Feeble Files
Moderator: ScummVM Team
Ok... following this thread I succesfully converted all the files on cd 1 and 2. I decided to do 3 and 4 at the same time. I get all my PNG and WAV filers, and I'm using the string:
for %i in (*.smk) do encode_dxa.exe --vorbis %~ni
But it is giving me the same error on every file, which is:
Encode_dxa --vorbis wizard
Encoding Audio...Opening with wav module: WAV file reader
Error: Cannot open output file "wizard.ogg": Permission Denied
Got error from encoder. (check your parameters)
Encoder commandline: oggenc --quality=3 --output="wizard.ogg" "wizard.wav"
It worked on my other disks - any idea whats causing this now? I have 20 gigs of diskpace still available on this drive, and the file properties do not say read-only.
edit
It seems mayber there were too many files in the directory already?? I copied the files for a particular file to a different drive/directory (airlock.smk, png, and wav) and it converted just fine....
odd
for %i in (*.smk) do encode_dxa.exe --vorbis %~ni
But it is giving me the same error on every file, which is:
Encode_dxa --vorbis wizard
Encoding Audio...Opening with wav module: WAV file reader
Error: Cannot open output file "wizard.ogg": Permission Denied
Got error from encoder. (check your parameters)
Encoder commandline: oggenc --quality=3 --output="wizard.ogg" "wizard.wav"
It worked on my other disks - any idea whats causing this now? I have 20 gigs of diskpace still available on this drive, and the file properties do not say read-only.
edit
It seems mayber there were too many files in the directory already?? I copied the files for a particular file to a different drive/directory (airlock.smk, png, and wav) and it converted just fine....
odd
-
- Posts: 5
- Joined: Thu Feb 08, 2007 12:21 am
- Location: UK
Thankyou for the 'how to' on converting the files I've been dying to play this game for ages.
I've followed the steps listed and I've run into a problem during the conversion to dxa. I get this message:
I've followed the steps listed and I've run into a problem during the conversion to dxa. I get this message:
I would be grateful if someone could help meC:\Program Files\AdventureSoft (UK) Ltd\The Feeble Files>encode_dxa agent32
Encoding audio...'lame' is not recognized as an internal or external command,
operable program or batch file.
Got error from encoder. (check your parameters)
Encoder Commandline: lame -t --vbr-new -b 24 -q 2 -V 4 -B 64 "agent32.wav" "agen
t32.mp3"
-
- Posts: 5
- Joined: Thu Feb 08, 2007 12:21 am
- Location: UK
Im not sure what all the whining was earlier in this thread about "taking 2 months" to do this. I have a feeling that was a bit of exaggeration.
Apart from the time it took me to figure out my fat32 drive was slowing things down it took my pc all of 4 hours to do everything from process to smk files to encoding the ogg/dxa files.
It's really not that big a deal....
Apart from the time it took me to figure out my fat32 drive was slowing things down it took my pc all of 4 hours to do everything from process to smk files to encoding the ogg/dxa files.
It's really not that big a deal....
- eriktorbjorn
- ScummVM Developer
- Posts: 3560
- Joined: Mon Oct 31, 2005 7:39 am
It depends on your computer, of course. I think it took me between 30 and 40 hours to re-encode the Feeble Files cutscenes on my 450 MHz P3. I think the current DXA encoder may be a bit faster, though. The last time I did it, I took smaller steps, so I didn't time it.exofreeze wrote: Apart from the time it took me to figure out my fat32 drive was slowing things down it took my pc all of 4 hours to do everything from process to smk files to encoding the ogg/dxa files.
It's really not that big a deal....
- Raziel
- ScummVM Porter
- Posts: 1539
- Joined: Tue Oct 25, 2005 8:27 am
- Location: a dying planet
- Contact:
No one was "whining" as you put it.exofreeze wrote:Im not sure what all the whining was earlier in this thread about "taking 2 months" to do this. I have a feeling that was a bit of exaggeration.
Apart from the time it took me to figure out my fat32 drive was slowing things down it took my pc all of 4 hours to do everything from process to smk files to encoding the ogg/dxa files.
It's really not that big a deal....
I (for one) just made a statement
Using a Win98 driven Pentium I running at 200 MHz takes it time to re-encode
and yes together with work between the encoding it TOOK me two weeks.
BTW: On Win98 the batch file works, but only if you put a pause after every file encoded,
otherwise the OS will try to do them all at once, which, of course, crash the encoder...
Just for the record
just wanted to say that it would be probably better to gather all usable information in one post or make it in faq. i mean when i started to read this whole thread i had a mess in my head. and maybe there should be some information in readme that there is such a topic on forum, couse when i read in readme that i "just" need to convert files and rest of information is tools readme i didnt even know where to start :/
I wasn't talking about you, I was reffering specifically to the statement:Raziel wrote:No one was "whining" as you put it.
"In the case of the Feeble Files, the cutscene file conversion is simply way too much."
and
"I cant leave my PC runnig scripts for hours on end as this is a family computer."
Although, if your the one who claimed it was going to take 2 months - then yes, thats an exaggeration.
there's nothing stopping you to do that... but yes ScummVM wont do it, its ilegel, and puts ScummVM at risk for prosecutionAd_Enuff wrote:Can the SCUMMVM community that own The Feeble Files 4 CD edition like myself, help each other out and share them somehow on torrent for example?
but ill let sleeping dogs lie
however, i do have one question, isn't modifying(i assume that includes converting) copyrighted material illegal?
so, wouldn't it be easier to include them in the engine or something, also it may put people off, i know if i had the game i wouldn't do all that, might as well make a boot disc
- eriktorbjorn
- ScummVM Developer
- Posts: 3560
- Joined: Mon Oct 31, 2005 7:39 am
I don't know what the law says, but space shifting for "noncommercial personal use" seems to be generally accepted.PsYcO wrote: however, i do have one question, isn't modifying(i assume that includes converting) copyrighted material illegal?
What do you mean by "them"? A Smacker decoder, or the cutscenes? (The latter would fail the "personal use" part, I assume, and besides they're well over 500 MB.)PsYcO wrote:so, wouldn't it be easier to include them in the engine or something, also it may put people off, i know if i had the game i wouldn't do all that, might as well make a boot disc
- eriktorbjorn
- ScummVM Developer
- Posts: 3560
- Joined: Mon Oct 31, 2005 7:39 am
I agree that it would be convenient, but the way I was told, Rad Game Tools specifically asked us not to. If so, I can see their point: They're still licensing Smacker, so an open-source implementation could affect their sales negatively.PsYcO wrote:like with 'the dig' no file converting necessary
Of course, since then others have reverse-engineer Smacker. Only time will tell whether or not they'll get into trouble for it.