Walking sounds
#1
Posted 03 July 2010 - 02:50 AM
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#2
Posted 03 July 2010 - 03:28 AM
But I have never heard that sound, and I'd think I would've, or someone else playing Aurora's Shoes, because many release ago it added NPCs with the IWD svirneblin animations. Maybe I have my sounds turned down fairly low, but I doubt everyone does...Walking is the same boat (most of the hardcode IWD slots are set to use that loud-ass stomp LAZY, but I guess the IAs slots let you pick your own?), although if you wanted to have a little remote-control car dealy, you could probably use the slot to great effect and have the little thing buzz around buzz buzz buzz (i.e., the walk frames are rarely one complete step only, so you're never going to get anything that actually sounds like footsteps).
You could try overriding it with a custom 2da file for your animation sounds (which you probably want anyway) by putting something in the WALK slot. Possibly even a nonexisting sound clip. Having said that, the svirfneblin don't use 2da files (their sounds have text strings associated, so they're coded on the CRE files). Changing the animation type might help (such as to BG2) but then you'd have to reorganise all your BAM sequences.
If walking sounds are indeed hardcoded in the .exe, someone who knows about hacking that would have to look at it (like Erephine, Ascension64 or Taimon, all of whom have been pretty scarce lately). But if you think you could figure it out, be my guest. The easiest way perhaps would be to remove the .exe sound references and/or externalise them to the .2da files. Ascension64 has already done something like this with his ToB Extender, maybe someone could get him to look at it.
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#3
Posted 03 July 2010 - 04:37 AM
The 2da file isn't helpful here, changing reference in the sound slot only adds another sound that is played additionally to the current walking sound and it's not played continuously but only from time to time.
Messing with exe is definitely beyond me. I'll have to check what sounds are associated to the bg1 5+3e animation slots.
W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
W_PackMule - Your own pack mule for Baldur's Gate 2/Tutu/BGT/CA, BGEE and BG2:EE
Psionics Unleashed - play as a Psion, mod for Baldur's Gate 2/Tutu/BGT/CA
#4
Posted 23 July 2010 - 03:34 AM
W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
W_PackMule - Your own pack mule for Baldur's Gate 2/Tutu/BGT/CA, BGEE and BG2:EE
Psionics Unleashed - play as a Psion, mod for Baldur's Gate 2/Tutu/BGT/CA
#5
Posted 23 July 2010 - 09:44 PM
Hmm, didn't think of that, but that's a possibility perhaps. What are the sounds called? I suppose it might be possible to replace what few IWD dragons there are (like... none?) with those sounds in their WALK 2da slots. Wouldn't matter much if it didn't match exactly with their footsteps, since it's such a big sound (though like I've said, I've never actually heard it with my own IWD animations...).Now I'm thinking about replacing sound files that are responsible for the "dragon stomps" with blank files.
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"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
#6
Posted 24 July 2010 - 12:48 AM
Edited by Kwiat_W, 24 July 2010 - 01:04 AM.
W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
W_PackMule - Your own pack mule for Baldur's Gate 2/Tutu/BGT/CA, BGEE and BG2:EE
Psionics Unleashed - play as a Psion, mod for Baldur's Gate 2/Tutu/BGT/CA
#7
Posted 22 August 2010 - 04:22 AM
What would be the preferred way of correcting this for IA?
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#8
Posted 23 August 2010 - 07:46 PM
Maybe it'd be best to have hardcoded sounds based on selection circle (creature size)? That way dragons would get dragon stomps, humanoid creatures would get regular-sounding footsteps. Then also have some means of overriding them, possibly via the existing WALK slot in 2da files and/or maybe an unused .cre sound slot (there are many of these after the biography). That way if you want your marilith to slither instead of clop around, you could override whatever's hardcoded (though in this case, you'd need to do it on your CRE file since the vanilla marilith shares a slot with the balor tanar'ri MTAN and you wouldn't want him slithering).I can confirm that all walking sounds are hard-coded. Additionally, they are animation dependent. Some use fixed animation sounds, while others use animation sounds depending on the terrain type indicated in the area search bitmap.
What would be the preferred way of correcting this for IA?
Is that doable with something like ToB Extender? I'm all for whatever's easiest, implementation-wise.
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"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
#9
Posted 23 September 2010 - 05:40 AM
http://www.shsforums...post__p__497469
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#10
Posted 23 September 2010 - 11:19 AM
Sweet. Next thing you'll tell me is you've managed to externalise the animation IDs themselves (or "internalise" them to actual functional versions of animate.ids and anisnd.ids) so we don't have to hack the .exe anymore .You can muck around with a completely externalised walk sounds by animation ID.
(Though I don't know if that would make it OS X compatible, since TobEx probably isn't either...)
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"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
#11
Posted 23 September 2010 - 07:46 PM
Because I haven't been able to get hold of the proper technical specs of how the EXE patching is done, let alone reversing the entire set of changes, supporting this is a bit far-reaching at the moment, but not impossible.
TobEx is definitely not Mac OSX compatible at this time. I am uncertain as to whether it ever will be. I personally have no experience in programming for Mac.
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Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
#12
Posted 24 September 2010 - 04:27 AM
Yeah. The selection circles are also hardcoded to slots.Externalising anim IDs is a lot more work because animation properties are hard-coded into specific classes in the EXE. I assume this is why certain animations slots can only be used for certain animation types with IA. (unless I'm wrong here)
I guess infinityanimations/documentation/devnotes.txt didn't help? There's not much detail, but from "Reference offsets in the executable" onward might help somewhat.Because I haven't been able to get hold of the proper technical specs of how the EXE patching is done
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"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
#13
Posted 24 September 2010 - 05:15 AM
There is a lot more to it than that. There are hard-coded limitations on what animations are static, how many parts an animation has (big monsters use 2x2 grid, dragons 3x3, etc.), number of orientations, and how BAM files are segregated for each animation. Probably more. This is what makes animations so complex.Yeah. The selection circles are also hardcoded to slots.
I am after exactly how they changed the code. A quick survey of the modified EXE reveals quite significant changes to the way animations are constructed, but I cannot get any detail at this time unless I reverse all the changed code.I guess infinityanimations/documentation/devnotes.txt didn't help? There's not much detail, but from "Reference offsets in the executable" onward might help somewhat.
Edited by Ascension64, 24 September 2010 - 05:17 AM.
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Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
#14
Posted 24 September 2010 - 05:42 AM
Yeah, all that too. If you launch the ia_referencepicker.exe and then open the reference chart it describes all the animation types in a fair amount of detail.There is a lot more to it than that. There are hard-coded limitations on what animations are static, how many parts an animation has (big monsters use 2x2 grid, dragons 3x3, etc.), number of orientations, and how BAM files are segregated for each animation. Probably more. This is what makes animations so complex.
Well only Erephine knows and she's been MIA for some time. All I can say is she used bsdiff and bspatch to generate the original patch but as to how she made the determinations for changing the .exe, I've no clue.I am after exactly how they changed the code. A quick survey of the modified EXE reveals quite significant changes to the way animations are constructed, but I cannot get any detail at this time unless I reverse all the changed code.
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"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