SimDing0 Posted March 23, 2005 Share Posted March 23, 2005 In Saradush, there are a ton of orcs and orogs which say thinks like "I've a blade with your name on it" in human voices OVER THE TOP of their orc battle cries (hardcoded to the animation). Something to fix? Link to comment
SimDing0 Posted March 23, 2005 Author Share Posted March 23, 2005 VVPARIS.CRE has a male soundset. Link to comment
Kish Posted March 24, 2005 Share Posted March 24, 2005 In Saradush, there are a ton of orcs and orogs which say thinks like "I've a blade with your name on it" in human voices OVER THE TOP of their orc battle cries (hardcoded to the animation). Something to fix? <{POST_SNAPBACK}> Considering how stupid the "every creature that has a particular animation makes the same noises" thing is, in any part of this gets changed, it should be the orc grunts and not the lines. However, I can't see anything inappropriate or buggy about the characters both grunting and saying lines. Link to comment
SimDing0 Posted March 24, 2005 Author Share Posted March 24, 2005 It really does sound like shit. Link to comment
Ghreyfain Posted March 24, 2005 Share Posted March 24, 2005 The fix for this is in Tutu. It's what we did to solve the echoing Ogrillons, and the Flesh Golems that were convinced messing with them was messing with you. // SUMMONED MONSTERS AND M*.2da SOUNDS FILES COPY_EXISTING_REGEXP GLOB ~M.*2da~ ~override~ REPLACE_TEXTUALLY ~.*~ ~ ~ IF ~TWITCH~ BUT_ONLY_IF_IT_CHANGES Of, of course, this'd blank the noises made by all the monsters, unless you manually added their sounds to their respective .cre files, as was done in BG1. Link to comment
devSin Posted March 24, 2005 Share Posted March 24, 2005 That is so bad. So very bad. The proper thing to do is remove the inappropriate sounds. The orcs in Saradush have their own soundset, which should be used. Link to comment
CamDawg Posted March 28, 2005 Share Posted March 28, 2005 Yeah, we should work on implementing soundsets from their cre files instead of the M....2da file. Link to comment
SimDing0 Posted March 28, 2005 Author Share Posted March 28, 2005 Why? The M....2da file is a good way of avoiding, say, orcs talking like humans, which isn't far below orcs talking like both humans and orcs together in terms of stupidity. It may be a lovely idea in principle, but it's pants ingame. Link to comment
SimDing0 Posted March 28, 2005 Author Share Posted March 28, 2005 // Standardise naming of Gromnir's troops STRING_SET 71239 ~Il-Khan Soldier~ STRING_SET 71240 ~Il-Khan Soldier~ // Orcs sound like orcs COPY_EXISTING ~sarculto.cre~ ~override~ ~sarorc01.cre~ ~override~ ~saroro01.cre~ ~override~ ~sarrein1.cre~ ~override~ ~sartro01.cre~ ~override~ ~sartro03.cre~ ~override~ SAY 0xa4 #-1 SAY 0xc8 #-1 SAY 0xec #-1 SAY 0xf0 #-1 SAY 0x10c #-1 SAY 0x198 #-1 // Silent Sapper COPY_EXISTING ~SEWDUE02.cre~ ~override~ SAY 0xa4 #4940 SAY 0xec #12584 SAY 0xf0 #12585 SAY 0x10c #4939 SAY 0x110 #4940 // Make dwarves dwarves, not humans COPY_EXISTING ~sardw01.cre~ ~override~ ~sardw01.cre~ ~override~ WRITE_BYTE 0x272 4 Link to comment
devSin Posted March 29, 2005 Share Posted March 29, 2005 ~sarculto.cre~ ~override~Skip this one. The cultists were supposed to be Bhaalspawn or just dupes; they weren't part of the army (and aren't even included in the game). EDIT: Ooh, I see you simply removed the associated sounds. Nevermind. Incidentally, WRITE_LONG 0xffffffff is preferable to SAY #-1 (0xffffffff will evaluate to -1, but -1 will evaluate to 2147483647). Link to comment
SimDing0 Posted March 29, 2005 Author Share Posted March 29, 2005 So... why not fix them anyway? Link to comment
CamDawg Posted January 15, 2008 Share Posted January 15, 2008 // name fixes COPY_EXISTING ~sarbul04.cre~ ~override~ ~sarbul05.cre~ ~override~ PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN // protects against invalid files WRITE_LONG 0x08 68792 WRITE_LONG 0x0c 68792 END BUT_ONLY_IF_IT_CHANGES // Orcs sound like orcs; blanks human sounds COPY_EXISTING ~sarculto.cre~ ~override~ ~sarorc01.cre~ ~override~ ~saroro01.cre~ ~override~ ~sarrein1.cre~ ~override~ ~sartro01.cre~ ~override~ ~sartro03.cre~ ~override~ WRITE_LONG 0xa4 0xffffffff WRITE_LONG 0xc8 0xffffffff WRITE_LONG 0xec 0xffffffff WRITE_LONG 0xf0 0xffffffff WRITE_LONG 0x10c 0xffffffff WRITE_LONG 0x198 0xffffffff BUT_ONLY_IF_IT_CHANGES // Silent Sapper (uses same soundset as sewdue01) COPY_EXISTING ~sewdue02.cre~ ~override~ SAY 0xa4 #4940 SAY 0xec #12584 SAY 0xf0 #12585 SAY 0x10c #4939 SAY 0x110 #4940 BUT_ONLY_IF_IT_CHANGES The two dwarves are fixed in the racial fixes (one was already covered). Link to comment
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