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#1 salomonkane

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Posted 30 December 2009 - 01:01 PM

About SoundSet ?

Hello :D

Somebody know whats a value for selected action 7 and/or : 4 and 5 ? ( CF : Custom Sound files Read Me BG II : XXXXXXX"???".wav )

And what about :
Attack 1
Attack 2
Attack 3
Attack 4 Sound refered in N. I. ?

Cause i will add one sound to my avatar

Can I add more sound by this way too, and attribute new value ? Which ?

Or I need to compile my proper sound script ?

Grettings & Thank You For Answers :)

Edited by salomonkane, 30 December 2009 - 02:44 PM.

Quo Vadis ?

#2 Sam.

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Posted 30 December 2009 - 04:13 PM

In BGI, your options are:

XXXXXXXa.wav : Battle Cry
XXXXXXXb.wav : Becoming Leader
XXXXXXXc.wav : Tired
XXXXXXXd.wav : Bored
XXXXXXXe.wav : Badly Wounded
XXXXXXXf.wav : Selected 1
XXXXXXXg.wav : Selected 2
XXXXXXXh.wav : Selected 3
XXXXXXXi.wav : Action Acknowledgement 1
XXXXXXXj.wav : Action Acknowledgement 2
XXXXXXXk.wav : Action Acknowledgement 3
XXXXXXXl.wav : Being Hit
XXXXXXXm.wav : Dying
XXXXXXXn.wav : In Forest
XXXXXXXo.wav : In City
XXXXXXXp.wav : In Dungeon
XXXXXXXq.wav : Daytime
XXXXXXXr.wav : Nighttime
XXXXXXXs.wav : Rare Selected 1
XXXXXXXt.wav : Rare Selected 2
XXXXXXXu.wav : Rare Selected 3
XXXXXXXv.wav : Rare Selected 4
XXXXXXXw.wav : Reaction to Party Member Death


In BGII, your options are:

XXXXXXXa.wav : Battle Cry
XXXXXXXb.wav : Becoming Leader
XXXXXXXc.wav : Tired
XXXXXXXd.wav : Bored
XXXXXXXe.wav : Badly Wounded
XXXXXXXf.wav : Selected 1
XXXXXXXg.wav : Selected 2
XXXXXXXh.wav : Selected 3
XXXXXXXi.wav : Action Acknowledgement 1
XXXXXXXj.wav : Action Acknowledgement 2
XXXXXXXk.wav : Action Acknowledgement 3
XXXXXXXl.wav : Being Hit
XXXXXXXm.wav : Dying
XXXXXXXn.wav : In Forest
XXXXXXXo.wav : In City
XXXXXXXp.wav : In Dungeon
XXXXXXXq.wav : Daytime
XXXXXXXr.wav : Nighttime
XXXXXXXs.wav : Action Acknowledgement 4
XXXXXXXt.wav : Action Acknowledgement 5
XXXXXXXu.wav : Action Acknowledgement 6
XXXXXXXv.wav : Action Acknowledgement 7
XXXXXXXw.wav : Reaction to Party Member Death
XXXXXXXx.wav : Rare Select 1
XXXXXXXy.wav : Rare Select 2
XXXXXXXz.wav : Critical Hit Given
XXXXXXX1.wav : Critical Miss
XXXXXXX2.wav : Target Immune
XXXXXXX3.wav : Inventory Full
XXXXXXX4.wav : Successfully Picked A Pocket
XXXXXXX5.wav : Successfully Hid In shadows
XXXXXXX6.wav : Spell Disrupted
XXXXXXX7.wav : Set A Trap
XXXXXXX8.wav : Battle Cry 2
XXXXXXX9.wav : Battle Cry 3
XXXXXXX0.wav : Selected 6
XXXXXXX_.wav : Action Acknowledgement 8



If you want to add other sounds to a creature, you'll need to use WeiDU. Here is an example:
SAY "sndlist" ~the actual text of what is being said~ [the sound reference which should be the actual compressed .wav soundclip file name and must be 8 characters or less, no spaces.]
The accepted values for "sndlist" are:

INITIAL_MEETING
MORALE
HAPPY
UNHAPPY_ANNOYED
UNHAPPY_SERIOUS
UNHAPPY_BREAKING_POINT
LEADER
TIRED
BORED
BATTLE_CRY1
BATTLE_CRY2
BATTLE_CRY3
BATTLE_CRY4
BATTLE_CRY5
ATTACK1
ATTACK2
ATTACK3
ATTACK4
DAMAGE
DYING
HURT
AREA_FOREST
AREA_CITY
AREA_DUNGEON
AREA_DAY
AREA_NIGHT
SELECT_COMMON1
SELECT_COMMON2
SELECT_COMMON3
SELECT_COMMON4
SELECT_COMMON5
SELECT_COMMON6
SELECT_ACTION1
SELECT_ACTION2
SELECT_ACTION3
SELECT_ACTION4
SELECT_ACTION5
SELECT_ACTION6
SELECT_ACTION7
INTERACTION1
INTERACTION2
INTERACTION3
INTERACTION4
INTERACTION5
INSULT
COMPLIMENT1
COMPLIMENT2
COMPLIMENT3
SPECIAL1
SPECIAL2
SPECIAL3
REACT_TO_DIE_GENERAL
REACT_TO_DIE_SPECIFIC
MISCELLANEOUS
RESPONSE_TO_COMPLIMENT1
RESPONSE_TO_COMPLIMENT2
RESPONSE_TO_COMPLIMENT3
RESPONSE_TO_INSULT1
RESPONSE_TO_INSULT2
RESPONSE_TO_INSULT3
DIALOG_HOSTILE
DIALOG_DEFAULT
SELECT_RARE1
SELECT_RARE2
CRITICAL_HIT
CRITICAL_MISS
TARGET_IMMUNE
INVENTORY_FULL
PICKED_POCKET
EXISTANCE1
EXISTANCE2
EXISTANCE3
EXISTANCE4
EXISTANCE5
HIDDEN_IN_SHADOWS
SPELL_DISRUPTED
SET_A_TRAP


Here's a bit of the code I used to add a soundset to Meepo before it officially got added to CA:
BEGIN ~Meepo Soundset~
COPY ~CA_Tweaks/wavcsoundset~ ~override~
COPY_EXISTING ~tcmeepo.cre~ ~override~
SAY INITIAL_MEETING ~Err...hello.~ [psmepo00]
SAY HAPPY ~I is good servant, oh yes.~ [psmepo02]
SAY UNHAPPY_ANNOYED ~But you can't.~ [psmepo03]
BUT_ONLY_IF_IT_CHANGES

See the "Sound and Voicing Tutorials" section of the Comprehensive IE Modding Tutorial Index for a couple tutorials on adding soundsets to mods.

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

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#3 salomonkane

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Posted 30 December 2009 - 04:50 PM

Thank you very much :D , but Why, I don't understand :blink: :

In baldur gate II options :

We haven't not : selected-action : 4,5,7 wav code ???

XXXXXXXf.wav : Selected 1
XXXXXXXg.wav : Selected 2
XXXXXXXh.wav : Selected 3
..............?.wav Selected 4
..............?.wav Selected 5
XXXXXXX0.wav : Selected 6
..............?.wav Selected 7

Can you explain me this , please :rolleyes: ?

-May-be 4 / 5 selected-action-code have assigned to : XXXXXXXt.wav : Rare Selected 2 / XXXXXXXu.wav : Rare Selected 3 ?

-But what about : selected-action wav 7 , and attack sound at 1 to 4 , do you can see in Near-Infinity Editor ?

Cause find a right wave code could be a better and easy issue, to put my customize sound-set (I've yet), before beginning to use Weidu ( :woot: )

THX :lol: !

Edited by salomonkane, 30 December 2009 - 05:18 PM.

Quo Vadis ?

#4 Sam.

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Posted 30 December 2009 - 06:02 PM

What version of NearInfinity are you using? (Give me a link to where you got it.) All of the different sounds can be set in NearInfinity, they might just be called something a little different than what is listed above. A more detailed explanation of how the soundslots are set up and how they correspond can be found by looking here and here. A compilation of which gives you:

<table>
<tr>
<td>0</td>
<td>INITIAL_MEETING</td>
<td>*</td>
</tr>
<tr>
<td>1</td>

<td>MORALE</td>
<td>*</td>
</tr>
<tr>
<td>2</td>
<td>HAPPY</td>
<td>*</td>

</tr>
<tr>
<td>3</td>
<td>UNHAPPY_ANNOYED</td>
<td>*</td>
</tr>
<tr>

<td>4</td>
<td>UNHAPPY_SERIOUS</td>
<td>*</td>
</tr>
<tr>
<td>5</td>
<td>UNHAPPY_BREAKING_POINT</td>

<td>*</td>
</tr>
<tr>
<td>6</td>
<td>LEADER</td>
<td>b</td>
</tr>

<tr>
<td>7</td>
<td>TIRED</td>
<td>c</td>
</tr>
<tr>
<td>8</td>

<td>BORED</td>
<td>d</td>
</tr>
<tr>
<td>9</td>
<td>BATTLE_CRY1</td>
<td>a</td>

</tr>
<tr>
<td>10</td>
<td>BATTLE_CRY2</td>
<td>8</td>
</tr>
<tr>

<td>11</td>
<td>BATTLE_CRY3</td>
<td>9</td>
</tr>
<tr>
<td>12</td>
<td>BATTLE_CRY4</td>

<td>*</td>
</tr>
<tr>
<td>13</td>
<td>BATTLE_CRY5</td>
<td>*</td>
</tr>

<tr>
<td>14</td>
<td>ATTACK1</td>
<td>*</td>
</tr>
<tr>
<td>15</td>

<td>ATTACK2</td>
<td>*</td>
</tr>
<tr>
<td>16</td>
<td>ATTACK3</td>
<td>*</td>

</tr>
<tr>
<td>17</td>
<td>ATTACK4</td>
<td>*</td>
</tr>
<tr>

<td>18</td>
<td>DAMAGE</td>
<td>!l</td>
</tr>
<tr>
<td>19</td>
<td>DYING</td>

<td>!m</td>
</tr>
<tr>
<td>20</td>
<td>HURT</td>
<td>e</td>
</tr>

<tr>
<td>21</td>
<td>AREA_FOREST</td>
<td>n</td>
</tr>
<tr>
<td>22</td>

<td>AREA_CITY</td>
<td>o</td>
</tr>
<tr>
<td>23</td>
<td>AREA_DUNGEON</td>
<td>p</td>

</tr>
<tr>
<td>24</td>
<td>AREA_DAY</td>
<td>q</td>
</tr>
<tr>

<td>25</td>
<td>AREA_NIGHT</td>
<td>r</td>
</tr>
<tr>
<td>26</td>
<td>SELECT_COMMON1</td>

<td>f</td>
</tr>
<tr>
<td>27</td>
<td>SELECT_COMMON2</td>
<td>g</td>
</tr>

<tr>
<td>28</td>
<td>SELECT_COMMON3</td>
<td>h</td>
</tr>
<tr>
<td>29</td>

<td>SELECT_COMMON4</td>
<td>0</td>
</tr>
<tr>
<td>30</td>
<td>SELECT_COMMON5</td>
<td>*</td>

</tr>
<tr>
<td>31</td>
<td>SELECT_COMMON6</td>
<td>*</td>
</tr>
<tr>

<td>32</td>
<td>SELECT_ACTION1</td>
<td>i</td>
</tr>
<tr>
<td>33</td>
<td>SELECT_ACTION2</td>

<td>j</td>
</tr>
<tr>
<td>34</td>
<td>SELECT_ACTION3</td>
<td>k</td>
</tr>

<tr>
<td>35</td>
<td>SELECT_RARE_1</td>
<td>s</td>
</tr>
<tr>
<td>36</td>

<td>SELECT_RARE_2</td>
<td>t</td>
</tr>
<tr>
<td>37</td>
<td>SELECT_RARE_3</td>
<td>u</td>

</tr>
<tr>
<td>38</td>
<td>SELECT_RARE_4</td>
<td>v</td>
</tr>
<tr>

<td>39</td>
<td>INTERACTION1</td>
<td>_</td>
</tr>
<tr>
<td>40</td>
<td>INTERACTION2</td>

<td>*</td>
</tr>
<tr>
<td>41</td>
<td>INTERACTION3</td>
<td>*</td>
</tr>

<tr>
<td>42</td>
<td>INTERACTION4</td>
<td>*</td>
</tr>
<tr>
<td>43</td>

<td>INTERACTION5</td>
<td>*</td>
</tr>
<tr>
<td>44</td>
<td>INSULT</td>
<td>*</td>

</tr>
<tr height=20 style='height:15.0pt'>
<td height=20 style='height:15.0pt'>45</td>
<td></td>
<td>*</td>
</tr>
<tr height=20 style='height:15.0pt'>
<td height=20 style='height:15.0pt'>46</td>

<td></td>
<td>*</td>
</tr>
<tr>
<td>47</td>
<td>COMPLIMENT1</td>
<td>*</td>

</tr>
<tr>
<td>48</td>
<td>COMPLIMENT2</td>
<td>*</td>
</tr>
<tr>

<td>49</td>
<td>COMPLIMENT3</td>
<td>*</td>
</tr>
<tr>
<td>50</td>
<td>SPECIAL1</td>

<td>*</td>
</tr>
<tr>
<td>51</td>
<td>SPECIAL2</td>
<td>*</td>
</tr>

<tr>
<td>52</td>
<td>SPECIAL3</td>
<td>*</td>
</tr>
<tr>
<td>53</td>

<td>REACT_TO_DIE_GENERAL</td>
<td>w</td>
</tr>
<tr>
<td>54</td>
<td>REACT_TO_DIE_SPECIFIC</td>
<td>*</td>

</tr>
<tr>
<td>55</td>
<td>RESPONSE_TO_COMPLIMENT1</td>
<td>*</td>
</tr>
<tr>

<td>56</td>
<td>RESPONSE_TO_COMPLIMENT2</td>
<td>*</td>
</tr>
<tr>
<td>57</td>
<td>RESPONSE_TO_COMPLIMENT3</td>

<td>*</td>
</tr>
<tr>
<td>58</td>
<td>RESPONSE_TO_INSULT1</td>
<td>*</td>
</tr>

<tr>
<td>59</td>
<td>RESPONSE_TO_INSULT2</td>
<td>*</td>
</tr>
<tr>
<td>60</td>

<td>RESPONSE_TO_INSULT3</td>
<td>*</td>
</tr>
<tr>
<td>61</td>
<td>DIALOG_HOSTILE</td>
<td>*</td>

</tr>
<tr>
<td>62</td>
<td>DIALOG_DEFAULT</td>
<td>*</td>
</tr>
<tr>

<td>63</td>
<td>SELECT_RARE1</td>
<td>x</td>
</tr>
<tr>
<td>64</td>
<td>SELECT_RARE2</td>

<td>y</td>
</tr>
<tr>
<td>65</td>
<td>CRITICAL_HIT</td>
<td>z</td>
</tr>

<tr>
<td>66</td>
<td>CRITICAL_MISS</td>
<td>1</td>
</tr>
<tr>
<td>67</td>

<td>TARGET_IMMUNE</td>
<td>2</td>
</tr>
<tr>
<td>68</td>
<td>INVENTORY_FULL</td>
<td>3</td>

</tr>
<tr>
<td>69</td>
<td>PICKED_POCKET</td>
<td>4</td>
</tr>
<tr>

<td>70</td>
<td>HIDDEN_IN_SHADOWS</td>
<td>5</td>
</tr>
<tr>
<td>71</td>
<td>SPELL_DISRUPTED</td>

<td>6</td>
</tr>
<tr>
<td>72</td>
<td>SET_A_TRAP</td>
<td>7</td>
</tr>

<tr>
<td>73</td>
<td>EXISTANCE4</td>
<td>*</td>
</tr>
<tr>
<td>74</td>

<td>BIOGRAPHY_TEXT</td>
<td>*</td>
</tr>
<![if supportMisalignedColumns]>
<tr height=0 style='display:none'>
<td width=21 style='width:16pt'></td>
<td width=208 style='width:156pt'></td>
<td width=64 style='width:48pt'></td>
</tr>
<![endif]>
</table>


As to why the game makers decided to set up the PC soundsets that way, I have no idea.

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

CA Forums CA Homepage


#5 salomonkane

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Posted 31 December 2009 - 04:54 PM

I m beginner user , NI & NI Beta, from : http://www.idi.ntnu.no/~joh/ni/ :whistling:

I m coming to understand that we have two different files : one for the PC sound and one other for the NPC, but it appears what the PC sound default have less sounds : 37 vs 77 ... :huh:

- 1) So the (*) value said : no sound ; right ?
- 2) The PC Sound Set it's Limited ? or Not ?
- 3) We haven't extented retrocompatibility to NPC sound slot value at PC Value ?

Before to scripting something can I be sure that I haven't way to add just one more value/sound/(*)/ to my sound-Pc-set ?

- For just to put a WAV in the Baldur SOA Sound Set Folder .

- Or can I assigned/subsitued one CRE to a CHARAC with a full sound-set and customize the set directly in the Baldur Sound Folder or with/in I . E . ?

- Or find somewhere one customize PC sound set with full sounds effects ( +/-70) for just exchange my proper sound to this set ?

- Or find a Script "ready to play" !

- Enough, with Weidu can I changed just one, few, line to attribute new sound, or must I scripting one full soundset mod ?


Thank-You & Happy New Year ! :cheers:

P.S. : I'm trying something with Fabio's CRE Folder sound from BONE HILL Mod , but the extension is in .ogg (can read it yet), may be i'ts a issue for me at the last .

Edited by salomonkane, 01 January 2010 - 10:59 AM.

Quo Vadis ?

#6 salomonkane

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Posted 03 January 2010 - 12:29 PM

So, It is possible to make an EXTENDED PC SOUNDSET for Baldur Gate ? :lol: :woot: ^_^

Edited by salomonkane, 03 January 2010 - 12:31 PM.

Quo Vadis ?

#7 berelinde

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Posted 03 January 2010 - 12:52 PM

You could probably script existing PC sounds to play under certain circumstances, but that has the potential to bog down the game script.

The easiest way would be to use a custom soundset in combination with sound tags, and use area scripts wherever possible.

Suppose you wanted to add a sound when Player1 obtained a specific item. You could put this in the area script for the area where the item is found.

IF
PartyHasItem("MyItem")
Global("ItemSound","AR####",0)
THEN
RESPONSE #100
DisplayStringHead(Player1,~Look what I found!~ [SOUND])
SetGlobal("ItemSound","AR####",1)
END

Here, AR#### is an area variable that allows you to avoid cluttering the saved game with a lot of globals. AR#### is the area where the item is, e.g. AR0704, the Mithrest Inn.

If you wanted to truly extend the PC soundset, as in introduce new sounds for the generic spell casting, an eighth selection sound, a third rare sound, or what have you, that would involve modifications to the game engine. It might be possible by altering WeiDU, but I'm not sure.

Edited by berelinde, 03 January 2010 - 12:56 PM.

"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde

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#8 Jarno Mikkola

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Posted 03 January 2010 - 12:58 PM

I m beginner user , NI & NI Beta, from : http://www.idi.ntnu.no/~joh/ni/ :whistling:

Try to get a bit newer Near Infinity. There is compiled v1.33b19 here(the .jar file), and you can compile the newest v1.33b20 from here, if you know how, don't ask, I don't know.

I m coming to understand that we have two different files : one for the PC sound and one other for the NPC, but it appears what the PC sound default have less sounds : 37 vs 77 ... :huh:

Well yes, it's cause the presumably 37 sound files cover all the responses the PC needs in all 'tactical situations', the NPCs can have more... cause they 'have' voiced dialogs that need those sounds, and a set script to start them with. Or so I would presume.

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#9 Kaeloree

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Posted 03 January 2010 - 01:22 PM

NPCs also have things like reacting to morale, etc. PCs don't need those.

#10 Sam.

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Posted 03 January 2010 - 03:14 PM

I m beginner user , NI & NI Beta, from : http://www.idi.ntnu.no/~joh/ni/ :whistling:

Try to get a bit newer Near Infinity. There is compiled v1.33b19 here(the .jar file), and you can compile the newest v1.33b20 from here, if you know how, don't ask, I don't know.


Spoiler


The newest compiled versions of NearInfinity can now be found here.

Edited by Sam., 21 June 2010 - 09:44 PM.

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

CA Forums CA Homepage


#11 salomonkane

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Posted 03 January 2010 - 04:40 PM

Thank You Everyone For Your Replies :D

Looking for an issue... :ph34r:


P.S., - @berelinde: Bardic Reputation (Baldur's Gate NPC Project & b!tweak/Bardic Reputation Adjustment),This is One an Idea, I like a lot' ^_^
-

NPCs also have things like reacting to morale, etc. PCs don't need those.

, I think exactly the opposite -_- .
Quo Vadis ?

#12 berelinde

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Posted 03 January 2010 - 06:56 PM


NPCs also have things like reacting to morale, etc. PCs don't need those.

, I think exactly the opposite -_- .

The reason PCs don't need morale checks is that they never fail their morale rolls. By default, PC morale is set to 0, meaning the PC can sustain any injuries without his circle turning yellow or him fleeing. Most joinable NPCs have their morale set at 5, so they flee at any roll of 5 or lower.

I'm not talking about the Horror spell, or dragon fear effects. That's something completely different, and none of the NPCs use their morale failure lines there, either.

PS: And glad you like Bardic Adjustment! Cmorgan, Jastey, and I came up with it for BG1 NPC, and I decided to implement it in BG2, as well. :)

"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde

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#13 salomonkane

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Posted 07 January 2010 - 08:58 AM

Hello :rolleyes: ,

If you wanted to truly extend the PC soundset

At the moment , I will just add One Sound More in an easy substitute value ,

So :

Are SELECT_COMMON or SELECT_ACTION , the better choices , to try to modding ?

Can you recommend us :

-Which Tools ?
&
-Which Knowledge ?

Do we need for this ...

-An Additionnal Request :

Could you explain, quite simply, the differences between action sound scripting vs moral interaction sound scripting in the Infinity Engine I.A.

THANK YOU ^_^ !

P.S. :

Bardic Adjustment! Morgan, Jastey, and I came up with it for BG1 NPC, and I decided to implement it in BG2, as well. :)

COOL !, Volothamp Geddarm, aka Volo, Must Be Proud of Them ! :cheers:

Edited by salomonkane, 07 January 2010 - 10:21 AM.

Quo Vadis ?

#14 berelinde

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Posted 07 January 2010 - 02:50 PM

Unfortunately, this isn't something that can be modded into the game outside of an EXE patch, if it were even possible then. It's hardcoded into the engine. If you asked on WeiDU's forum, it's possible that someone there could give you more information. They could also tell you whether such a thing can or cannot be done, and give you a better explanation of why than I ever could. I've never tried modifying baldur.exe itself, so I don't know what is or isn't possible.

SELECT_COMMON = you have just left-clicked on my portrait
ACTION = you just gave an order, like "go stand where I clicked"
MORALE = I took a lot of damage all in one round and I failed my morale roll, so now I am fleeing in fear for 60 seconds

Sorry I can't recommend any other areas you might research, but I'm primarily a diaogue coder. I'm familiar with WeiDU, the very specific code used to affect IE game files, but I don't know OCAM/L, or any actual programming language, for that matter, so your question is a bit outside my area of experience. It's kind of like saying that I can tell you how to get from Newark Airport to the Pennsylvania border, but I can't tell you how to add an exit ramp on the interstate highway.

"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde

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#15 salomonkane

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Posted 08 January 2010 - 01:07 PM

Thank You a Lot for Your Explanations :D

If you asked on WeiDU's forum, (it's possible that someone there could give you more information)


IT 'S DONE :lol: : http://forums.pocket...ard,/Miscellany, Inc./Infinity Engine Modding Q&A/ EXTENTED PC SOUNDSET PROJECT !


TO BE CONTINUED ... :ph34r:

Edited by salomonkane, 08 January 2010 - 02:31 PM.

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#16 salomonkane

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Posted 16 January 2010 - 04:51 PM

The Come Back :ph34r:


Manifesto for an extension of soudnset charnames

Or how, allow all abilities ( voices) to express themselves ...

We players or other entities in addiction to game play

Are introducing to the noble (and distinguished) fraternity modeurs this complaint:

It is injustice and unfairness to be lacking as an avatar of a number of sound possibilities (at the lowest 74 to 38 = 36!)

We no longer accept the idea that only NPC can benefit from interaction, morality, war cries, noise, shock and thrusting and any other specific sound effect ...

We require, therefore, humbly, your indulgence, and all your knowledge to fix this intolerable injustice, and finally we restore our right.

Aware of the difficulties can be: a hack exe, create a fix pack, an adaptation of our game on another engine, its metamorphosis in an emulator or even the valiant work provides for all kinds mods ...

Nevertheless, we hope we the only player among the community modeurs, some of you will take up this noble challenge ...

YOU HAVE TO BREAK THE LIMIT OF 37 SOUNDS :clap: !

This would enable us:

Increase: Game-play
Increase the Role-Play
Increase the Multimedia Immersion
Increase Opportunities Scriptwriting
To assess more good number of Mods
Expand Dialogues
Improve Kits
Playing on Morality
Playing on the Roster
To improve IA
To exploit more spells, creatures, items, etc.

And so on good and best ...

Finally and above all to create a nice emulation within our wonderful community, enabling the emergence of new talent, and further creative genius of our elders.

Then Oyez, Oyez, sweet Lord, Gentes Dames, Damsels Damoiseaux, Scoundrels, Sans-culottes, Bare-Foot ;

You Creatives:

Whether you are a programmer, patch set, graphic artists, dialogue writers, writers, testers, casual gamer, hard - core gamers ;

Come celebrate this new party and participate in this new era, come join the dance Extension Soundset PC ...

(this is done ... :hug: )

Best Greetings,


For technical details here : :doh: http://forums.pocket...e.net/index.php
/Miscellany, Inc./Infinity Engine Modding Q&A/ EXTENTED PC SOUNDSET PROJECT !

Edited by salomonkane, 25 January 2010 - 03:18 PM.

Quo Vadis ?

#17 salomonkane

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Posted 30 January 2010 - 05:36 AM

Hello, thank you again for your kind participation :cheers: ,

To be specific I would create a Singing Sword, we call DURENDAL, 2-handed sword, it would banters (like: Lillacor) will be muffled sound effects, and various graphical effects based on their different capacities and / or interactions and will be for " The Lucky " :whistling: ...

It is capable of detecting the alignment, can level up in his songs and adapt to the characteristics of its owner ...

Advice? Suggestions? Informations ? ... Thank You :D !

Edited by salomonkane, 02 February 2010 - 02:43 AM.

Quo Vadis ?

#18 Miloch

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Posted 30 January 2010 - 07:21 AM

To be specific I would create a Singing Sword, we call DURENDAL, 2-handed sword, it would banters (like: Lillacor) will be muffled sound effects, and various graphical effects

My advice is *not* to do this like Lilacor, because that'll involve bogging down the global baldur.bcs script and people will hate it. Talking weapons are the bane of the BG2 mod scene. However, if you want it to play certain sound effects on certain conditions, that is quite doable without any sort of scripting. You can use opcode #174 to play a sound effect when the weapon hits. You could have a bunch of these and stagger them by a random percentage (one could play 0-9% the next 10-19% and so on). So in theory you could have as many as 100 though in practice you want to keep it lower since 100 is the maximum # of effects on an item, and you probably want other effects. Graphics are handled similarly by opcodes - there are several of these, like #141 (lighting effects). You could also have it "say" things by displaying text strings on certain conditions (opcode #139). I think that will also even play sounds embedded in such strings.

It is capable of detecting the alignment

Yes, just set the usability alignment flags on the item. Don't bother making it tricker than that.

can level up in his songs and adapt to the characteristics of its owner ...

Also possible without scripting (using opcodes again), see here for ideas.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#19 berelinde

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Posted 30 January 2010 - 10:57 AM

To be specific I would create a Singing Sword, we call DURENDAL, 2-handed sword, it would banters (like: Lillacor)

Please, anything but that. Lillacor bogs down baldur.bcs, the main game script, all by itself with its comments. Mot people don't think it's funny at all, and go to great lengths to shut it up. If you're determined to have a talking sword, though, make it conversible. You could then give it a dialogue file and let it banter with the user/party NPCs without clogging up baldur.bcs. The key point here would be that the player would control when the weapon was talking, not the game script.

... will be muffled sound effects, and various graphical effects based on their different capacities and / or interactions and will be for the lucky :whistling: ...

See what Miloch wrote. Or check out Homeward Bound v4. Find the items pirhat.itm and pirblt.itm and examine them in DLTCEP. The hat changes the player's avatar into a pirate and plays a sound effect when it's first equipped. The belt displays the intoxication icon on the portrait (though it doesn't cause actual intoxication, since that would be mean). Since these items do that and nothing else, you could look at what is necessary to do minimal things and add more features from there.

It is capable of detecting the alignment,

You can add effects, "extended headers" that would be accessible by clicking on the "use item" icon on the GUI. It's the one that looks like a belt pouch.

... can level up in his songs and adapt to the characteristics of its owner ...

You're out of my depths. I'm not really that into items, so I wouldn't even know where to start telling you how to do that.

"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde

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#20 salomonkane

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Posted 30 January 2010 - 03:41 PM

-So that's really great to know we can still tinker without scripting :woot: ! ,

-The links you've sent are highly instructive and very motivating for the future... :woot: ! ;

-Thank you very much :woot: !

P.S. : By the way sorry I did not know about " The Curse of Lilacor " :lol: ...

Edited by salomonkane, 02 February 2010 - 02:42 AM.

Quo Vadis ?