[Abandoned] Unmapped Lands
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Unmapped Lands B26 R7.1 (Loot, Pies)
Bah, C&C3. How 'bout some Tiberian Sun? CABAL and EVA. They don't have the exact same sets of sounds, but I did pick out a few useful ones, such as EVA advising "Enemy SAM Sites Detected".
Attachments:
File comment: CABAL and EVA
TS SFX.zip [2.49 MiB]
Downloaded 176 times
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Thu Oct 20, 2011 1:10 pm |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Unmapped Lands B26 R7.1 (Loot, Pies)
I'll put them in separate directories anyway. And we can have any amount of voice types while they have some set of phrases. Not nessessary all of them. Win, Lose, Unit promoted, "Establishing battle control", Reinforcements ready when you use fast buy, Insufficient funds, maybe something else.
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Thu Oct 20, 2011 1:18 pm |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: Unmapped Lands B26 R7.1 (Loot, Pies)
Arcalane wrote: Bah, C&C3. How 'bout some Tiberian Sun? LEGION sounds better CABAL any day of the week
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Thu Oct 20, 2011 2:04 pm |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Unmapped Lands B26 R7.1 (Loot, Pies)
Need to run home, but you can check out the beta, it speaks in missions when win\lose\reinforce in fast buy\promote\start\no money in fast buy. To change default voice go to CF_MissionLibrary.lua and in CF_PlaySound at the very bottom of the file change voicetype = CF_VoiceTypes.GDI to whatever you want to test. Note that C&C:TS Nod lacks promote\no money\reinforce and C&C:TS EVA also lacks Start battle sounds. http://dl.dropbox.com/u/1741337/UnmappedLands_B26_R7.2_beta.rte.zip
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Thu Oct 20, 2011 2:47 pm |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: Unmapped Lands B26 R7.1 (Loot, Pies)
This is fabulous! I had another question for you though. Could put "Attack", "Info", "Next Turn", "Treasure Hunt" buttons into pie menu as well?
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Thu Oct 20, 2011 3:32 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Unmapped Lands B26 R7.1 (Loot, Pies)
Three more sounds for CABAL/EVA: Insufficient Funds, Unit Upgraded, Reinforcements Have Arrived
Attachments:
File comment: More CABAL/EVA FX
CABAL-EVA-more.zip [373.3 KiB]
Downloaded 178 times
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Thu Oct 20, 2011 3:35 pm |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: Unmapped Lands B26 R7.1 (Loot, Pies)
Also, the voice is way too quiet compared to loud vanilla sounds and I can barely hear it behind all gunfire and explosion. Is there a way to play it louder or should I raise the volume on all the voice files myself?
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Thu Oct 20, 2011 5:09 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Unmapped Lands B26 R7.1 (Loot, Pies)
I can make voices that say anything you want them to say, in a huge variety of sounds. Hit me up with what you want and I can make them all follow the same theme for continuity.
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Thu Oct 20, 2011 5:50 pm |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: Unmapped Lands B26 R7.1 (Loot, Pies)
Roast Veg wrote: I can make voices that say anything you want them to say, in a huge variety of sounds. Hit me up with what you want and I can make them all follow the same theme for continuity. That would be quite awesome actually BUT would it sounds as cool as NOD EVA from C&C3?
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Thu Oct 20, 2011 6:00 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Unmapped Lands B26 R7.1 (Loot, Pies)
No idea, depends how I make them.
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Thu Oct 20, 2011 6:16 pm |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Unmapped Lands B26 R7.1 (Loot, Pies)
Beta 2. Vanilla factions and BF got their voices. GDI CC3 for Coalition, CABAL for Dummy, NOD CC3 for ronin and EVA for BF. Default voice is EVA. All voice sets are full but too quiet, can someone make them louder and normalize? I tried in Audacity and in my hands it sucks making files 2-3 times bigger then before. http://dl.dropbox.com/u/1741337/UnmappedLands_B26_R7.2_beta2.rte.zipRoast Veg, I think we better stick to well known sounds, they're awesome and they'll make awesome everything around Maybe someone could get some Star Craft Reaver sounds, I guess they will be perfect for dummies.
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Thu Oct 20, 2011 7:15 pm |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: Unmapped Lands B26 R7.1 (Loot, Pies)
Jack Trades wrote: This is fabulous! I had another question for you though. Could put "Attack", "Info", "Next Turn", "Treasure Hunt" buttons into pie menu as well?
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Thu Oct 20, 2011 7:19 pm |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Unmapped Lands B26 R7.1 (Loot, Pies)
Jack Trades wrote: Jack Trades wrote: This is fabulous! I had another question for you though. Could put "Attack", "Info", "Next Turn", "Treasure Hunt" buttons into pie menu as well? Yeah added to my TODO list
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Thu Oct 20, 2011 7:25 pm |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: Unmapped Lands B26 R7.1 (Loot, Pies)
weegee wrote: Jack Trades wrote: Jack Trades wrote: This is fabulous! I had another question for you though. Could put "Attack", "Info", "Next Turn", "Treasure Hunt" buttons into pie menu as well? Yeah added to my TODO list Awesome, I'm going to play with Audacity right now and try to fix the volume without ♥♥♥♥ up the quality. P.S. It's not C&C3 sounds that are too quiet, it's CC sounds that are too loudly clipped and un-normalized. EDIT: I can make the volume 300% higher without crippling the quality but it's still not possible to hear it while a machinegun is firing for example. EDIT2:Weegee, I've looked through your Lua code for CF_PlaySound function and, while I'm not completely sure if I'm right or not, it seems like you're creating an emitter with that sound in the world. I believe that it makes the sound to 1. Blend in with others 2. Its volume get's affected by cameras position Wouldn't it be more correct to use AudioMan:PlaySound function with arguments that don't allow pitch or distance attenuation changes? Quote: PlaySound
Starts playing the next sample of a certain Sound.
Arguments:
Pointer to the Sound to start playing. Ownership is NOT transferred! The priority of this sound; higher gives it a higher likelyhood of getting mixed compared to lower-priority samples. Distance attenuation scalar: 0 = full volume, 1.0 = max distant, but not silent. The pitch modifier for this sound. 1.0 yields unmodified frequency.
Return value:
Whether or not playback of the Sound was successful.
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Thu Oct 20, 2011 7:27 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Unmapped Lands B26 R7.1 (Loot, Pies)
PlaySound has never worked. Ever.
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Thu Oct 20, 2011 10:44 pm |
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