rotators / Fo1in2

Fallout 1 to 2 engine conversion
https://nma-fallout.com/threads/218045/
580 stars 30 forks source link

Original Junktown endings? #97

Closed burner1024 closed 3 months ago

burner1024 commented 3 years ago

The ones where Killian stiffs the town, and Gizmo makes it prosper. Will they be restored (as an option, I guess)?

Lexx2k commented 3 years ago

Nah, they don't have voiced lines as far as I am aware and "silent" ending slides are uncool.

Kokokokoka commented 3 years ago

could they be implemented as optional setting? This way, one who likes content can play with silent endings.

Dark-Jaguar commented 2 years ago

Uncool or no, I'd be fine with it, as well as an added option to simply let all the slides play without voiceovers.

Owyn commented 2 years ago

what?? ppl actually cared about having voiceovers??

+1

Anarcho-Bolshevik commented 2 years ago

For whatever it’s worth, voice synthesization technology has been improving noticeably lately (deepfakes, anyone? lel) and I could make a request to somebody to include the Fallout narrator’s voice as an option. The biggest problem would be waiting for the delivery, which could most well take several years thanks mostly to the author’s huge workload.

kondors1995 commented 7 months ago

We could use https://elevenlabs.io/voice-cloning or https://speechify.com/voice-cloning/ or any model from hugging face

agris-codes commented 4 months ago

Nah, they don't have voiced lines as far as I am aware and "silent" ending slides are uncool.

Can you post the full text that accompanies the cut slide? I'd like to try my hand at generating the VO using AI.

Dark-Jaguar commented 4 months ago

Nah, they don't have voiced lines as far as I am aware and "silent" ending slides are uncool.

Can you post the full text that accompanies the cut slide? I'd like to try my hand at generating the VO using AI.

For what it's worth, I don't like using AI to replace real workers, but for small free fan projects it's an ideal solution that I have no real moral qualms with.

burner1024 commented 4 months ago

Can you post the full text that accompanies the cut slide? I'd like to try my hand at generating the VO using AI.

https://fallout.fandom.com/wiki/Fallout_endings#Gizmo_alternate_version

agris-codes commented 4 months ago

Both the Killian and Gizmo alternate endings are here: https://drive.google.com/drive/folders/1UFfL73EqTuHaUlxAMz_3EOATJOQOQitA?usp=sharing

I've provided the raw .wav as well as the ACM files. I made sure that the levels / dynamic range matched the other VOs by Perlman.

I used Eleven Labs. It got very very close, I only had to edit the files a bit.

edit: if you guys want any other voice overs (narrator or talking heads), just let me know.

Lexx2k commented 4 months ago

Now it just needs the different ending slide images.

Seems the ACM is encoded wrong. Sound plays at 50% speed.

agris-codes commented 4 months ago

Now it just needs the different ending slide images.

Seems the ACM is encoded wrong. Sound plays at 50% speed.

I used SND2ACM, what do you use to make ACMs?

Lexx2k commented 4 months ago

Haven't converted files to ACM in a billion years. Also don't have any such tools on this pc at the moment at all, so can't do any of that. If I remember right, you have to change the bitrate of the wav file before coverting.

burner1024 commented 4 months ago

https://github.com/BGforgeNet/ipsdoc

agris-codes commented 4 months ago

I’ll check out burners tool. I made the wav files with the exact characteristics of the files produced by acm2wav, pcm 16 bit mono 22050 hz. Maybe i needed to tell snd2acm that the wavs were mono, all I did was tell it source was wav

burner1024 commented 4 months ago

Why settle for 22 when you can have 44.

Lexx2k commented 4 months ago

https://github.com/rotators/Fo1in2/tree/master/Fallout2/Fallout1in2/mods/fo1_alternative_Junktown_Endings

The results are pretty good. Maybe the same can be applied to the ai generated lines for the expanded ending slides option? https://github.com/rotators/Fo1in2/tree/master/Fallout2/Fallout1in2/mods/fo1_expanded_Endings_RonPerlman

agris-codes commented 4 months ago

master/Fallout2/Fallout1in2/mods/fo1_alternative_Junktown_Endings

The results are pretty good. Maybe the same can be applied to the ai generated lines for the expanded ending slides option? master/Fallout2/Fallout1in2/mods/fo1_expanded_Endings_RonPerlman

so the ACM files in the alternative Junktown endings folder play at the correct speed?

for the "expanded endings" mod, where is the text of the expanded endings?

Lexx2k commented 4 months ago

Yes, I used the fixed snd2acm from the modders pack to convert it.

All expanded ending lines can be found here with EXPN... https://github.com/rotators/Fo1in2/tree/master/Fallout2/Fallout1in2/mods/fo1_base/text/english/cuts

They have duplicates of the vanilla lines, because I had them rerecorded completely back then.

agris-codes commented 4 months ago

Yes, I used the fixed snd2acm from the modders pack to convert it.

All expanded ending lines can be found here with EXPN... master/Fallout2/Fallout1in2/mods/fo1_base/text/english/cuts

They have duplicates of the vanilla lines, because I had them rerecorded completely back then.

got it. so the audio that needs to be generated goes with text EXPN[10, 11, 12, 13, 15, 16, 18, 19, 20, 21, 22, 23, 24, 25, 27, 28, 29, 31, 32, 34, 35, 36, 37, 40, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64 ]?

Lexx2k commented 4 months ago

Yes, but minus whatever already exists in the base game. Can't crosscheck right now.

agris-codes commented 4 months ago

The expanded (new) endings are 50 - 64, none of the original endings were tweaked.

Long shot: anyone know the english pronunciation of Adytum? I never could stomach all the post-Fallout 2 fallout media, so I've never heard it pronounced before. I expect it's either Add-Ee-Tum or Add-Ee-Tom.

agris-codes commented 4 months ago

Expanded ending slides VO is here: https://drive.google.com/drive/folders/1UFfL73EqTuHaUlxAMz_3EOATJOQOQitA?usp=sharing

You'll see a "fixed txts" subfolder, please use those versions of the EXPN#.txt files as I fixed several minor typos (10, 13), while tweaking the text slightly in 50 & 52 to sound better when spoken.

I was able to find a spoken reference for Adytum, Julie Farkas from FNV https://www.youtube.com/watch?v=U8zJ2rtovlc&t=1550s Ah-DE-tum. I got the AI to say it correctly fairly consistently, although it is not perfect.

You will need to turn these into ACMs, but the wavs are all edited for correct pacing and levels.

Lexx2k commented 4 months ago

Pretty sure Nicole says it as well.

Replaced all files with the new ai generated ones. Not 100% perfect, primarily the "cave" effect doesn't really shine through, but all in all not bad, I'd say. At least acceptable for the mod, especially since even vanilla narrator voice lines have varying quality from ending slide to ending slide.

kondors1995 commented 4 months ago

Pretty sure Nicole says it as well.

Replaced all files with the new ai generated ones. Not 100% perfect, primarily the "cave" effect doesn't really shine through, but all in all not bad, I'd say. At least acceptable for the mod, especially since even vanilla narrator voice lines have varying quality from ending slide to ending slide.

do you have build of mod with these changes