Please ask your basic (newbie) questions in here. - by scumble
Bardic on 24/4/2007 at 16:47
If you go up a few posts, jtr7 (and some others?) are working on a Thief Encyclopedia. They may have all the text documents and it sounds like they are going through all the audio files also. Not sure if they are converting them to text or just grabbing certain words from them.
It would kick it to a new page, wouldn't it. On the previous page, up a few posts from yours...
Tiens on 26/4/2007 at 05:09
Quote Posted by all
Hi. I was wondering where I can find a list of all speech and coments for TDS, if such a list existed.
Look into the Editor's menu "Veiw" - "Conversations". It's Conversation browser with all the conversations and objectives...
jtr7 on 26/4/2007 at 06:16
None such exists... yet. Although there are fine contributions out there and you can see all 20000+ of them if you use SoundDrone.
We're working on the complete texts and transcriptions for posterity's sake. It's gonna take years, but we've never stopped working at it (except for those Real Life interruptions and neurological meltdowns from dwelling too long on it).:p :sweat:
Blood Dragon, 242, and others I can't think of right now to credit (SORRY!) have contributed in other threads.
Bardic on 26/4/2007 at 06:27
Have you tried running them all through a speech to text program? Might not be perfect, but it should get the main points.
jtr7 on 26/4/2007 at 07:17
Hey, Bardic. I didn't see your previous post, but I, along with spix's circlet, are two of the primaries working on the Thief Encyclopaedia. I was hoping I could copy and paste the texts right off the SoundDrone screen, but I'm gonna have to go through the *.sch's one at a time. Heh, all 15000 of those.
And Tiens, what's with the :rolleyes: ? This is a N00b Questions forum?:)
imperialreign on 28/4/2007 at 14:29
Stumped here . . . how do you get torchguards to work properly? I've tried looking at how they were done in the game levels, and I've had everything set up the same - proper torch attachment, AI movement model, scripts . . . but in-game the torch won't go out if you shoot the guard with a water arrow, nor will it go out if you kill the guard. What am I missing?
imperialreign on 28/4/2007 at 23:29
I see now the one thing I was missing . . . never would've thought of that! Thanks!
jtr7 on 21/5/2007 at 03:27
So, more questions. The reasons for the questions will be made clear in time.
Is there an EFFICIENT way to use T3Ed for the following:
To determine when, where, and how all the Deadly Shadows characters "speak" in the game, especially in conversations or other instances where the player's proximity alone triggers the voice-files?:)
In other words (which escape me)--can I, say, open a window to see all such instances? Grouped in a tree, or something?
My colleague and I would like to avoid playing through the game over and over JUST to map out the conversations. We would like to know when (which DAY), where (which district, which street or building, what floor, etc.), how (caused by player proximity, or previous action, especially if the action happened a previous DAY).:sweat:
If there are any OTHER ways to do this, I'm all eyes...(I am only reading, after all). Otherwise, we may just have to play through a hundred times. We would have to play different utilizing different styles, difficulty settings, and make different approaches to meet the objectives. And we would have to avoid immersion, 'cause we'd forget our real mission: to find the hows, whys, and whens of the conversations.:sweat:
Judith on 21/5/2007 at 08:06
As far as i remember, the answer to your question is: hmmmm... You can see the how the conversations were triggered in the game by browsing through the triggerscripts (I'm not sure exactly where it is, but it must be there). If you want your some game conversations in your fm, you're limited to one of the maps - you must choose conversation package name in your level properties (for more details see the tutorial included in editor package).
I believe that some of us tried to make their own conversations based on this system, but failed in their effort. It's "easier" to make and import your own sounds, and then make your characters play proper animations at certain points, as they're talking. I said "easier", because it requires many custom scripts, which is "a bit" time-consuming...
But it works! :cheeky: