SneaksieDave on 18/6/2005 at 04:35
Was he? I don't remember it. I think it was 'Vile' or something?
Bumbleson on 18/6/2005 at 07:53
I believe we talk of different persons ;)
Crispy on 19/6/2005 at 11:05
Well, modifying the EXE is definitely possible, but I don't envy the person who takes up the task. Disassemblers are painful to work with. :p
I wonder what's different about the assassins' voice sounds. Surely they didn't make it compiled-in; that would just be shoddy. And if it's not compiled in, then we can (in theory) change it...
New Horizon on 19/6/2005 at 13:26
Quote Posted by Crispy
Well, modifying the EXE is definitely possible, but I don't envy the person who takes up the task. Disassemblers are painful to work with. :p
I wonder what's different about the assassins' voice sounds. Surely they didn't make it compiled-in; that would just be shoddy. And if it's not compiled in, then we can (in theory) change it...
One thing that would be very useful, if someone disassembled the exe, is the ability to add new "conditions and actions" in the trigger scripts manager....oh, and to put the code back in to allow footsteps while crouched.
rujuro on 19/6/2005 at 20:49
I'm sure the assassin voices can be altered, just probably have to change the schemas. Although to distribute it you might need to distribute the schema metafiles as well at that point.
Bumbleson on 19/6/2005 at 22:41
There's a property named "IsTelepathic". Has anybody tried what happens when this is changed to "false"?
Crispy on 21/6/2005 at 09:51
I think Bumbleson wins the award for posting the most obvious solution to a problem ever. :rolleyes:
That's assuming it works, of course...
I can't actually try it out myself because my sound schemas died and I haven't got around to reinstalling yet. Can someone with working sound please do a quick check? :) It's AIBark->IsTelepathic (or AIBark->bIsTelepathic, I forget) in case you don't want to hunt around in the properties dialogs for the correct category.
Bumbleson on 21/6/2005 at 15:17
Ok, tried it in a map with one room and one assassin. The only change seems to be that his voice fades earlier when his distance to the player grows (about twice as fast). But it still has no direction, so you can't locate him by his babble. There must be something else that gives a voice direction. I checked the schema files, but the only major difference between those of an assassin and those of a normal peasant is that most of the assassins's schemas have a line "volume -6,-6....." while the peasant has "volume 0,0....", and I doubt that this is it.
And of course the voice still sounds telepathic ;)
Jadon on 22/6/2005 at 00:48
uh... is the sound being played as 2d or 3d? Whenever Garrett has a voice over, the scripts that control playing the sound file tell it to be 2d so that could be what the problem is.
Bumbleson on 23/6/2005 at 23:14
Garrett's voice overs are played by trigger scripts, but the normal AI voices are defined in the schema files. The speech to be played is selected by the AI code directly. I don't know if there's a property somewhere that defines whether an AI voice is 2D or 3D. If it exists I haven't found it yet.