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Combat Engine Voice Clips
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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5130 Location: Space is disease and danger, wrapped in darkness and silence!
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Given the number of files we will need it would be good to further break down the filing system online. We have it with the current audio online being for the combat engine and a trailer. After that it breaks down by race only. It might be nice to first set up some structure for subcategories of combat and give some examples of what is needed in each. Does anyone have the time to do this and pass it by cdwolfe?
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11 Dec 2008, 21:20 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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I've finished going through the 900+ voice files from Starfleet Command 2 and have found 573 of them that would be of use as inspiration for our voice actors. The voices are virtually all combat oriented and are for the eight playable races in that game - most of which are NOT going to be present in Supremacy or BOTE. But they're still good inspiration. The different races are: The United Federation of Planets The Klingon Empire The Romulan Star Empire The Gorn Confederacy The Lyrans (Semi-canon, they are a cat-like race and were the original inspiration for the canon K'tarians) The Hydran Kingdoms (Semi-canon, huge, purple, three-armed things that have frightfully English accents) The Mirak Star League (Hunters that love missiles. Lots and lots of missiles) The Interstellar Concordion (A TOS equivalent to the Dominion, they were brought to the Galaxy by the Organians to "pacify" the other races) The files are in .wav format @ 88kb/s, totalling 9.39mb. Download
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us."
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12 Dec 2008, 17:51 |
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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5130 Location: Space is disease and danger, wrapped in darkness and silence!
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Thanks. This helps a lot
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12 Dec 2008, 19:20 |
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Stegrex
Cadet
Joined: 26 Mar 2008, 03:45 Posts: 69
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So this is a directory system I made based on the original BOTF voice files, I haven't spent much time looking at the sound effects or music files. In BOTF all the .wav files were in a single directory and numbered 0.wav all the way to 1363.wav. Needless to say this makes it hard to identify files if you are trying to find a voice for a specific race or a specific voice category (such as diplomacy or combat).
I use the Cardassians as an example of the way I am putting the files into different directories (its also the only race I have done so far).
\Main Menu\ .. \Cardassian\Empire Selection\ \Cardassian\Diplomatic Intros\ \Cardassian\Interface\ \Cardassian\Empire Event\ \Cardassian\Combat\Voice 1\ \Cardassian\Combat\Voice 2\ \Cardassian\Combat\Voice 3\ \Cardassian\Combat\Voice 4\
Below is a list of the voice files that are actually in the Cardassian directories I made using this system (after also renaming the files from numbers to what is actually said, in case those lines are useful for voice actors or game planners). Also, a note on the diplomatic intros, the major races all have the same introduction to the player, unlike Minor Races, which all have different descriptions depending on the player's race, so it would not make much since to put those files into a major races' \Diplomatic Intros\ folder. A separate general game directory, such as \Major Race Greetings\ would probably be where I would put the major race greetings, but I will wait for the thoughts of others on that.
Another note, the in game interface voice (\Interface\), which sounded liked a CPU/computer voice, would indicate when a new colony was founded, but then a separate regular voice for whatever race you were playing would also indicate you colonized a planet. I put this extra file into its own directory (\Empire Event\) since I didn't know where to put it.
Thoughts? Questions?
\Cardassian\Empire Selection\
The Cardassian Union.wav
\Cardassian\Diplomatic Intros\
*Major Races General Greetings* *Minor Races Specific Description*
\Cardassian\Interface\
A Treaty Has Been Broken.wav Acknowledged.wav All Commanders Have Opened Hailing Frequencies.wav All Forces Have Retreated From Combat.wav All Taskforces Have Disengaged.wav An Alien Culture Has Been Discovered.wav Colonization In Progress.wav Course Laid In For Wormhole.wav Demolition Confirmed.wav Loading Game.wav Our Enemies Have Retreated.wav Our Forces Have Been Defeated.wav Our Forces Have Defeated The Enemy.wav Our Forces Have Retreated.wav Our Taskforce Has Been Destroyed.wav Outpost Constructed.wav Outpost Construction Confirmed.wav Planetary Assault Confirmed.wav Purchase Confirmed.wav Saving Game.wav Scrap Order Confirmed.wav Select a Planet to Terraform.wav Select Target.wav Selection Confirmed.wav Starbase Completed.wav Starbase Construction Confirmed.wav Taskforce Will Avoid Engagements.wav Taskforce Will Begin Raiding As Ordered.wav Taskforce Will Engage Hostile Vessels.wav Taskforce Will Intercept Targets Within Range.wav Terraform Order Confirmed.wav Terraforming Completed.wav There Is News From Intelligence.wav Time Has Expired.wav Training Will Begin As Ordered.wav Treaty Will Be Accepted.wav Treaty Will Be Broken.wav Treaty Will Be Rejected.wav Treaty Will Be Submitted.wav Upgrade Confirmed.wav War Has Been Declared.wav War Will Be Declared.wav We Have Recieved Diplomatic News.wav
\Cardassian\Empire Event\
We claim this system in the name of Cardassia.wav
\Cardassian\Combat\Voice 1\
Acknowledged.wav Ahhh.wav All hands secure sir.wav Aye sir, hailing frequencies open.wav Aye sir.wav Better luck next time.wav Fire.wav Firing torpedos.wav Helm, evasive action.wav Hmm, missed.wav I respectfully suggest we try hailing sir.wav It seems they aren't here to fight.wav Readings from the crystal indicate a power far beyond ours.wav Readings indicate it is very well armed for its size.wav Remember us comrades, helm, ramming speed.wav Shields failing, we're taking hull damage.wav Shields holding.wav Their shields are down.wav They missed.wav They vanished.wav They're fleeing, why.wav They're hailing, should we respond.wav They're tougher than we thought.wav Uhh, it seems to be alive sir.wav Understood 2.wav Understood.wav Very well, who's our target.wav Victory is ours.wav We escaped, this time.wav We got em, target destroyed.wav We'll do our best.wav We're under fire.wav We've driven them off.wav Where did they come from.wav With all due respect, we can't fight that thing, its bigger than a starbase.wav Yes sir, withdrawing at once.wav Yes sir.wav
Cardassian\Combat\Voice 2\
A concentrated strike is our best chance.wav A vessel that size cannot be a threat.wav Acknowledged 2.wav Acknowledged 3.wav Acknowledged, they will never find us.wav Acknowledged.wav Ahead full, brace for impact.wav Ahh, get me weapons lock you idiots.wav Ahhh 2.wav Ahhh.wav And who is our target.wav Another dead fool, keep trying you insects.wav Another time perhaps.wav At last, lock weapons.wav Aye sir 2.wav Aye sir.wav Battlestations, that crystal is heading right for us.wav Cloaking, keeps those weapons locked on.wav Come back soon.wav Confirmed, I do hope they don't surrender.wav Damage report, keep those weapons charged.wav Evasive action.wav Felt that, didn't you.wav Fools, when will they learn.wav Full manuevering thrusters, evasive action.wav Get me a targeting solution, now.wav Get me more shield power, now.wav Got to close didn't you.wav Ha, too easy.wav He's considering retreat right about now, I wager.wav Helm, maximum manuever power, we may have our hands full.wav Here they come.wav Huh, a request for mercy, I love those.wav If they want to live they'll respond, if not, well...wav It's over already, pity, all hands stand down.wav Let's see if they want to live today.wav Missed, quick little fellow aren't you.wav More shield power ensign, it's raining torpedos out there.wav No more fighting today, prepare for warp.wav Now that's a starship.wav Now.wav One less gnat to bother us.wav Prepare to fire as soon as it enters optimum range.wav Ready to fire, who's the target.wav Retreating at maximum warp, sir.wav Set weapons to wide area dispersal.wav Shields are holding of course.wav Simple enough to out manuever it.wav Stand down form battlestations.wav Stay alert, they'll be back.wav They don't seem to want to fight after all.wav They have abandoned the sector, how curtious.wav They're cloaking, sensors at full.wav They're in range, fire torpedos.wav They're retreating, I expected as much.wav They're retreating, request permission to persue.wav This could prove to be quite a challenge.wav Torpedos away.wav Understood 2.wav Understood.wav Warships decloaking, fire at will.wav We will control this sector, by force if necessary, battlestations.wav We will meet again.wav We'll be ready when they return.wav We'll finish this soon.wav We're just getting started, you and I.wav Weapons ready, who are we hunting.wav What in hell is it, fire control get me weapons lock.wav What's the matter, not a big enough target for you.wav Which squadron shall we destroy.wav Yes sir 2.wav Yes sir 3.wav Yes sir.wav You'll have to do better than that.wav
\Cardassian\Combat\Voice 3\
A creature this large may be difficult to destroy, but targeting will be simple enough.wav Acknowledged.wav Ahhh.wav All clear, commence scanner sweep for survivors.wav Aye sir.wav Cloak order confirmed.wav Decloaking.wav Enemy is disengaging, again.wav Enemy ships are decloaking, lock weapons.wav Fire.wav Goodwork helmsman.wav Ha, one more volley should finish them.wav Helm full about, maximum warp.wav Helm, evasive action, random pattern.wav Hmf, pathetic.wav I expect a swift kill.wav If they do not respond, open fire.wav It poses no serious threat, torpedos armed.wav It will be difficult to find a weakness.wav Lower shields and engage cloaking device.wav Powering down weapons, this fight is over.wav Shields are stable.wav Shields collapsing, damage report.wav So, you wish to play the stealth game.wav Strike group under attack.wav They choose not to fight, their mistake.wav They have abandoned pursuit.wav They have escaped.wav This will be a challenge.wav Those shields won't hold forever.wav Torpedos launched.wav Torpedos ready, targeting key structural junctions.wav Torpedos ready, who dies.wav Unbelievable, not a single impact.wav Understood.wav Underway.wav We will not die alone.wav We're disengaging for now.wav Which shall we target first.wav Yes sir.wav
\Cardassian\Combat\Voice 4\
Acknowledged.wav Ahhh.wav As you say.wav Aye sir.wav Channel open, let us see if they take the bait.wav Damage report.wav dir.txt Disable it if possible, it may be useful.wav Evasive action, keep us moving.wav Every lifeform has a weakness, even this crystal.wav Farewell, perhaps another time.wav Fire torpedos.wav Fire.wav Greetings, prepare to die.wav Ha, they fell for it.wav Hmm, this thing should provide an intersting exercise, no more.wav How subtle, all hands brace for impact.wav I am disappointed.wav I smell blood.wav Incoming fire, steady at the helm.wav Mhahah, farewell my enemy, we shall return shortly.wav Next time they will not escape so easily.wav Now we have them, get me a targeting solution.wav Our enemies could not face us.wav See you soon.wav Shields holding.wav That thing shows any sign of resistance, destroy it.wav The price of resistance.wav Their shields cannot hold forever.wav They are cloaked, stay alert.wav They ask for mercy, have we any to spare.wav They missed, ha, we will not be so kind.wav They will find us again, we must have reinforcements.wav This creature's energy readings are impressive.wav Understood.wav We have them.wav We will meet again.wav We will return in greater strength.wav We'll meet again.wav Weak fools, I almost pity them.wav Where shall we strike.wav Whom shall we destroy.wav Yes sir.wav
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13 Dec 2008, 00:07 |
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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5130 Location: Space is disease and danger, wrapped in darkness and silence!
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Thanks Stegrex, I love it when someone does so much work on content 4 the game. Here is a little background on what had come before.This is our old SharePoint. I had listened to the game to see what king of voice comments came up. Mike had used a few items from here in Supremacy. For the combat engine specifically I was wondering if we needed to break down the kind of comment further. Cdrwolfe may want to have a file full of say Cardassian phrase about shields being hit and then one about hull damage and another about taking a defensive formation and on and on. It may be that the game engine can pull up the correct comment based on what is happening in combat? If that is the case then pulling a random file out of the Cardassian shield file is what we need. That file would be full of shield status reports in a Cardassian voice. This would give us variety. Would that help you Mr. cdrwolfe?
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13 Dec 2008, 02:51 |
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Stegrex
Cadet
Joined: 26 Mar 2008, 03:45 Posts: 69
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Ah, that seems obvious to me now that you actually point it out. Hehe. I think I can rearrange it so that the combat is sliced up even more than it is now so that it is grouped by the files that get triggered by the same event in the combat engine.
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13 Dec 2008, 04:08 |
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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5130 Location: Space is disease and danger, wrapped in darkness and silence!
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If cdrwolfe confirms that is what is needed we can have MOE set up the file folders for us in Audio.
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13 Dec 2008, 04:17 |
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Stegrex
Cadet
Joined: 26 Mar 2008, 03:45 Posts: 69
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Here are events from BOTF combat that more or less triggered a voice response. Of course, some responses worked for more than event and could be recycled.
*Initial Combat Assessment Upon Entering Combat Engine* *Ship or Group Selected* *General Order Confirmed* *Attack Order Selected* *Attack Order Confirmed* *Firing Beam Weapons* *Firing Torpedos* *Ship Hit* *Shields Holding* *Shields Down* *Hull Damaged* *Ship Destroyed* *Cloak Ship* *Target Destroyed* *Target Hit* *Missed Target* *Target Shields Holding* *Target Shields Down* *Target Hull Damaged* *Target Decloaking* *Target Cloaked* *Hail order Confirmed* *All Ships Hailed* *Target Ship Hailed* *Hailed Retreating Vessel* *Retreat Order Confirmed* *Retreat Successful* *Evade Order Confirmed* *Evasion Successful* *Ram Order Confirmed* *Enemy Defeated* *Enemy Retreated*
In terms of making voices, knowing all the events that trigger a voice file is probably the most useful thing as it provides context for the response. I think the reason all the voice files in BOTF are in one directory and simply numbered is because some voices can be triggered by multiple events and would be duplicated in subfolders, so its not really worth it to make different subfolders for voices outside of the general ones like combat, interface, diplomacy, etc. I imagine cdrwolfe does not yet know all the programming events he will want to trigger a voice response until the engine is more or less finished, which means that a full set of responses cannot even be made until he knows what those events are, outside of the basic ones already recorded.
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15 Dec 2008, 19:34 |
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cdrwolfe
Combat Engineer
Joined: 18 Jul 2005, 01:00 Posts: 1001
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Above is a nice list, though given the size the list i drew up earlier should cover a lot of what is needed for this early stage.
Regards Wolfe
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15 Dec 2008, 21:44 |
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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5130 Location: Space is disease and danger, wrapped in darkness and silence!
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Based on what we have done so far I would then suggest these subfolders for combat engine voice clips. The names of the folder are intended to suggest the nature of the wording but not the specific words used in a one, two or at most three word statements.
1. Attack (for attach formation, attach order, fire weapons...)
2. Disngage / Defend / Patrol (for withdraw, patrol, defend....)
3. Damage / Destruction (For ship or station lost, damage reports, Shield degredation.....)
If there is no objection from cdrwolfe, or anyone else that has a vote, we can ask MOE to be so kind as to set them up in Audio / Voices / all the major races.
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Last edited by Kenneth_of_Borg on 29 Dec 2008, 15:55, edited 2 times in total.
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16 Dec 2008, 02:31 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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I can do that easily enough. Just give the word, Wolfe.
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us."
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16 Dec 2008, 11:23 |
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cdrwolfe
Combat Engineer
Joined: 18 Jul 2005, 01:00 Posts: 1001
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Assuming sharepoint is dead for now, i guess this is the best place for em , Make it so MOE. Regards Wolfe
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16 Dec 2008, 12:32 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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Ok, i've added all of the folders that you've asked for, Kenneth. I got a wierd error mesage when I added the last container though so i'm gonna have to ask Jig about it.
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us."
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16 Dec 2008, 14:05 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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hm, sounds like joomla broke the second you added the last container. strange..
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16 Dec 2008, 17:25 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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Based on what Jig has told me, a hacker deleted the files right in the middle of me adding the last folder. The error message that I received only flashed up briefly before the page refreshed so I didn't have a chance to record it, but it said something along the lines of "Backwardness does not exist". Apparently "backwardness" is the name of one of the folders in the server directory - so if the server directory is gone, so are the files on the server.
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us."
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16 Dec 2008, 23:55 |
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cdrwolfe
Combat Engineer
Joined: 18 Jul 2005, 01:00 Posts: 1001
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Doubt it was a hacker probably just a coincidance.
Bad luck that Joomla crashed and kiled everything.
Regards Wolfe
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17 Dec 2008, 00:11 |
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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5130 Location: Space is disease and danger, wrapped in darkness and silence!
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On SharePoint under Shared Documents / Sound Recordings / you can now select a major race and find a subfolder for race combat that is further subdivided into seven categories like shield or hull damage and charge power weapons and... If you have or want to make recordings please upload. If you do not have access please link to your recordings so someone else can upload or convince Mike that you can be trued to log in.
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23 Dec 2008, 16:06 |
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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5130 Location: Space is disease and danger, wrapped in darkness and silence!
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I have uploaded combat voice clips into the new Romulan folders on SharePoint, see above. They are now all in wave. You can listen to them but I hope you will come up with some new wording.
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28 Dec 2008, 15:53 |
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bestfighter
Crewman
Joined: 20 Aug 2010, 01:16 Posts: 1
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Is it easy to know about combat? I really want to know about it.
_________________combat knives
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20 Aug 2010, 01:17 |
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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5130 Location: Space is disease and danger, wrapped in darkness and silence!
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Welcome bestfighter MOE, would you take this one please. I am on the road and late for a night shoot in downtown LA.
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20 Aug 2010, 04:15 |
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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5130 Location: Space is disease and danger, wrapped in darkness and silence!
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Sorry about the delay. (It was an all night shoot at LA Center Studios so I am a bit tired.) We had a combat engine under development but turned out is would not work when we made transition from XP to Windows Vista and 7. For now combat will run without a 3D combat engine. We have a lot of ship models and are building and planing new versions of what we have. This will only be seen as 2D images on the UI for now. Combat vice clips are still welcome. We want to use them when the time comes but for now it delayed pending a combat engine.
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20 Aug 2010, 19:46 |
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