Jump to content


Tash

Member Since 12 Mar 2014
Offline Last Active Private

Posts I've Made

In Topic: GOG.com Sales

01 November 2015 - 04:07 AM

It's around Halloween, so this is worth mentioning, too:

 

They've finally got around to releasing an updated version of the original System Shock. Now, System Shock 2 is one of my all-time favorites, but it's one of the usual suspects and you've probably checked it out anyway. The original, on the other hand, used to be quite funky when it comes to running the game on modern systems. They've collected various unofficial patches from the community, worked on them, and released System Shock: Enhanced Edition. It's the same old classic, but without clunky controls (now you can mouse-look) and with higher res support (1024x768 + scaling filters). Plus, you don't need DOSbox anymore, so the game runs smoothly!

 

Is it a horror game? Yeah, I guess. But not that much more so than AD&D games filled with ghouls, ghasts, zombies and whatnot. It's action-oriented, but all the fun comes from interactive exploration, as well as immersion provided by crew-member audio logs and one of the best nemesis-type character concepts ever.

 

First, check out the classic intro and a little bit of gameplay.

 

Then take a look at some config advice.

 

I don't recommend installing any addons other than the virtual midi. There's one which matches the text logs with audio, but I don't think it's how it was intended to be.

 

Both System Shock and the sequel are often on sale, so this is just a heads-up.


In Topic: General discussion

04 October 2015 - 10:48 AM

What exactly was wrong with the restored soundsets? I'll be starting a BG2 playthrough sometime soon, so I might keep an eye (ear) on these things.

 

By the way, this:

SAY [offset] ~~ [resref]

means there are currently no subtitles for the restored lines, right?

 

I guess it's probably too much work finding the right strings (if they even exist) or using TRA. :P


In Topic: [Archived] Sounds of the Sword Coast

23 September 2015 - 01:27 PM

Here's version 2.5 Beta 3: download (if you want to check it out before the file uploader gets fixed).
 
EDIT: This is an updated beta version. I've corrected some soundsets including: Sarevok, Husam, Bjornin, Bartender, Winthrop, Innkeeper, Butler, Mr. Colquette, Doppleganger, Greater Doppleganger, Whelp, Nessie, Serving Wench, Oogie, Male Commoner and a couple more. I'm currently working on all the commoners, townsfolk, villagers, etc.
 
I've been tweaking soundsets, so take a look at some of the changes:
 

Aldeth: 1x SELECT_COMMON moved to SELECT_RARE.
Bartender: 1x SELECT_COMMON moved to SELECT_RARE.
Bjornin: changed INITIAL_MEETING.
Brage: a crazed laughter/crying as IDLE.
Butler (Mr. Colquette's): changed INITIAL_MEETING and SELECT_COMMON.
Cadderly: 1x new SELECT_RARE, restored DYING (repaired audio file thanks to Sam.).
Cow: restored DYING and corrected IDLE slots.
Commoner (Male): restored DAMAGE (string correction).
Davaeorn: restored MORALE, 1x new SELECT_COMMON.
Doppleganger: corrected BATTLE_CRY and SELECT_COMMON.
Dradeel: sighing as IDLE.
Drizzt: 1x SELECT_COMMON moved to SELECT_RARE.
Gellana: restored DAMAGE and DYING.
Gorion: revamped SELECT_COMMON slots and 1 moved to SELECT_RARE.
Ochre Jelly: completely restored the soundset.
Greater Basilisk: fixed a pop in DYING audio file.
Greywolf: restored MORALE.
Hobgoblin: attenuated the soundset, 1x new BATTLE_CRY.
Horse: restored DYING.
Hurgan: restored DAMAGE and DYING.
Husam: completely revamped to differentiate between the undercover and the revealed versions.
Innkeeper: 1x new SELECT_RARE.
Irlentree: 1x new SELECT_COMMON.
Krystin: restored MORALE.
Mulahey: restored MORALE.
Mr. Colquette: changed INITIAL_MEETING and SELECT_COMMON, removed IDLE.
Nimbul: restored MORALE.

Oogie: changed INITIAL_MEETING and SELECT_COMMON, removed IDLE.
Performer: changed INITIAL_MEETING, SELECT_COMMON and IDLE.
Priestess of Umberlee: changed BATTLE_CRY and SELECT_COMMON.
Sarevok: completely revamped to differentiate between the Duchal Palace and the final encounter versions, improved IDLE, restored 1 audio file.
Seagull: restored 2x IDLE.

Serving Wench: 2x new SELECT_COMMON, 1x new SELECT_RARE, 1x new IDLE.
Silke: restored SELECT_COMMON.
Slythe: restored MORALE.
Squirrel and rat: restored DAMAGE, DYING, SELECT_COMMON and IDLE.
Surgeon: restored DAMAGE and DYING.
Taerom: removed the dwarven BATTLE_CRY.
Tazok: completely revamped the soundset, 2x new IDLE.
Tranzig: a louder soundset, removed IDLE.
Volo: restored MORALE, 2x SELECT_COMMON moved to SELECT_RARE.
Winthrop: removed the inappropriate SELECT_RARE.
Watcher: restored SELECT_RARE.

Whelp: an additional IDLE.
Wyvern Baby: removed flapping from BATTLE_CRY.
Wolf: completely restored the soundset.
Dread Wolf: restored ATTACK.
Wolfwere & Werewolf: completely revamped to differentiate between types and species, restored howls upon transformation.

All the other monsters: restored or added IDLE sound effects whenever possible. Enjoy the cacophony.

Oh, and some modder notes:
- I couldn't get pitch variation and volume variation in dialog.tlk to work.
- volume variation in area ambients doesn't seem to work, either.
- pitch variation in area ambients works fine; a value of 4 gives good (subtle) results, anything higher will make your sounds funny.
- day/night ambient volume in area songs is a bit funky. 10 seems to be the minimum playback volume level.
- there are 2 slots for both day and night ambients in area songs: short (1) and extended (2). Normally, only the extended slot is chosen for playback. Perhaps the short one was intended to be played on weaker systems.


In Topic: [Archived] Sounds of the Sword Coast

20 September 2015 - 07:16 AM

OK, I'm done with NPC and monster soundsets. Just commoners, bartenders and noblemen left.

 

Here's the thing, though: now almost all monsters have random IDLE sound effects, and that equals to quite a cacophony in large battles or areas with bunched-up enemies... Personally, I like it, but I'm not sure if it isn't too much. For instance, Balduran's ship is like a spook show -- all those growls, mumbles and howls give you the creeps... and a headache.

 

There are a lot of problems with soundsets, but unlike BG2, I doubt they were cut -- more like classic slips and lack of scrutiny.

 

When it comes to the wolfweres, I've decided to divide them into the following groups:

Lesser Wolfwere - sound effects borrowed from Dire Wolf (not exactly the same!)

Wolfwere - Dread Wolf

Greater Wolfwere - Vampiric Wolf

 

I've revamped the werewolf soundsets completely, too, so that they have attack sounds, morale sounds (unlikely) and proper howls upon transformation.

 

As far as the cock's crow is concerned, the sound effect should begin around the time the player starts noticing gradual night->day lighting changes. It's played around three times (random) over 3-5 real minutes, with some pitch variance. So far, I've narrowed it down to these rural areas:

 

AR0400 Farmlands

AR1000 Ulgoth's Beard

AR1400 Fishing Village

AR2300 Friendly Arm

AR2600 Candlekeep

AR2626 Candlekeep Ch. 6

AR3300 Beregost

AR4000 Gullykin

AR4800 Nashkel

 

Which (other) areas should have it?

 

Also, would you mind hearing pigs grunting and squealing even though there aren't any pigs in the game?


In Topic: Any mods which restore corrupted THUNDER3.WAV in BG1:ToSC?

17 September 2015 - 04:27 AM

NumSamples in the ACM Header shouldn't be 0.  Mathematically I would have thought it should be 40144, but acmtool gives a warning about having to add filler_samples.  Using 35328 instead results in that warning not being given.  In either case, I think the decoded file is audibly the same.

Ok, I didn't look at the ACM header. Yep, you've fixed it, all right! The value of 40144 works just fine and results in a nice and clean sound. 35328, however, crashes PSgui (it still decodes the file) and produces an audible pop at the end of the audio file.

 

Thanks! :new_thumbs: