Poll

we want

that
62 (52.1%)
not that
25 (21%)
more beats
32 (26.9%)

Total Members Voted: 118

Voting closed: July 14, 2014, 09:34:52 pm

Author Topic: NEW VOICECOMMANDS, V2 - Preview (Poll inside)  (Read 5340 times)

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Offline Kampfkarotte

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Re: NEW VOICECOMMANDS, V2 - Preview (Poll inside)
« Reply #60 on: July 15, 2014, 03:44:46 pm »
0
Porthos I downloaded the sounds and replaced the newer ones in the Sound folder by them, then I started the game, but there are still the new sounds.
Any ideas?

Offline F i n

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Re: NEW VOICECOMMANDS, V2 - Preview (Poll inside)
« Reply #61 on: July 15, 2014, 04:08:14 pm »
+5
To revert the new changes completely, you'd have to stick to the old naming-scheme.

There's more files / command, which are chosen randomly, so you'd have to copy each command 3 times, and naming them.

For example:

Old:

"vc_1_attacking_attacking"

New:

"vc_1_attacking_attacking1"
"vc_1_attacking_attacking2"
"vc_1_attacking_attacking3"

It's important that you replace all 3 commands, not just one - because obviously it would still play the other two.





If you browse to the crpg/sound folder, you'll see the actual names. Stick to those when you rename the old ones.

The code refers to the new filenames, which i had to extend because of more files total.



Anyway - good luck. I'd provide a "hotfix" myself if i had more time for that.
« Last Edit: July 15, 2014, 04:20:58 pm by Finuad »
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Offline F i n

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Re: NEW VOICECOMMANDS, V2 - Preview (Poll inside)
« Reply #62 on: July 15, 2014, 04:24:42 pm »
+2
Hang in there... I'm trying to provide an optional patch to v1.
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Offline Turkhammer

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Re: NEW VOICECOMMANDS, V2 - Preview (Poll inside)
« Reply #63 on: July 15, 2014, 04:43:33 pm »
+2
Voice sound too much like college students trying to voice act.  Good for a comic book atmosphere for the mod if that's what the devs are going for.  Who would actually say the word roar when they screamed a battle cry?

Offline F i n

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Re: NEW VOICECOMMANDS, V2 - Preview (Poll inside)
« Reply #64 on: July 15, 2014, 04:47:01 pm »
+4
How to restore Voicecommands to V1 / native / V2:


To Restore V1:

  • Exe the launcher and Repair CRPG.
  • Download the old Soundfiles and put them into your crpg/sounds folder (replace the old ones if asked).
  • Download the sounds.txt and replace the sounds.txt in your crpg main folder


Old Soundfiles:
https://dl.dropboxusercontent.com/u/14065016/Back%20to%20V1/Crpg-VC-V1.rar

Sounds.txt:
https://dl.dropboxusercontent.com/u/14065016/Back%20to%20V1/sounds.txt



To re-revert to V2, just repair C-rpg again.


If you want to go back to the native sounds
, follow this link:

http://forum.melee.org/general-discussion/restored-sounds/

You still have to replace the sounds.txt (link above) after you followed Rhekimos' instructions.


I highly recommend repairing your crpg folder BEFORE you do one of those fixes.



Fin



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Offline F i n

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Re: NEW VOICECOMMANDS, V2 - Preview (Poll inside)
« Reply #65 on: July 15, 2014, 04:48:44 pm »
0
Voice sound too much like college students trying to voice act.  Good for a comic book atmosphere for the mod if that's what the devs are going for.  Who would actually say the word roar when they screamed a battle cry?

We're having some problems with the frequency pitch. The sounds are played too "high". Which makes them smurfish and kills a lot of the immersion. V2 was there to provide a more serious approach. If that's not serious enough for some of you, record your own.

We can't provide different versions for every single player's taste.
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Offline Kampfkarotte

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Re: NEW VOICECOMMANDS, V2 - Preview (Poll inside)
« Reply #66 on: July 15, 2014, 06:39:51 pm »
0
Thanks a lot fin, it works. Roaaaaaar!!

Offline Turkhammer

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Re: NEW VOICECOMMANDS, V2 - Preview (Poll inside)
« Reply #67 on: July 15, 2014, 11:53:31 pm »
0
If that's not serious enough for some of you, record your own.



No need to.  I can just restore Native sounds.  Thanks for the procedure for that.

Offline bilwit

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Re: NEW VOICECOMMANDS, V2 - Preview (Poll inside)
« Reply #68 on: July 17, 2014, 03:32:47 am »
+1
We're having some problems with the frequency pitch. The sounds are played too "high". Which makes them smurfish and kills a lot of the immersion. V2 was there to provide a more serious approach. If that's not serious enough for some of you, record your own.

We can't provide different versions for every single player's taste.

Or you can just leave the native voices alone and keep the M:BG crap to M:BG instead of mandating it as the default sounds over everyone who plays cRPG. Thanks.
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Offline San

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Re: NEW VOICECOMMANDS, V2 - Preview (Poll inside)
« Reply #69 on: July 17, 2014, 03:36:47 am »
0
I like a mix of heavy and light voices. Is it possible to have some of the commands that sound the same be replaced with some native ones?

Offline Angantyr

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Re: NEW VOICECOMMANDS, V2 - Preview (Poll inside)
« Reply #70 on: July 17, 2014, 01:22:40 pm »
+3
Thank you for your time, Fin, really. It's nice to have all the missing commands for both male and female and we won't have to hear the same dying sounds we've listened to since 2009 and some of the sounds even since MB. The game suddenly drives me less insane, in this respect.

Some honest criticism of your sound pack, though.

Despite a lot better after adjusting I still think I preferred that v1 male voices with the arbitrary British accent, which both fitted the Medieval theme better aswell as the cRPG atmosphere of semi-sillyness.
But the v2 sound more stringent and orderly now, as the male and female voices fit each other pretty well.
But as someone wrote it seems as if you had less fun this time around, perhaps due to some of the reception V1 got, and despite you trying to make it 'more serious' this time I think it affects the soul of the recordings, adversely.

Two things irks me the most as I play. The whistling is very weak, could really use some more power or effort (original one was really good, imo) as it feels unfulfilling when you do it, and I feel the same about the warcries. The QQVs really need aforementioned soul, and though I know it was suggested here I don't like the 'fuck you' and 'go to hell' much, the acting or recording lacks conviction, like trying to make a line with a normal voice sound like a shout, and really I don't think those are very funny nor very 'Medieval' things to yell, and it breaks the immersion without even adding to the charm or humour of the mod.

I've always found that Shakespearian English (thy, thine, thou, hath, hast etc.) goes well with Medieval themed games that don' take themselves too seriously. I would suggest this for Melee aswell, just look at the hilarious Bayeux Tapestry cRPG comics.
I know from shared voice spamming in-game that you're a funny guy with my kind of humour, I'm sure you could make some great warcries that would lighten us all up, for example drawing inspiration from Shakespearian slurs, like here on the Shakespearan Insulter Generator .


Thou mewling spur-galled vassal!
Thou fobbing fen-sucked malcontent!
Thou unmuzzled beetle-headed bladder!
Thou burly-boned beef-witted scut!
Thou roguish full-gorged malt-worm!
etc.

(click to show/hide)



« Last Edit: July 17, 2014, 04:24:05 pm by Angantyr »

Offline F i n

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Re: NEW VOICECOMMANDS, V2 - Preview (Poll inside)
« Reply #71 on: July 17, 2014, 03:08:50 pm »
+2
I like the insult generator :D.


Changing the male ones is possible. I will look into it asa i've got some time.

This thing is still a WIP - but it's pretty much a trial and error thing. I need the communities' help to adjust the voices, for i am not a good judge when it comes to my own voice - hence can't do it alone.

I'm not a professional voice-actor. So please excuse me if the voice doesn't always fit your vision of the game - it's really hard to actually voice ACT - however, finding a professional voice would be too expensive - so i'm just trying to contribute the best way i can.

And that's why i'm thankful for comments like yours Angantyr - they actually help a lot.



Those however:

Or you can just leave the native voices alone and keep the M:BG crap to M:BG instead of mandating it as the default sounds over everyone who plays cRPG. Thanks.

don't.

You can use the native voices. But the idea of c-rpg, is to still change, improve and develop. Cus we all care about this mod. Only in this case (voicecommands) you can actually choose the VC you prefer.

You are neither paying for this mod, nor are you contributing.

So you might want to stop being anti our effort, and just restore the sounds you prefer.

And if you want to contribute, don't state false facts but share your ideas of how to improve it.

See it as a chance to actually CHANGE something yourself. I'm open to suggestions and opinions - but not if they're brought to me with disrespect.

Thanks.



On a side note:

This has nothing to do with melee battlegrounds. I'm responsible for MB:G music, not Voiceacting...

This (Voicecommands) is just a c-rpg player, spending a shitload of time into trying to improve the game experience.
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Offline Herezy92

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Re: NEW VOICECOMMANDS, V2 - Preview (Poll inside)
« Reply #72 on: July 17, 2014, 03:38:46 pm »
0
As far as i know, some guys of the cRPG community have awesome voices.
Such voices would be great for the mod. (diversity, accent, etc...)

I wish one day i would hear an ingame character screaming with the cymro's voice. So every time i hear it, i could say "shut up Cymro":lol:

Offline bilwit

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Re: NEW VOICECOMMANDS, V2 - Preview (Poll inside)
« Reply #73 on: July 17, 2014, 05:05:43 pm »
-1
It's just hilarious when you act all high and mighty and say dumb shit like this:

If that's not serious enough for some of you, record your own.

We can't provide different versions for every single player's taste.

As if anyone asked for these. If that's the case then it's completely backwards ass logic in that you can just release this as an optional MOD for cRPG and keep the default ones instead of the other way around.
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Offline F i n

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Re: NEW VOICECOMMANDS, V2 - Preview (Poll inside)
« Reply #74 on: July 17, 2014, 06:40:33 pm »
0
So what you're saying is, that every patch should be optional, in case ppl don't like it.

Now that makes sense.



@ San: what do you mean? That there's different styles chosen randomly during the round / as in the same for every player, or that there's different "sets" to choose from? Because the latter is something we're thinking of.
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