the reasons I put a extension in from of my hero file names.  EX: instead of Cyclops he's "xmen cyclops"  and instead of Juggernaut he's MV-juggernaut.


I don't think that is the issue. I think it was the hero file editor. For some reason all my old hero files wont keep any voice attached to the file. So, I have to redo all my hero files.  :(
Title: Re: VPMAX New Year Update!
Post by: USAgent on February 14, 2009, 08:26:25 PM
Yeah, that is a different problem all togeather than what I had.  Question, can you still hear the voices that you assign to a character durring game play? Because sometimes when I assign a voice to a hero file the voice is still there in game but when I go a look at the hero file in the editor the voice shows up blank even though the voice is still attached to the hero file.
Title: Re: VPMAX v1 Final Coming Soon..
Post by: crimsonquill on February 20, 2009, 04:37:05 AM
I decided to take all of Sledge's newest DC voices and my MUA PSP voice packs to finish up v1 of VPMAX with my newest update...

A auto-installer version of V1 that will FINALLY simplify installing VPMAX for those who have not ventured into trying it yet because manually installing and merging dats just makes your teeth grind upon thinking about it. The only thing I fear is the complete size of all of the smaller updates squeezed into one package because low speed users might shy away from downloading it. And I am wondering if the Clickteam installer would be the best program to use...  :wacko:

Sledge might be upset with me tweaking with his packs but I loved his idea of using his sh_gl_john_stewart voice pack as the base for War Machine.. but I wanted to mess around with a new voice changing program I got today. I figured that War Machine's (including Iron Man's voice) was mostly altered from being broadcast outside the suit by a speaker system.. so this is a sample of what I am thinking of using...

Version #1: Military Comlink - http://www.zshare.net/audio/559000917e646c7f/ (http://www.zshare.net/audio/559000917e646c7f/)

What do you think?!

Hopefully I can finish up my tinkering here and have it released in the next week or so. This voice altering program is really giving me some ideas for making a few voice packs using my own voice which is a really scary thought.

- CQ
Title: Re: VPMAX v1 Final Coming Soon..
Post by: Gremlin on February 20, 2009, 07:09:53 AM
I like it; the Stewart voice is a great fit. The only problem is it sounds like more like a scratchy, low-quality audio file than something over the radio or through a headset. Maybe some more white noise? The whirr of computer fans or servos underneath, perhaps?
Title: Re: VPMAX v1 Final Coming Soon..
Post by: crimsonquill on February 20, 2009, 07:29:43 AM
Quote from: Gremlin on February 20, 2009, 07:09:53 AM
I like it; the Stewart voice is a great fit. The only problem is it sounds like more like a scratchy, low-quality audio file than something over the radio or through a headset. Maybe some more white noise? The whirr of computer fans or servos underneath, perhaps?

Okay, I had three other takes on the character using various tweaks to the "radio broadcast" voice alternation...

#2: Cybnertic Tone - http://www.zshare.net/audio/559042661e291e6b/ (http://www.zshare.net/audio/559042661e291e6b/)

#3: Heavy Static Broadcast - http://www.zshare.net/audio/55904391483cfc78/ (http://www.zshare.net/audio/55904391483cfc78/)

#4: Space Helmet - http://www.zshare.net/audio/5590478750422775/ (http://www.zshare.net/audio/5590478750422775/)

I'm still adjusting the sound because it still doesn't fit perfect just yet...   <_<

- CQ
Title: Re: VPMAX v1 Final Coming Soon..
Post by: Sledgehammer on February 20, 2009, 10:46:35 AM
Quote from: crimsonquill on February 20, 2009, 04:37:05 AM
A auto-installer version of V1 that will FINALLY simplify installing VPMAX for those who have not ventured into trying it yet because manually installing and merging dats just makes your teeth grind upon thinking about it. The only thing I fear is the complete size of all of the smaller updates squeezed into one package because low speed users might shy away from downloading it. And I am wondering if the Clickteam installer would be the best program to use...  :wacko:

It's great to know the packs will be easily installed now. It's something that will eventually lead to more people downloading VPMAX, CQ.

Regarding low speed users, it's something to consider too. If there was a way to release VPMAX in smaller, independent files, each of them containing a different bunch of voices, that would provide a solution... Of course:

1) Releasing the big version is also a must, for those who don't want to download too many files.

2) You may have to carefully detail the content of each file, so people can actually know what they are downloading.

Quote from: crimsonquill on February 20, 2009, 04:37:05 AM
Sledge might be upset with me tweaking with his packs but I loved his idea of using his sh_gl_john_stewart voice pack as the base for War Machine..

Not at all. Packs are created to be enjoyed, and we are doing it for free. Besides, I know you're going do something fun and productive with them, so it's alright. And I'm glad you liked my idea :)

Just add a readme file of some sort, mentioning that you tweaked my pack, and you're ready to go. Of course, point out which pack you used; and what you have tweaked (so your work gets proper recognition). For instance, in my altenative packs, I've mentioned that I took the original VP, adding a robotic or a metallic reverb.

Quote from: crimsonquill on February 20, 2009, 04:37:05 AM
I wanted to mess around with a new voice changing program I got today. I figured that War Machine's (including Iron Man's voice) was mostly altered from being broadcast outside the suit by a speaker system.. so this is a sample of what I am thinking of using...

What do you think of these?

http://rapidshare.com/files/200307795/UFDG01_-_1.mp3

http://rapidshare.com/files/200307884/UFDG01_-_2.mp3

Are you looking for something like that?
Title: Re: VPMAX v1 Final Coming Soon..
Post by: crimsonquill on February 20, 2009, 01:27:24 PM
Quote from: Sledgehammer on February 20, 2009, 10:46:35 AM
Quote from: crimsonquill on February 20, 2009, 04:37:05 AM
I wanted to mess around with a new voice changing program I got today. I figured that War Machine's (including Iron Man's voice) was mostly altered from being broadcast outside the suit by a speaker system.. so this is a sample of what I am thinking of using...

What do you think of these?

http://www.zshare.net/audio/55916835ccb82fe6/ (http://www.zshare.net/audio/55916835ccb82fe6/)   \
                                                                        }--- Note: Changed link for those who like listening to them without downloading.
http://www.zshare.net/audio/55916867f015802b/ (http://www.zshare.net/audio/55916867f015802b/)  /

Are you looking for something like that?

Yeah, That's more like the "speaker broadcast" sound that I'm looking for... *hint* Maybe other people might listen to all of these and tell us what they like better *hint*. War Machine just has this intimidating look to him (especially with all of his weapons armed and pointing at various targets) so you want to have that voice that also sends chills down your spine when you hear it but still have that hint of Rhodey's voice under it. That's my take on what the newer armor sounds like.. because with his recent cybernetic enhancements I'm still unsure if his voice isn't already altered. Of course most folks might not like that Marvel turned Rhodey into their own RoboCop/RoboSoldier character either. Man, It's so hard to choose...  :banghead:

Oh, Sledge is it possible to get rid of the metallic distortion on MUA's Iron Man voice pack? It's great for his armored sound but since I have a Tony Stark mesh for the Rumble Room I don't want him to talk like he has one of those electric voice boxes stuck to his throat in business meetings.. if you know what I mean. Any ideas?  :unsure:

- CQ
Title: Re: VPMAX v1 Final Coming Soon..
Post by: Sledgehammer on February 20, 2009, 02:55:56 PM
Quote from: crimsonquill on February 20, 2009, 01:27:24 PM
Oh, Sledge is it possible to get rid of the metallic distortion on MUA's Iron Man voice pack? It's great for his armored sound but since I have a Tony Stark mesh for the Rumble Room I don't want him to talk like he has one of those electric voice boxes stuck to his throat in business meetings.. if you know what I mean. Any ideas?  :unsure:

I'll check it out, but I don't guarantee you anything. It's clearly easier to add reverbs and effects than to remove them. Usually, when you try to eliminate some reverb, the voice ends up too hollow and non-human, without emotion. I'll see what I can do with my Sound Editor...
Title: Re: VPMAX v1 Final Coming Soon..
Post by: crimsonquill on February 20, 2009, 09:58:25 PM
More progress was made by playing around with my voice changing program.. Sledge had the idea of using his sh_martian_manhunter voice as the base for Vision's voice. So I played around with robotic/android sound levels until I was happy with this...

Vision Test #1: http://www.zshare.net/audio/55940098ad18513a/ (http://www.zshare.net/audio/55940098ad18513a/)

It fits pretty well with what I figured he sounded like... although having only one reference to go by which was the cartoon "Avengers United!" version.. and we know how well researched that toon was.  :P

- CQ
Title: Re: VPMAX v1 Final Coming Soon..
Post by: Sledgehammer on February 20, 2009, 11:34:24 PM
Quote from: crimsonquill on February 20, 2009, 09:58:25 PM
More progress was made by playing around with my voice changing program.. Sledge had the idea of using his sh_martian_manhunter voice as the base for Vision's voice. So I played around with robotic/android sound levels until I was happy with this...

Vision Test #1: http://www.zshare.net/audio/55940098ad18513a/ (http://www.zshare.net/audio/55940098ad18513a/)

It fits pretty well with what I figured he sounded like... although having only one reference to go by which was the cartoon "Avengers United!" version.. and we know how well researched that toon was.  :P

My friend, you have Marvel: Ultimate Alliance for comparison, where Vision's voice is somewhat similar to the reverb I've added to my pack.

I think Vision is more "human" than that, if you get my point: he's capable of showing some kind of emotion. He was in love with Scarlet Witch after all, who reciprocated the feeling. Besides, I don't think Wanda would fall for him if he would sound like a Sentinel. Don't take this the wrong way, but I cannot sense any emotion at all with that pitch.

Of course, if it suits you, go ahead. The more, the merrier. Personally, I've always pictured Vision speaking like the pack I've compiled, and that's why I released it. But it's always a debatable subject, as there is no official voice for anybody. The fact that we are speaking about comics here, a non-sound genre, allows us to imagine and to be very creative.
Title: Re: VPMAX v1 Final Coming Soon..
Post by: crimsonquill on February 21, 2009, 06:15:59 AM
Quote from: Sledgehammer on February 20, 2009, 11:34:24 PM
My friend, you have Marvel: Ultimate Alliance for comparison, where Vision's voice is somewhat similar to the reverb I've added to my pack.

I think Vision is more "human" than that, if you get my point: he's capable of showing some kind of emotion. He was in love with Scarlet Witch after all, who reciprocated the feeling. Besides, I don't think Wanda would fall for him if he would sound like a Sentinel. Don't take this the wrong way, but I cannot sense any emotion at all with that pitch.

It's been awhile since I played MUA so I couldn't remember exactly how he sounded.. heck, I almost forgot he appeared in the game until you mensioned his appearance. I'm happy with your Vision voice, don't get me wrong. Maybe I was thinking more of an emotionless version of his voice since I really remember him from his days in the West Coast Avengers after he was taken apart by the government and had his memory erased. I believe that was when he was completely white and looked far more like a ghost version of his old self (plus I think Scarlet Witch reacted to him speaking like she didn't hardly recognize him at all.. so I assume his voice changed back to the android body's default settings). So I'll use my take on his voice as another alternate and call it "cq_vision_white".

Quote from: Sledgehammer on February 20, 2009, 11:34:24 PM
Of course, if it suits you, go ahead. The more, the merrier. Personally, I've always pictured Vision speaking like the pack I've compiled, and that's why I released it. But it's always a debatable subject, as there is no official voice for anybody. The fact that we are speaking about comics here, a non-sound genre, allows us to imagine and to be very creative.

I don't mean to step on your toes by immediately tweaking the same source packs you just created and doing my own take on a character before anyone else can give you feedback. It's just that the voice changing program I'm using has a 6 day trial period and I'm trying to milk it for what it's worth while I have it operational. So I'm just throwing samples of my versions out there to see if they work for the character or not..  :unsure:

One of the problems with matching a voice with a comic character is that different artists and writers just morph the feeling you get from the hero/villian which changes what your hear him sound like when you read the dialogue balloons. Then add the various voices of characters that do make it onto the big and small screen and it becomes a matter of which you like better and it kinda becomes the default setting in your head (like Kevin Conroy as Batman). Samual L. Jackson has become Nick Fury to me since I linked the Ultimate version with that actor and I'm still trying to make a perfect voice pack for him by adding more dialogue from other movies he appears in as the years go on... and hopefully he returns as Nick in the other Marvel movies so I can make it sound more official.

- CQ
Title: Re: VPMAX v1 Final Coming Soon..
Post by: Sledgehammer on February 21, 2009, 11:28:45 AM
Quote from: crimsonquill on February 21, 2009, 06:15:59 AM
I don't mean to step on your toes by immediately tweaking the same source packs you just created and doing my own take on a character before anyone else can give you feedback. It's just that the voice changing program I'm using has a 6 day trial period and I'm trying to milk it for what it's worth while I have it operational. So I'm just throwing samples of my versions out there to see if they work for the character or not..  :unsure:

One of the problems with matching a voice with a comic character is that different artists and writers just morph the feeling you get from the hero/villian which changes what your hear him sound like when you read the dialogue balloons. Then add the various voices of characters that do make it onto the big and small screen and it becomes a matter of which you like better and it kinda becomes the default setting in your head (like Kevin Conroy as Batman). Samual L. Jackson has become Nick Fury to me since I linked the Ultimate version with that actor and I'm still trying to make a perfect voice pack for him by adding more dialogue from other movies he appears in as the years go on... and hopefully he returns as Nick in the other Marvel movies so I can make it sound more official.

It's alright, CQ. I understand what you are trying to accomplish here. And as I said, I don't have a problem with you tweaking my VPs. Test your sound program as much as you can.  :)

Besides, I get the point. For me, Cal Dodd is Wolverine and Lenore Zann will always be Rogue, no matter what. Or Chris Potter will always be Gambit, in spite of the heavy criticism. On the other hand, Patrick Stewart is Xavier and John Kassir is Deadpool, and so on. When I'm reading the comics, I just imagine those voices in my head.

But yes, some characters are extremely difficult to match. For instance, the whole Speedball/Penance thing makes me feel I'm reading two completely different characters, and the voice I imagined for Speedball is no longer appropriate.

And... Just don't use Avengers: United They Stand as a source. That show got it all wrong. Scarlet Witch is annoying, Hawkeye is a Wolverine's clone, and Tigra is Rogue. Even Cap doesn't sound right.
Title: Re: VPMAX v1 Final Coming Soon..
Post by: electro on February 23, 2009, 05:13:43 AM
QuoteI think Vision is more "human" than that, if you get my point: he's capable of showing some kind of emotion. He was in love with Scarlet Witch after all, who reciprocated the feeling. Besides, I don't think Wanda would fall for him if he would sound like a Sentinel. Don't take this the wrong way, but I cannot sense any emotion at all with that pitch.

Vision's voice always sounds boring to me in my head - To me he just sounds like a human who has zero personality kinda like Data on Star Trek Next Generation - Not the kinda guy you want to invite to a party :blink:
Title: Re: VPMAX v1 Final Coming Soon..
Post by: crimsonquill on February 23, 2009, 05:29:30 AM
Quote from: electro on February 23, 2009, 05:13:43 AM
QuoteI think Vision is more "human" than that, if you get my point: he's capable of showing some kind of emotion. He was in love with Scarlet Witch after all, who reciprocated the feeling. Besides, I don't think Wanda would fall for him if he would sound like a Sentinel. Don't take this the wrong way, but I cannot sense any emotion at all with that pitch.

Vision's voice always sounds boring to me in my head - To me he just sounds like a human who has zero personality kinda like Data on Star Trek Next Generation - Not the kinda guy you want to invite to a party :blink:

Vision had the mental imprint of Wonder Man which gave him a very unique personality as he learned how to deal with the emotions given to him and understand his own place in the world. After his mind was erased then he developed his own personality slowly but never regained the emotional connections that he had before. Of course some emotion has returned to Vision currently because of the mental imprints left in Iron Lad's (aka Kang) armor and the fact that memories from his old Avengers life are returning from his data being restored by the suit's futuristic computer (at least that is how Bendis is explaining it).

- CQ
Title: Re: VPMAX v1 Final Coming Soon..
Post by: Gremlin on February 23, 2009, 08:09:44 AM
Quote from: electro on February 23, 2009, 05:13:43 AM
QuoteI think Vision is more "human" than that, if you get my point: he's capable of showing some kind of emotion. He was in love with Scarlet Witch after all, who reciprocated the feeling. Besides, I don't think Wanda would fall for him if he would sound like a Sentinel. Don't take this the wrong way, but I cannot sense any emotion at all with that pitch.

Vision's voice always sounds boring to me in my head - To me he just sounds like a human who has zero personality kinda like Data on Star Trek Next Generation - Not the kinda guy you want to invite to a party :blink:

I'd want Data at MY party. Seriously.

If you're still up for War Machine stuff, CQ, I think the Space Helment sound works well. I also like Sledge's radio effects. And Vision sounds cool, but the effect is a little too much. Whether or not his voice has personality, I think it needs a little less effect on it overall. He's a pretty advanced android; I don't think he'd sound that overly synthesized.
Title: Re: VPMAX v1 Final Coming Soon..
Post by: Sledgehammer on February 23, 2009, 07:47:27 PM
Quote from: Sledgehammer on February 20, 2009, 02:55:56 PM
Quote from: crimsonquill on February 20, 2009, 01:27:24 PM
Oh, Sledge is it possible to get rid of the metallic distortion on MUA's Iron Man voice pack? It's great for his armored sound but since I have a Tony Stark mesh for the Rumble Room I don't want him to talk like he has one of those electric voice boxes stuck to his throat in business meetings.. if you know what I mean. Any ideas?  :unsure:

I'll check it out, but I don't guarantee you anything. It's clearly easier to add reverbs and effects than to remove them. Usually, when you try to eliminate some reverb, the voice ends up too hollow and non-human, without emotion. I'll see what I can do with my Sound Editor...

As I feared, it's impossible (at least for me) to remove the reverb from Iron Man. I'm not satisfied with my results, and you can still notice the metallic aura of his voice anyway. Sorry, CQ, but it exceeds my voice editing knowledge.
Title: Re: VPMAX v1 Final Coming Soon..
Post by: Gremlin on February 23, 2009, 09:24:36 PM
Have you considered a Tony Stark/Iron Man VP from Robert Downey Jr. voice clips?
Title: Re: VPMAX v1 Final Coming Soon..
Post by: crimsonquill on February 23, 2009, 10:03:59 PM
Quote from: Sledgehammer on February 23, 2009, 07:47:27 PM
As I feared, it's impossible (at least for me) to remove the reverb from Iron Man. I'm not satisfied with my results, and you can still notice the metallic aura of his voice anyway. Sorry, CQ, but it exceeds my voice editing knowledge.

Thanks for trying, Sledge.. On to Plan B..

Quote from: Gremlin on February 23, 2009, 09:24:36 PM
Have you considered a Tony Stark/Iron Man VP from Robert Downey Jr. voice clips?

That has been Plan B for me as far as Tony Stark is concerned.. Robert has done lots of movies so assembling voice clips to make a suitable voice pack shouldn't be too hard a task. After all I'm doing that with Samuel L. Jackson for Nick Fury..

Iron Man never spoke much in the first movie and I'm looking at the Iron Man Movie game as a possibility for getting voice pack material even if I have to record it while playing the game without sound but voices. At least it will give me something to work with until Iron Man 2 comes out in the theater.

- CQ
Title: Re: VPMAX v1 Final Coming Soon..
Post by: Krieger_Bratwurst on May 01, 2009, 02:16:40 AM
Have you considered making a single VPMAX for those of us new to it? It's a bit insane to have to install all of that in order for a first time user.
Title: Re: VPMAX v1 Final Coming Soon..
Post by: crimsonquill on May 03, 2009, 08:18:12 PM
Quote from: Krieger_Bratwurst on May 01, 2009, 02:16:40 AM
Have you considered making a single VPMAX for those of us new to it? It's a bit insane to have to install all of that in order for a first time user.

I know I posted this awhile back buuuuut...

Quote from: crimsonquill on February 20, 2009, 04:37:05 AM
I decided to take all of Sledge's newest DC voices and my MUA PSP voice packs to finish up v1 of VPMAX with my newest update...

A auto-installer version of V1 that will FINALLY simplify installing VPMAX for those who have not ventured into trying it yet because manually installing and merging dats just makes your teeth grind upon thinking about it. The only thing I fear is the complete size of all of the smaller updates squeezed into one package because low speed users might shy away from downloading it. And I am wondering if the Clickteam installer would be the best program to use...  :wacko:

Offline family stuff has delayed my autoinstall version a bit.. but I promise that a FINAL release will be available quite soon..

- CQ
Title: Re: VPMAX on Hold! :-(
Post by: crimsonquill on May 31, 2009, 08:04:07 PM
And the dynamite goes BOOM!  :banghead:

After months of work and finally getting ready to release... bad luck sends a pack of bloodthirsty gremlins to attack my PC. Last Saturday (5-23), I wake up to find my PC had crashed with the "blue screen of doom" and after some quick thinking and disassembling of my PC I discover that my main harddrive was toast (it was knocking and definitly unable to be reformatted) so I waited until Tuesday's paycheck to get a new one (twice-as-big at half the price.. LOVE IT!). Just restore it and all is good in the world, right?

Nope, After spending all day and night Wensday getting my PC back up and running... Thursday morning I get online to look for a program for a friend and a damn #@$@#$ virus backdoors it's way into my system. It was a trojan that carried the fabled WinBlueSoft and a Recycler virus so within less time then it took for me to figure out what was happening.. ALL of my drives were infected and filled up with garbage then went offline. 3 drives and 2 external drives of everything I had not backed up on CD/DVD-ROMs were gone.. which included not only my main VPMAX work but the backups I had on a external USB flash drive that I had (like an idiot plugged into the infected system) because it had a anti-virus/anti-spyware checker on it too. So, Friday I had to borrow a spare harddrive from a tech friend and then used his disk eraser program to complete wipe out my infected drives.. and yesterday I rebuilt everything from the ground up.  :blink:

Welp, back as square one as they say... so I'm downloading my own VPMAX files off here and hunting down the editing software I need to rebuild my workstation for voice pack making. And then it's back to putting my nose to the grindstone all over again..  :thumbdown:

- CrimsonQuill
Title: Re: VPMAX on Hold! :-(
Post by: tommyboy on June 01, 2009, 01:46:24 AM
Bad luck, I hope you can get back to where you were without too much pain.
"Thursday morning I get online to look for a program for a friend.."
What's that saying about "no good deed goes unpunished"?
Title: Re: VPMAX on Hold! :-(
Post by: BentonGrey on June 01, 2009, 04:24:11 AM
Oh no!  CQ, I'm so sorry to hear that.  I know how incredibly frustrating that can be.  Sorry man, I hope that it hadn't been TOO long since you uploaded your work.  Still, I know how many little things can be lost in an event like that.  Sorry man. :(
Title: Re: VPMAX on Hold! :-(
Post by: Gremlin on June 01, 2009, 05:28:18 AM
There is absolutely no proof that I or any of my people had anything to do with your crash and find your attacks degrading and insulting.

Seriously though, that royally bites. I'm sorry, dude. I hope you're able to get it all taken care of!
Title: Re: VPMAX on Hold! :-(
Post by: stumpy on June 01, 2009, 08:13:38 AM
Sorry to hear that, CQ. My old laptop (my main PC) went down Friday with a bad power connection on the motherboard. Some googling had me worried that there was no fix, aside from replacing the MB, which I wasn't going to do for a five-year-old PC, even assuming I could get one. Fortunately, I grabbed my multimeter and found that it was fixable with a little solder and several very nervous moments of me looking at a pile of disassembled parts, considering the odds of getting it all back together before taking apart the next piece, and then thinking, "In for a penny, in for a pound."  :unsure:

Still, I was lucky; since it wasn't a hard drive thing, my data wasn't at risk. It doubly sucks that you lost stuff that you actually were a diligent user and backed up. In a just world, there is a special ring of the inferno for jerks who deliberately destroy others' data just for amusement. :thumbdown:

Voice packs are a great addition to the game. I hope it isn't too painful getting VPMAX (and your other stuff) back in working order.
Title: Re: VPMAX on Hold! :-(
Post by: blah on August 29, 2009, 07:30:27 AM
where is the version for  :ff:?
Title: Re: VPMAX on Hold! :-(
Post by: crimsonquill on August 31, 2009, 03:43:20 AM
Quote from: blah on August 29, 2009, 07:30:27 AM
where is the version for  :ff:?

It's funny.. you would think that someone would check the first post in a thread. Anyway, for your convenience:

VPMAX is a sound collection for  :ffvstr: ONLY  and features many sounds from the EZVoice Pack and recent work done by myself and Sledgehammer from numberous sources (i.e. Marvel Ultimate Alliance and Justice League Heroes, but that is just the start..).

There is no version for :ff: because I don't use the original game anymore.. now you could take my base sound files and add them into the original game manually with some minor tweaks. But I am starting over myself because of the hard drive lost I had awhile back.. and personal stuff has pretty much kept me offline since my last update.

Hopefully I will next stuff organized and be back up to full speed quite soon.

- CQ
Title: Re: VPMAX on Hold! :-(
Post by: cmdrkoenig67 on September 01, 2009, 12:38:38 PM
Cripes!  I regret to hear of the computer crash and burn, CQ...I hope things work out okay for you.  Best of luck.

Dana
Title: Re: VPMAX Returns!!
Post by: crimsonquill on December 01, 2009, 03:23:07 PM
Since Marvel and DC are both on a wave of resurrecting the dead lately  :mjboo.. it must be catching because I am dusting off my thread to announce the return of VPMAX!  :yipee

It took me forever to rebuild my tools to start making voice packs again and Sledgehammer vanished once again (along with his website as well) which didn't help motivate me since he liked to nudge me along if I got too distracted. oooohh.. shiney.. *wanders off*

Oops..I'm back *cough* so anyway, since I lost everything I was working on for my v1.6 version.. that WILL be the next update to come (which should include all of Sledge's last updates and the MUA PSP voice packs I was just finishing up). I'm hoping to get it all done before the holidays are over.. but it might show up in the new year if my weekends keep being interrupted by family holiday events that drag me away from my computer.

- CrimsonQuill
Title: Re: VPMAX Returns!!
Post by: deano_ue on December 01, 2009, 10:30:10 PM
if i can help in anyway let me know. will it be installed the same way or are you going to go for a different route
Title: Re: VPMAX Returns!!
Post by: crimsonquill on December 02, 2009, 10:37:47 AM
Quote from: the_ultimate_evil on December 01, 2009, 10:30:10 PM
if i can help in anyway let me know. will it be installed the same way or are you going to go for a different route

VPMAXv1.6 will be in the standard format but I will rush out (once I figure out which self-installer program to use) a special giant version (it will be pretty damn big - last I checked all voices added together was around 265 MB up to v1.5 alone) that should make those that hated manually installing voices very happy but upset those that hate waiting for long downloads.

- CQ
Title: Re: VPMAX Returns!!
Post by: detourne_me on December 03, 2009, 02:21:23 PM
Quote from: crimsonquill on December 02, 2009, 10:37:47 AM
Quote from: the_ultimate_evil on December 01, 2009, 10:30:10 PM
if i can help in anyway let me know. will it be installed the same way or are you going to go for a different route

VPMAXv1.6 will be in the standard format but I will rush out (once I figure out which self-installer program to use) a special giant version (it will be pretty damn big - last I checked all voices added together was around 265 MB up to v1.5 alone) that should make those that hated manually installing voices very happy but upset those that hate waiting for long downloads.

- CQ

This will be perfect!  I'm a lazy bum, and i don't mind large downloads. Thank you Crimson Quill!
Title: Re: VPMAX Returns!!
Post by: laughing paradox on December 06, 2009, 05:54:29 PM
I concur with DM... a large file to download with a self-installer would be perfect.
Title: Re: VPMAX Returns!!
Post by: Zetor on December 08, 2009, 09:53:14 PM
Eyall,

I still have all of the voicepacks that used to be on VoxForce on my HD, and will gladly send any missing ones to aid the effort. However, the voice IDs are probably a bit... err... outdated by now, the 'packs were created back in 2002.  :P

Here is the complete VoxForce list I have right now:female_adventurer
female_arrogant
female_astrologist
female_berserker
female_british
female_cheery
female_easternaccent_fatalistic
female_easygoing
female_irish_rogue
female_philosopher
female_practical
female_psychotic
female_russian_assassin
female_scary_german
female_shifty
female_southern_belle
female_survivalist
female_swedish_burly
female_valiant
female_warrior
female_wild
male_android
male_armored_judge
male_assassin
male_aussie
male_biker
male_british
male_cool_dude
male_crazy
male_dark_exorcist
male_deadpan
male_druid
male_dumb
male_dwarf
male_french_hunter
male_godfather
male_goon
male_henchman
male_hitman
male_intellectual_mage
male_italian_hitman
male_knifer
male_mage_deepvoice
male_monk
male_necromancer
male_philosopher
male_pro_mercenary
male_psycho
male_quixotic
male_snakeman
male_sneak
male_soldier
male_soldier_authoritative
male_surfer
male_thief
male_very_evil
male_warrior
If any of these are missing / anyone wants them, feel free to post or shoot me a PM!


Take care,

-- Z.
(wow, has it been 6 years? 8 if we count the ezboard + crave forums as well...  that's gotta be a testament for the community's longevity. For Freedom!  :ff:)
Title: Re: VPMAX Returns!!
Post by: Xenolith on January 10, 2010, 09:55:25 PM
Looking forward to the self installer.  I'm challenged when it comes to manipulation of .dats and all that stuff.
Title: Re: VPMAX Returns!!
Post by: Nik_33 on January 11, 2010, 10:23:15 AM
If I use this in the FFX3, the attributes break down  :huh:
Title: Re: VPMAX Returns!!
Post by: freegentile on January 19, 2010, 04:09:35 PM
Hey, crimsonquill & Sledge, thank you for putting all of this together. What talented dudes you are. For Sir Crimson of Quill...wanted to run this by you & the community...I was tacking on some individual custom voices & noticed some issues w/ Hulk. The instructions in the VPMAX directory for his voice looks like it's for FF. I'm using FFVTTR in this case. I plugged everything in as normal, but the one quirk is that when I go to Characters in the game, then Hulk's Info tab, I can pick VOICE_HULK, in this instance, & he says something Hulk-ish like "You want me?" or "Ugh", but I don't see VOICE_HULK. Additionally, he has no voice in-game. I have tried this in a couple of different FFVTTR mods & it does the same each time. I did note that the voice files weren't in a directory like "sh_hulk", so I even changed each line of the speech text to reflect that, generated the language files again, & still same. Only thing I haven't done is remove the voice_hulk character & template I created from FFEdit & recreate them. Anyway, just figured I'd see if it's a FF vs. FFVTTR thing. If so, do you all have a Hulk voice pack for FFVTTR?
Title: Re: VPMAX Returns!!
Post by: freegentile on January 19, 2010, 05:01:33 PM
To clarify, VOICE_HULK is in the drop down, but after you pick it, it isn't in the field. Normally, when you pick a voice, it shows what you picked & you hear a quote from the character.
Title: Re: VPMAX Returns!!
Post by: crimsonquill on January 19, 2010, 06:30:36 PM
Quote from: freegentile on January 19, 2010, 04:09:35 PM
Hey, crimsonquill & Sledge, thank you for putting all of this together. What talented dudes you are. For Sir Crimson of Quill...wanted to run this by you & the community...I was tacking on some individual custom voices & noticed some issues w/ Hulk. The instructions in the VPMAX directory for his voice looks like it's for FF. I'm using FFVTTR in this case. I plugged everything in as normal, but the one quirk is that when I go to Characters in the game, then Hulk's Info tab, I can pick VOICE_HULK, in this instance, & he says something Hulk-ish like "You want me?" or "Ugh", but I don't see VOICE_HULK. Additionally, he has no voice in-game. I have tried this in a couple of different FFVTTR mods & it does the same each time. I did note that the voice files weren't in a directory like "sh_hulk", so I even changed each line of the speech text to reflect that, generated the language files again, & still same. Only thing I haven't done is remove the voice_hulk character & template I created from FFEdit & recreate them. Anyway, just figured I'd see if it's a FF vs. FFVTTR thing. If so, do you all have a Hulk voice pack for FFVTTR?

The Hulk voice was a quick one made for a FF mod and only has like 10 to 12 sayings in it if I remember and always has been a bit buggy. I have been planning to replace it with an all new pack sampled from the MUA Gold edition of the game where Hulk was added as a character. Unfortunitly the Gold edition came out for the XBOX360 which I don't have and Sledgehammer had promised me that Hulk and Venom were both planned packs of his once he picked up the game. Since he has gone MIA I'm pretty much hoping that the Marvel Mod community will sample it and I can use their clips myself.

- CQ
Title: Re: VPMAX Returns!!
Post by: Tomato on January 19, 2010, 07:42:46 PM
Quote from: crimsonquill on January 19, 2010, 06:30:36 PM
Since he has gone MIA I'm pretty much hoping that the Marvel Mod community will sample it and I can use their clips myself.

- CQ

I thought they had for the Official Characters mod... Or is that a custom pack?
Title: Re: VPMAX Returns!!
Post by: crimsonquill on January 19, 2010, 08:05:20 PM
Quote from: Tomato on January 19, 2010, 07:42:46 PM
I thought they had for the Official Characters mod... Or is that a custom pack?

They have added Hulk sounds to MUA with that Mod but they are sampled from other Hulk games so far. Even the Venom voice is sampled from the Spider-Man PS1 game (yeah, it's THAT old) . I'm just guessing that modders are just limited because they don't own a hacked XBOX360 to get the files directly or taken time to play the game with all sound off but voices to collect all the quotes from these characters.

However Venom and Hulk are included in MUA2 but I have not gotten my copy for my Wii or PS2 yet.. but I hear they are far more limited in content then the PS3/XBOX360 versions.  <_<

- CQ
Title: Re: VPMAX Returns!!
Post by: Tomato on January 20, 2010, 04:01:30 AM
I have PS3 versions of MUA 1 and 2, though I don't know how much good they'll do... almost everything PS3 MUA 1 has is on the PC version anyway(which is 50 times easier), and from what I've heard VV completely changed how MUA2 is for the next gen versions. It's blue ray too, and my comp isn't properly equipped... may have to get an iso, meh.

Edit: while I'm thinking about it, I'm going through and packing up a bunch of the XMLII packs I sent... have you already gone through any yourself or should I just go down the list
Title: Re: VPMAX Returns!!
Post by: crimsonquill on January 20, 2010, 05:19:08 AM
Quote from: Tomato on January 20, 2010, 04:01:30 AM
Edit: while I'm thinking about it, I'm going through and packing up a bunch of the XMLII packs I sent... have you already gone through any yourself or should I just go down the list

I have been going thru your voice packs and trying to figure out how I would use other sound clips to fill in missing elements from NPC characters. Your XMLII collection has been a big help in getting me restarted on VPMAX outside of the few MUA packs I lost during my harddrive crisis and the remaining DC voice packs that Sledgehammer had finished. If you had done any further tinkering or added anything yourself just send them my way.

I was able to finally snag a used PS2 copy of MUA2 at my local GameStop today for $17.. so I will probably be playing around with the game for awhile and seeing if I can sample audio from the game into sounds files that I can edit and tweak into usable elements for voice packs in the next couple days. If they sound great then I can start gathering voice packs from MUA2 and add them into future updates. The really annoying thing is that VV changed their sound compression so the ripping and sound conversion tools that worked for XML2 and MUA no longer work at all for MUA2. So I'm forced to sample voices right from recordings of playing the game itself with all sound off but the voices.  <_<

- CQ
Title: Re: VPMAX Returns!!
Post by: Tomato on January 20, 2010, 05:58:23 AM
I went ahead and ripped some MUA sounds(Doom, Colossus, Moon Knight, Ronin)... while I'm at it, I'll send you towav... just drag the PC's .vss and .vsm files onto it and it'll rip all .wav files in there.

I finished an ok Angel pack(considering he's not playable, I managed a 25 sound pack), gonna track down some additional Archangel and Apocalypse sounds... they're pretty puny right now. working my way down the list for the more known chars
Title: Re: VPMAX Returns!!
Post by: Tomato on January 21, 2010, 09:49:08 AM
ok, so... I still have yet to email the set I meant to (I keep forgetting to when I'm on the dsl line) but I just figured out how to rip MUA2 sounds... it's a pain though, the sounds bounce between 22050 and 11025 Hz and I have keep adjusting settings. Meh.
Title: Re: VPMAX Returns!!
Post by: crimsonquill on January 21, 2010, 09:57:46 AM
Quote from: Tomato on January 21, 2010, 09:49:08 AM
ok, so... I still have yet to email the set I meant to (I keep forgetting to when I'm on the dsl line) but I just figured out how to rip MUA2 sounds... it's a pain though, the sounds bounce between 22050 and 11025 Hz and I have keep adjusting settings. Meh.

I'll be anxiously awaiting..

And very good news on figuring out how to get samples from MUA2!  :thumbup:

Uhm....Are you using the same ripping program and which console version of MUA2 are you pulling sounds from? I could easily help you if we synch our efforts using the same tools.

- CQ
Title: Re: VPMAX Returns!!
Post by: Tomato on January 21, 2010, 10:40:49 AM
PS2 version, using a program called "PSound" basically you drag the .zss/.zsm files in and it'll give you a list of sound files for conversion to .wav. From what I'm seeing, the frequencies seem to be clumped together a bit... The dying sounds will all be the same, sometimes the whole file, etc.

I've gotten several of the playables already, the main problem's gonna be the x_voice... it houses all the villain and minion voices, so not only do you have to get frequency right, there's no visible sort system for the vps themselves(Each pack is grouped alphabetically, but no way to know if something was listed as DDoom or DrDoom). I was only able to pound out the XMLII voices because I played enough to recognise the voice. Quite frankly, I don't play MUA2 enough to distinguish Cyclops from Cap.

Edit: weirdness... x_voice doesn't have any VPs at all, and I can't find anything in the other files.
Title: Re: VPMAX Returns!!
Post by: Cry Havoc on January 22, 2010, 11:37:36 PM
Awesome project!  :thumbup: But let me see if I understand this correctly, I downloaded all the parts up until 1.5 (the link to 1.6 is down BTW) Now all I have to do is merge the dats of all the previous files into 1.5, then copy/paste over the originals in the  :ffvstr: path?
Title: Re: VPMAX Returns!!
Post by: crimsonquill on January 22, 2010, 11:44:52 PM
Quote from: Cry Havoc on January 22, 2010, 11:37:36 PM
Awesome project!  :thumbup: But let me see if I understand this correctly, I downloaded all the parts up until 1.5 (the link to 1.6 is down BTW) Now all I have to do is merge the dats of all the previous files into 1.5, then copy/paste over the originals in the  :ffvstr: path?

No.. the dats and language files are continiously updated from version to version.. so you would only need to worry about the copy/pasting part. If you still have problems then the VPMAXv2 release is going to be an autoinstall program that will do all the dirty work for you.

- CQ
Title: Re: VPMAX Returns!!
Post by: Cry Havoc on January 23, 2010, 12:14:51 AM
So I just need to copy/paste the files from 1.5 into their corresponding  :ffvstr: paths then?
Title: Re: VPMAX Returns!!
Post by: Cry Havoc on January 23, 2010, 12:21:18 AM
Plus the fix of course.  :lol:
Title: Re: VPMAX Returns!!
Post by: crimsonquill on January 23, 2010, 01:11:22 AM
Quote from: Cry Havoc on January 23, 2010, 12:21:18 AM
Plus the fix of course.  :lol:

Yup.. yup.. it's pretty simple. However it can be pretty intimidating if you worry about messing up while merging dats or have more then a few mods added on to the regular game.

- CQ
Title: Re: VPMAX Returns!!
Post by: Cry Havoc on January 23, 2010, 01:43:34 AM
Another thing which I believe a member addressed earlier is that I see the new voices in the drop-down in character info, but when I select a voice it doesn't stick and/or I hear no sounds in actual gameplay. Of course this could just be a minor oversight on my part and just be something simple I overlooked.
Title: Re: VPMAX Returns!!
Post by: crimsonquill on January 23, 2010, 02:06:40 AM
Quote from: Cry Havoc on January 23, 2010, 01:43:34 AM
Another thing which I believe a member addressed earlier is that I see the new voices in the drop-down in character info, but when I select a voice it doesn't stick and/or I hear no sounds in actual gameplay. Of course this could just be a minor oversight on my part and just be something simple I overlooked.

That is usually caused by the speech dat in the Language folder not being the one from VPMAX or your actual sound files are in the wrong directory (I usually put them in the main FF folder AND the FFX folder). See these kinda thing are why I want to have an auto install program so small little errors don't throw everything out of wack.

- CQ
Title: Re: VPMAX Returns!!
Post by: Cry Havoc on January 23, 2010, 02:10:22 AM
I hear ya man, i suppose I'll just wait for the auto-installer and save myself a headache, thanks for all your help in any case.  :)
Title: Re: VPMAX Returns!!
Post by: crimsonquill on January 23, 2010, 03:05:00 AM
HA! Success!!

I finally managed to figure out a way to stablize PSound enough to keep my system from crashing while I am digging through games for sounds.  :thumbup:

I managed to start looking over MUA2 sounds and definitly found that while they may have revamped their sound formats it's just a minor labor to make sure the playback is set up correctly before I sample them. Tomato has sent me some examples of his work and I am very happy with the results. So I'm going to let Tomato officially join my VPMAX team and he gets to have his packs added with whatever signiture he desires in front of the character name (TO_GreenGoblin for example). Let me know what ya think Tomato.

I'm VERY pleased that I found a way to access all sounds from the Destroy All Humans 1 & 2 games using this tool which elimates the hassle I had of capturing voices from audio I recorded while playing the game and then chopping it all up into usable quotes for a character. The volume increased and decreased depending on the game play action and made getting consistent sounding dialogue was headache inducing and time consuming to the worse degree.  :rolleyes:  Hence why the only voice pack I created from my previous DAH work was a Male_Farmer WIP and it didn't sound great at all as a voice pack within the game.

And the best part is now I get to go thru my collection of PS2 games and find out how many voice packs I can create if I can crack open the sound files.  ^_^

- CQ
Title: VPMAX Source List
Post by: crimsonquill on February 03, 2010, 03:56:42 AM
Just a quick little update to reveal which PS2 games I have managed to crack the sound archives to sample voice packs from...

Destroy All Humans 1 & 2
Marvel Ultimate Alliance 1 & 2
Teenage Mutant Ninja Turtles Smash-Up
Marvel Super Hero Squad
GI JOE The Rise Of Cobra
Ghostbusters
Justice League Heroes
Teen Titans
X-Men Legends 1 & 2
Evil Dead Hail To The King & Regeneration

and that is all I've messed with so far... but the list is building as I am borrowing more of my friends' collections to scan through.

Oddly Spider-Man 1 & 2 have some sounds available but no dialogue so far.. so it's either buried or unable to be heard outside of playing it.

- CQ
Title: Re: VPMAX Returns!!
Post by: Sledgehammer on February 11, 2010, 02:53:10 PM
Crimson, long time no see!

I just want to mention that's fantastic that you're still keeping up with Voicepack updates, and getting them all into VPMAX. It makes everything so much easier.

And I want to add that I've discovered a way to extract files from both PS2 MUA 2 (I see that you can do it too), and... Next-Gen MUA 2!!! I'll be providing Voicepacks from that as soon as possible, if this is okay with you and the rest of the guys working with that source material. I think we may have more quantity of quips by merging both games, as the dialogue differs greatly.

Tell me what you think, and I'll be acting accordingly. I don't want to interfere with what you guys have been doing so far.
Title: Re: VPMAX Returns!!
Post by: crimsonquill on February 11, 2010, 08:33:53 PM
Quote from: Sledgehammer on February 11, 2010, 02:53:10 PM
Crimson, long time no see!

I just want to mention that's fantastic that you're still keeping up with Voicepack updates, and getting them all into VPMAX. It makes everything so much easier.

And I want to add that I've discovered a way to extract files from both PS2 MUA 2 (I see that you can do it too), and... Next-Gen MUA 2!!! I'll be providing Voicepacks from that as soon as possible, if this is okay with you and the rest of the guys working with that source material. I think we may have more quantity of quips by merging both games, as the dialogue differs greatly.

Tell me what you think, and I'll be acting accordingly. I don't want to interfere with what you guys have been doing so far.

Welcome back Sledge! :yipee

You didn't need to worry about VPMAX going away any time soon and I was more then happy to keep people directed towards your yahoo groups if they needed to just access single voicepacks that you worked on.

I'm definitly glad you are able to access the voices from the Next-Gen MUA2 because that was something Tomato or I had no access to or were able to figure out a way inside of the game discs once we got a hold of one. I don't even remember what exclusive characters were made available to play on the PS3 or XBOX360 versions.  :huh:

As far as what Tomato and I have been working on is just extracting samples from MUA2, MUA, and XML2 that had not already been collected into voice packs already and assembling enough voice clips to make the proper amount for a voice pack. The size limitation of Vox Studio 3 was a big hassle for actually playing long voice clips but it seems that with PSound it no longer will be a factor anymore for anything sampled out of a PS2 game. I have not yet tried to see if PS3 game sounds will be able to be accessed with it in the same way since I don't own the system or any games from it.

I don't think you need to worry about overlapping work just yet.. just start releasing what you have finished and we will hammer out the details as we move along.

- CQ
Title: Re: VPMAX Returns!!
Post by: Sledgehammer on February 12, 2010, 05:58:06 PM
Quote from: crimsonquill on February 11, 2010, 08:33:53 PM
I'm definitly glad you are able to access the voices from the Next-Gen MUA2 because that was something Tomato or I had no access to or were able to figure out a way inside of the game discs once we got a hold of one. I don't even remember what exclusive characters were made available to play on the PS3 or XBOX360 versions.  :huh:

That would be Iron Fist. Juggernaut is not included in the Next Gen versions unless you've got some kind of code, and his lines are missing in my copy. Anyway, John Di Maggio reprised his role once again, so it would only serve as an expansion pack for my previous release.

There are plenty of old characters with new voices. From Cap to Jean, passing through Thor and Reed Richards. In my opinion, Vicarious Visions did an inferior work in terms of voice acting, especially when Raven did such a great job in that aspect. But it's still decent, and the geek in me is already trying to match those different voices with other characters. I'm just thinking out loud, but for example, this new Jean Grey could be Rachel Summers.

Then, there's the DLC, currently unavailable. For that, we'll have to wait until (or even if) Activision unveils a Gold Edition. Carnage, Cable, Magneto, Black Panther and Psylocke were the ones released. Psylocke, I presume, is done by the same girl who voiced her for the PS2 version. Needless to say, Carnage is the most interesting character for us, because he doesn't have a FF pack yet; the others do.

Quote from: crimsonquill on February 11, 2010, 08:33:53 PM
As far as what Tomato and I have been working on is just extracting samples from MUA2, MUA, and XML2 that had not already been collected into voice packs already and assembling enough voice clips to make the proper amount for a voice pack. The size limitation of Vox Studio 3 was a big hassle for actually playing long voice clips but it seems that with PSound it no longer will be a factor anymore for anything sampled out of a PS2 game. I have not yet tried to see if PS3 game sounds will be able to be accessed with it in the same way since I don't own the system or any games from it.

I'm familiar with PSound, it allowed me to extract the Justice League Heroes voices. I understand that it's compatible with PS One and PS2 consoles. I don't have PS3 games, but I've read that their audio works differently, just like Xbox 360 differs from plain Xbox.

So, I will be releasing XML packs, with some SMFOF along the way. If I finish everything, great. If I don't, we'll decide what to do with the unused XML/MUA material.
Title: Re: VPMAX FFX3.3 Update!
Post by: life_matrix on May 06, 2010, 04:00:24 AM
Quote from: crimsonquill on December 31, 2008, 04:07:03 AM
Quote from: ips on December 30, 2008, 02:24:02 AM
hey cq... was wondering if you had a chance if you could still post the speech txt files etc needed to merge into FFX3.3

And just to start off a Happy New Year... A *small* VPMAX update to do just that...

http://rapidshare.com/files/178346683/VPMAXFFX3update.rar.html (http://rapidshare.com/files/178346683/VPMAXFFX3update.rar.html)

Just merge or replace the character.dat and object.dat into your FFX3 folder and the speech.dat/speech.txt into your Lang/English folder... Ta Da!!! And that should do it!

- CQ

Question 1: Is this VPMAXFFX3update.rar necessary in order to use both FFX3.3 and your VPMAX voice pack together without problems?

Question 2: Would you consider finding a new host for this file? Please? (The link on RapidShare seems to be permanently broken now...)
Title: Re: VPMAX FFX3.3 Update!
Post by: crimsonquill on May 06, 2010, 05:27:35 AM
Quote from: life_matrix on May 06, 2010, 04:00:24 AM
Question 1: Is this VPMAXFFX3update.rar necessary in order to use both FFX3.3 and your VPMAX voice pack together without problems?

Question 2: Would you consider finding a new host for this file? Please? (The link on RapidShare seems to be permanently broken now...)

1. Yeah, the update is kinda necessary for FFX3.3 but all that file contained was just a merger of all previous .dats and language files so that they could be placed into the proper FFX folders after you installed FFX3.3 - you could make your own version of the update just by merging all of my VPMAX stuff after installing the last FFX update. I just threw that update together from my own files because I knew folks would go crazy with all of their voices disappearing after the installation of that update and couldn't wait for my next VPMAX update.

2. Well, I would be happy to do it... buuuuuut a virus attacked wiped out ALL of my harddrives awhile back (you can even see my headdesking post about it a few pages back in this thread) and everything I had that wasn't saved on a disc or backed up on a online file storage site was gone. And that particular update along with the VPMAX2.0 update I had just finished and all of my saved work to that date was obliterated. If someone out there HAS that file and would be willing to post a link here then I can finally add it to my install post and update my own website as well with that missing part.

It's taken me a long time to rebuild the toolbox of all of the programs I used from memory and then relearn the process I had so that sound files would be perfect. Too darn long if you ask me.  :banghead:   Of course now that I got all my stuff ready to work, offline stuff keeps dragging me away from my desk outside of a few skoping projects here and there.

- CQ



Title: Re: VPMAX Returns!!
Post by: freegentile on January 24, 2011, 08:25:13 PM
Hey, CQ...I have all those pieces parts you listed out for download on the opening note of this string. Lemme know if I can help you reconstruct any of this that you might still be missing. Thank you for all your hard work & the great resources you've given us!
Title: Re: VPMAX Returns!!
Post by: crimsonquill on January 24, 2011, 08:33:49 PM
Quote from: freegentile on January 24, 2011, 08:25:13 PM
Hey, CQ...I have all those pieces parts you listed out for download on the opening note of this string. Lemme know if I can help you reconstruct any of this that you might still be missing. Thank you for all your hard work & the great resources you've given us!

Thanks freegentile,

I've been slowly working on my voice packs and making some good progress but I'm still a bit away from any major updates for VPMAX in the near future. But I think everyone will be thrilled to see what I have in store for 2011.

- CQ
Title: Re: VPMAX - Post-Turkey Update
Post by: crimsonquill on November 27, 2011, 10:58:35 AM
Oh, what a year it's been and so much to do.. >.<

I'm so behind on getting VPMAXv2.0 together due to one problem or another.. but progress on assembling voices has found to be quote fruitful as I finally discovered a way to get access to the voice packs from Portal, Portal 2, and HalfLife 2. Which means that I spent most early November capturing the voices of Turrets and GlaDOS.. which I figured a lot of fans would love to use for their Danger Room robots/weapons/programs. I kinda figured if someone made a mesh of the X-Men's Danger she would have sounded a lot like GlaDOS. Wouldn't you?

Progress is coming slowly and I'm hoping to get a release for Spring 2012 instead.. with a huge amount of new voices. It will be worth the wait.

- CQ
Title: Re: VPMAX Update - Post-Turkey Day 2011.
Post by: Outcast on November 27, 2011, 02:59:30 PM
Looking forward to VPMAXv2.0 Crimsonquill. :thumbup:
Title: Re: VPMAX Update - Post-Turkey Day 2011.
Post by: BentonGrey on December 10, 2011, 05:46:40 PM
Hey CQ, it's awesome that you're still working on these.  They are hugely useful, so thanks!
Title: Re: VPMAX Update - Post-Turkey Day 2011.
Post by: freegentile on September 13, 2012, 03:51:26 AM
So, Sir Crimson of Quill...is ye ole VPMAX still alive & kickin' or perhaps just a twinkle in your eye?   :)
Title: Re: VPMAX Still Has A Pulse
Post by: crimsonquill on September 13, 2012, 09:30:57 AM
VPMAX is alive but has been on hold while I was dealing with technical issues, being sick with psnemonia, family issues, and all sorts of things which kept forcing me to delay my progress on v2.0 every time I was getting on a roll.

Now that I have my new laptop, reloaded all my Freedom Force material, and have the Fall/Winter period ahead of me which allows for long weekends I should be getting back on track fairly quickly. I left off in the middle of sampling from Destroy All Humans 1 & 2 when computer issues forced me to stop. Those who played this tongue-in-check science fiction game series should remember some quite funny pop culture references among the character dialogue.

The White Ninja Leader: ""I am not teenaged/Nor a mutant/Nor a turtle. Loved the comic though."

Police Dispatch: "Police headquarters, Officer Johnson!"
Crypto: "Yeah, I'm lookin' for Mr. Jass. First name Hugh."
Police Dispatch: "Please call back when you have an original joke, sir."

Japanese Man:  "Should I join White Ninja? Or Black Ninja? On one hand, White Ninja are in glorious harmony with universe. On other hand, Black Ninja get to live on island north of Takoshima City. White Ninja get spiritual fulfillment. Black Ninja get paid. Black Ninja."

Silhouette: "Hmm... what am I doing tonight? Oh yeah, the same thing I'm doing every night: TRYING TO TAKE OVER THE WORLD!"

Crazy Man On Street: "So there were these astronauts on a star trek in a galaxy far, far away, but they turned out to be DAMN DIRTY APES! YOU MANIACS!"

Seems like great material for characters in the '60s & '70s. Still trying to get samples from Destroy All Humans 3 which is based in the '80s.

- CQ
Title: Re: VPMAX Still Has A Pulse
Post by: spydermann93 on September 13, 2012, 11:23:26 AM
Haha, the Destroy All Humans games were glorious :P
Title: Re: VPMAX Still Has A Pulse
Post by: crimsonquill on January 03, 2013, 02:06:40 PM
Still alive and kickin' into the new year, folks. VPMAX is slowly moving forward when I find time to work on sound collecting. It's so frustrating when I hoped to get v2 out so much sooner.  :banghead:

Loving all of the new skopes, meshes, and maps that came out in 2012 so thank you to all who put such hard work into them.  :thumbup:

- CQ
Title: Re: VPMAX Still Has A Pulse
Post by: cmdrkoenig67 on January 26, 2013, 06:25:47 PM
I'm glad to see that VPMAX is still in the works, CQ!

Dana
Title: Re: VPMAX Still Has A Pulse
Post by: BentonGrey on January 28, 2013, 08:16:28 PM
That goes for me too, CQ!  I'm really happy to hear that VPMAX is still moving.  I know what you mean, though.  I meant to have Marvel Adventures finished about five or six months ago.  Life gets in the way. :P
Title: Re: VPMAX Still Has A Pulse
Post by: cmdrkoenig67 on February 01, 2013, 01:10:18 AM
I won't even comment on my own mods...HA-HA!

Dana :wacko:
Title: Re: VPMAX Still Has A Pulse
Post by: Icefox on February 09, 2013, 07:05:54 PM
Why can't i get these to show up in ffx 3.3 but they show up in the regular game just fine?  *Edit* Maybe it has to do with the 3.3 update that was posted but all links are dead ( I couldn't even copy a vp form this install as new in ffx 3,3)  and seems like this whole everything FF is just dead
Title: Re: VPMAX Still Has A Pulse
Post by: stumpy on February 09, 2013, 11:18:49 PM
Does it require merging the normal FF DAT files with the FFX DAT files?
Title: Re: VPMAX Still Has A Pulse
Post by: Icefox on February 10, 2013, 05:38:58 PM
Had nothing to do with merging dats.. I swear this game has been giving me the oddest issues.  After re-installing the voice packs it still would not show up under ffx until I moved the entire game out of my program files into my external hard drive. That would be fine and dandy until the ffx edit program wouldn't save unless I ran the program as an administrator. Well that wouldn't work because  the ffx edit program locked the install/custom direcotry path back in my program files so I was unable to edit any heroes  :doh:. After that fixed itself magically my game now crashes unless I have a copy with the proper path names still in my C:Program file location.  :banghead: So in order to get it working I have to have to copies of the game. One in my program files and one in my external hd where the voices show up.  I also copied the entire game back over (with the voices working) back into my program file location and bam, would not show up again.  :thumbdown:
Title: Re: VPMAX Still Has A Pulse
Post by: Tomato on February 10, 2013, 10:45:53 PM
Actually, that sounds more like a windows issue than a FF one... Windows (specifically 7/vista) gets real finicky about anything installed in the "C:\Program Files" folder... It adds layers of security to that folder that makes many games glitchy or downright unplayable. You're better off installing all games into a different folder, like "C:\Program" or some-such.

So yeah, I'd recommend uninstalling and reinstalling either to your portable drive or to another folder.
Title: Re: VPMAX Still Has A Pulse
Post by: Icefox on February 11, 2013, 12:39:45 AM
I did, for some reason tho the ffx edit program would not save unless I had it in that location. I figured it had something to do with windows 7 (makes me hate windows even more) Now if I could just figure out why my game won't run (in a separate location) unless I have another copy still in my c:\Program file location then I'll be good . Fyi, it has nothing to do with the target location from the shortcut, changed that already.
Title: Re: VPMAX Still Has A Pulse
Post by: Tomato on February 12, 2013, 09:36:03 PM
because your registry still says it's in program files. Hit the home button, type "regedit" and search for "freedom force." (if you've never used it before, CTRL+F opens the search window, then just hit F3 to find each successive place for it) Change anything that says "C:\Program Files\Freedom Force" to "New Directory\Freedom Force"

You can either do that, or just save a copy of the full folder (with FFX) somewhere else, uninstall everything, reinstall it to wherever, and then overwrite the folder with the one you copied. FFX just needs FF to be there to install originally, IIRC.
Title: Re: VPMAX Still Has A Pulse
Post by: deano_ue on March 29, 2013, 02:38:39 PM
i'm doing a complete fresh install and is the links in the start of the thread the latest version or is there another
Title: Re: VPMAX Still Has A Pulse
Post by: hoss20 on March 29, 2013, 03:27:35 PM
I believe those links are still good. CQ also has a site that has a page for VPMAX, located here: http://crimsonquill.wordpress.com/mpmax-mod/

It also contains the download links.
Title: Re: VPMAX Still Has A Pulse
Post by: deano_ue on March 29, 2013, 03:30:14 PM
cheers hoss now i just have to work out what way this bugger installs lol
Title: Re: VPMAX Still Has A Pulse
Post by: crimsonquill on March 29, 2013, 06:34:42 PM
Good grief, I really need to update my site. I totally forgot about even adding my last few skopes in the last few years.  :banghead:

Progress is coming along with VPMAX v2 but at a snail crawl speed lately since I had some PC issues which forced me to shift everything to a new laptop. Plus I finally started picking up my drawing pad and pencils again to tackle adapting an old story I wrote back in 2004 into a manga/toonish format just to dust off my art skills and see if I could actually make a comic series all on my own. (Maybe I'll make a post in the art area of the forum to show off what sketches I have been working on).

Thanks to everyone who enjoys using VPMAX. :)

- CQ
Title: Re: VPMAX Still Has A Pulse
Post by: BentonGrey on June 03, 2013, 08:58:45 PM
Hey CQ, I'm really glad to hear that you're still working on VPMAX!  The voicepack creators are the unsung heroes of FR! :)
Title: RE: VPMAX in 2014!
Post by: crimsonquill on January 10, 2014, 02:01:50 PM
Looks like I'm finally back in the voice pack making mode again..

After the passing of my mother last year and various technical problems which kept derailing my progress before I got back up to speed, I've got all my tools and files back in order again.

Today I started messing with collecting Penance from Marvel Ultimate Alliance 2 and checking which other characters had enough quotes to build voice packs from.

Hosting of VPMAX might take some time since I'm trying to find a stable online host which isn't easy to come by with a zero budget.  :banghead:

- CQ
Title: Re: RE: VPMAX in 2014!
Post by: spydermann93 on January 10, 2014, 06:29:04 PM
Quote from: crimsonquill on January 10, 2014, 02:01:50 PM
Looks like I'm finally back in the voice pack making mode again..

After the passing of my mother last year and various technical problems which kept derailing my progress before I got back up to speed, I've got all my tools and files back in order again.

Today I started messing with collecting Penance from Marvel Ultimate Alliance 2 and checking which other characters had enough quotes to build voice packs from.

Hosting of VPMAX might take some time since I'm trying to find a stable online host which isn't easy to come by with a zero budget. :banghead:

- CQ

Perhaps Mediafire will work?

You can host 11gbs, for free, if I remember correctly.  I currently use it for Total War mod backups, each being about 2-4 gigs on average, and I've had no issue with them being removed after a while or anything like that.
Title: One Step Forward, And Two Steps Back!
Post by: crimsonquill on May 25, 2014, 11:12:23 PM
SON OF A...$%#^%$&!  :banghead:

Well, I was making good progress with VPMAX 2.0 and my new packs until my hard drive died on me last week. Go figure that I finally make a post right at the beginning of this year that I was back on track.. and then POOF!.. back to square one.  :thumbdown:

There is some good news however.. I've been working on a web page for my art projects and dedicated an area on the site to hold my skopes and VPMAX updates in the near future. Should be a huge help in finding what I am working on and where to download my work. This is the link: http://shadesofadream2002.wix.com/crimsonquillprod (http://shadesofadream2002.wix.com/crimsonquillprod) (NOTE: It's still under construction.. so a lot of the areas there are still incomplete as of this posting).

- CQ
Title: Re: VPMAX in 2014!
Post by: BentonGrey on June 03, 2014, 04:57:46 PM
Ohh no!  That's terrible, CQ!  Is there any chance that it can be salvaged?
Title: Re: VPMAX in 2014!
Post by: crimsonquill on June 03, 2014, 07:50:19 PM
Quote from: BentonGrey on June 03, 2014, 04:57:46 PM
Ohh no!  That's terrible, CQ!  Is there any chance that it can be salvaged?

Unfortunity I lost everything I had been working on.. heck, I was even forced to download my own voicepacks from my own thread here just so I can use them to rebuild my FFvsT3R setup and get everything back up to make voicepacks again.  :banghead:

Thankfully, I found my game discs and the tools I had been using saved on a backup minidrive so I should be back into sampling voices very shortly. Should take awhile to get back the amount of WIP packs that I had before the crash.

- CQ
Title: Re: VPMAX in 2014!
Post by: BentonGrey on June 03, 2014, 08:37:18 PM
I don't know if this is an option for you, CQ, but I found Carbonite Backup to be a real lifesaver during my last hard drive death.

I hate that you lost so much man.  I'm really sorry. :(
Title: Re: VPMAX in 2014!
Post by: BentonGrey on June 09, 2014, 12:21:49 AM
Hey CQ, just a heads up, but your speech.txt has your Iron Man packs as iron_man, while the folder is actually ironman.
Title: Re: VPMAX in 2014!
Post by: crimsonquill on June 09, 2014, 12:24:45 AM
Quote from: BentonGrey on June 09, 2014, 12:21:49 AM
Hey CQ, just a heads up, but your speech.txt has your Iron Man packs as iron_man, while the folder is actually ironman.

:doh: Dóh!!!!!!! Another thing to add to my fixes for VPMAX 2.0.

- CQ
Title: Re: VPMAX in 2014!
Post by: Arachobia on August 12, 2014, 04:18:49 PM
I hope I am not annoying people with my incessant troubleshooting queries  :P

I downloaded the VPMAX from the links at the start of the forum and followed the instructions. The voices are currently in the Data/Sounds/Speech/English folder and then they are each in their own folder, and they can be played as normal on media player or VLC. In addition, the extra attributes are also available for seleciton in game.

However, none of the extra voices are selectable in game: they just aren't present in the drop-down menu.

I am not sure where I went wrong. Does anybody have any ideas what may be wrong?

Thanks
Title: Re: VPMAX in 2014!
Post by: crimsonquill on August 12, 2014, 10:44:05 PM
Quote from: Arachobia on August 12, 2014, 04:18:49 PM
I am not sure where I went wrong. Does anybody have any ideas what may be wrong?

The most common reason why they don't show up in game is making sure you merge the Dat files.. because you need not only the sounds.dat but the objects.dat merged because FFvT3R needs both to recognize the new voices in the Template area in FFEdit. If they are not showing up as selectable then check the Template area in FFEdit. If you don't see a bunch of "Voice of.." entries there then try merging the Objects Dat again.

I'm working on making a self-install version for future updates but since I use a laptop with Windows 7 and all of the file tweaking they have done in Windows 8 I'm running into a problem making it universally workable. I might need help from one of the more experienced FF members who knows their way around self-installers and has both Windows 7 & Windows 8 to make sure it doesn't cause more harm then good while installing.

I'm still hard at work on sampling from several sources and hopefully will get an update done fairly soon this Fall.

- CQ
Title: Re: VPMAX in 2014!
Post by: Arachobia on August 13, 2014, 03:56:30 PM
I managed to fix it  :D. I re-copied the very last sounds and object files, and that seems to have now fixed it. Thanks
Title: Re: VPMAX in 2014!
Post by: detourne_me on August 20, 2014, 09:28:15 PM
I'm really happy you're working on a version CQ! I was never really able to fully install the first version, but I'll be patient for a self-installer

I've got Win 8, but I haven't got any experience making software though...sorry
Title: Re: VPMAX in 2014!
Post by: dknight95 on May 08, 2016, 05:19:00 AM
Hi Guys,
Ok necro posting here, did VPMAX 2.0 ever make it online? or did it end up in the internet ether  :(
I cannot seem to find it anywhere...

Thanks for info!
Title: Re: VPMAX in 2014!
Post by: crimsonquill on May 08, 2016, 09:34:28 PM
Quote from: dknight95 on May 08, 2016, 05:19:00 AM
Ok necro posting here, did VPMAX 2.0 ever make it online? or did it end up in the internet ether  :(
I cannot seem to find it anywhere...

VPMAX 2.0 was put on the backburner after life intruded into my sampling and coding plans. Right now it's moving at a snails pace with my free time being a very rare thing to find.

Plus the old web space that VPMAX was hosted at was removed by being sold off to another company even my Yahoo Group space will be short lived probably by the end of 2016 (Rumors of Yahoo Groups being shut down).

I'll keep you in the loop.

- CQ
Title: Re: VPMAX in 2014!
Post by: daglob on July 30, 2016, 04:24:47 AM
What does the directory tree look like for the installation?

It's been years since I tried this, and I can see that I've tried it before (lots of old .dat files in odd places). So where should they all go? In my installation of FFv3R I didn't have a Speech folder. I created one and put the voices in it. The voices show up in the list, but hey don't work.

Suggestions?
Title: Re: VPMAX in 2017!
Post by: crimsonquill on February 18, 2017, 05:48:45 AM
I'm BACK!!!!!!!  :thumbup:

After being away too long while dealing with my Dad's battle with cancer and other personal reasons which kept dragging me away from my LONG OVERDUE VPMAX updates and helping BentonGrey with packs for his Marvel Adventures MOD.

I'm setting up a new file host on Dropbox to hold all skopes and VPMAX files now that my Yahoo Group is so overwelmed with bad spam and being unreliable as heck from day to day.

(https://68.media.tumblr.com/dd0a41c07bda2262806fe23cb4cbaa59/tumblr_olk2s6qE0f1sil9who1_1280.png)

- CQ
Title: Re: VPMAX in 2017!
Post by: WyldFyre on February 18, 2017, 05:34:12 PM
Great to see you back CQ! You don't need to bring goodies, just glad to hear from you.
Title: Re: VPMAX in 2017!
Post by: BentonGrey on February 18, 2017, 07:24:19 PM
WF said it well, it's great to see you back, CQ!  I hope all the real life stuff that was hanging over you has calmed down. 

More VPMAX is just icing on the cake, albeit super, super delicious icing!  I can't wait to see what you come up with!
Title: Re: VPMAX in 2017!
Post by: crimsonquill on June 23, 2017, 11:30:41 PM
VPMAX is finally getting back on track.  :yipee

After everything from schedule problems to working around family health issues then technical problems on top of everything else, I'm collecting all of the sound files I had in waiting in limbo plus a bunch of new material.

Nothing like having to start from scratch for the.. what... sixth time? And remember where the programs are on discs or online and how I had them configured in all the right ways.  :P

New Voice Packs: Phil Coulson
                            Agent May
                            Daleks
                            She-Hulk
                            Batman '66 (aka Adam West)
                            Squirrel Girl

- CQ
                           

Title: Re: VPMAX in 2017!
Post by: detourne_me on June 28, 2017, 04:31:39 AM
 :thumbup:
Looking forward to a new VPMAX release CQ!
Title: Re: VPMAX in 2017!
Post by: cmdrkoenig67 on June 28, 2017, 04:42:34 PM
Nice!  Yay, CQ!

Dana
Title: Re: VPMAX in 2017!
Post by: BentonGrey on June 30, 2017, 06:12:22 AM
I'm glad things have quieted down for you a bit, CQ, and I'm thrilled to see some more VPMAX progress!  Awesome! :D
Title: Re: VPMAX in 2017!
Post by: dknight95 on June 15, 2021, 11:21:14 PM
Hi Guys, I down loaded all the parts of VPMax from CQ's 1st post, but it seems the links for the dat and txt files posted afterwards on Rapidshare and zshare are dead?   So these files are needed merge with CQ's VPMax files to for it to work properly in :ffvstr: Any chance anyone have these files? Or know where they can be found to down load?  If anyone has them and cares to share that would be awesome!  Thank you!
Title: Re: VPMAX in 2017!
Post by: BentonGrey on June 16, 2021, 12:37:11 AM
Looks like I've got a folder full of VPmax zips.  I have no idea if it's everything, but presumably, it was enough to unpack it.  If nobody beats me to it, I'll upload it in a few days (if I can), and post a link.
Title: Re: VPMAX in 2017!
Post by: dknight95 on June 16, 2021, 01:03:13 AM
Quote from: BentonGrey on June 16, 2021, 12:37:11 AM
Looks like I've got a folder full of VPmax zips.  I have no idea if it's everything, but presumably, it was enough to unpack it.  If nobody beats me to it, I'll upload it in a few days (if I can), and post a link.

That would be awesome!  Hopefully that file containing the dat and txt files is in that folder.  Thank you!  Looking forward to DCUG by the way  :thumbup:
Title: Re: VPMAX in 2017!
Post by: BentonGrey on July 04, 2021, 10:14:58 PM
Okay, I think this is the whole thing, but I am not sure.  You can check it out here:
https://www.mediafire.com/file/9qctrbr9s6i2i0d/VPMAX.zip/file
Title: Re: VPMAX in 2017!
Post by: dknight95 on July 05, 2021, 07:04:56 PM
@BentonGrey - Thank you!   :cool:
Title: Re: VPMAX in 2017!
Post by: crimsonquill on July 12, 2021, 12:15:47 PM
Just an update for you folks. Since yahoo groups is history and findng hosting for files is becoming a pain. I'm working on adding my VPMAX stuff to my Dropbox as a permanent home.

I've just been offline dealing with offline things that keep derailing my update plans every time I set a goal. Ugh!

- CQ
Title: Re: VPMAX in 2017!
Post by: BentonGrey on July 12, 2021, 02:53:19 PM
No worries, CQ.  We know how that goes.  Glad to see you, and thanks for working on making your awesome resource available again!  I look forward to it!
Title: Re: VPMAX in 2017!
Post by: dknight95 on July 13, 2021, 12:20:58 PM
Thank you for the update Crimsonquill!  I was not aware you still checked into the FR forums anymore.  I myself have been away for years.  Awesome to hear that you are still looking to keep VPMAX available to the masses (albeit smaller masses these days).  Believe me I understand that real life has a habit of getting in the way of the best laid plans.  Glad to see you check in however and look forward to any future contributions you have time to provide.
Title: Re: VPMAX in 2017!
Post by: kidnasty on January 14, 2022, 10:58:42 PM
Does anyone happen to have a copy of the VPMAXFFX3 .dat files?  I cannot seem to find any live links.

Thank you.
Title: Re: VPMAX in 2017!
Post by: crimsonquill on January 16, 2022, 03:10:52 AM
I'd be happy to help but my external drive with all my VPMAX files are back home while I am away on renovating my old house several states away. Totally wishing I had uploaded most of my VPMAX stuff to my Dropbox before I left now.

I'm sure someone might be able to help if they have my files on hand.

VPMAX will make it's return online.. just not as soon as I hoped it would. Stupid life delays.

- CrimsonQuill
Title: Re: VPMAX in 2017!
Post by: kidnasty on January 16, 2022, 05:16:29 AM
Thanks for the reply CQ.  I am still tinkering around with the files.  Look forward to the next update.  Keep up the good work.
Title: Re: VPMAX in 2017!
Post by: WyldFyre on January 16, 2022, 02:45:57 PM
I have the version 1.7 .dats if that is what you are looking for. I will be happy to send them to you if you want, just let me know where.
Title: Re: VPMAX in 2017!
Post by: kidnasty on January 17, 2022, 07:22:59 PM
Thanks for the help..with those files and the current merging I did it all is working.  The voices show up in both base game and FFx3.
Title: Re: VPMAX in 2017!
Post by: WyldFyre on January 17, 2022, 11:17:10 PM
Glad to help.