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 Combat Engine Voice Clips 
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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. :wink:

Does anyone have the time to do this and pass it by cdwolfe? :borg:

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11 Dec 2008, 21:20
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Evil Romulan Overlord of Evil - Now 100% Faster!
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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

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12 Dec 2008, 17:51
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Thanks. This helps a lot :borg:

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12 Dec 2008, 19:20
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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


13 Dec 2008, 00:07
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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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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.


13 Dec 2008, 04:08
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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. :borg:

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13 Dec 2008, 04:17
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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.


15 Dec 2008, 19:34
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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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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.



16 Dec 2008, 02:31
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Evil Romulan Overlord of Evil - Now 100% Faster!
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I can do that easily enough. Just give the word, Wolfe.

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16 Dec 2008, 11:23
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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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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.

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16 Dec 2008, 14:05
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hm, sounds like joomla broke the second you added the last container. strange..


16 Dec 2008, 17:25
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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. :(

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16 Dec 2008, 23:55
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Doubt it was a hacker probably just a coincidance.

Bad luck that Joomla crashed and kiled everything.

Regards Wolfe


17 Dec 2008, 00:11
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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.

:borg:

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23 Dec 2008, 16:06
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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. :borg:

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28 Dec 2008, 15:53
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Is it easy to know about combat? I really want to know about it.

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20 Aug 2010, 01:17
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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.
:borg:

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20 Aug 2010, 04:15
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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.
:borg:

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20 Aug 2010, 19:46
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