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Thread: Mute general's speach.

  1. #1
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Mute general's speach.

    The title says it all. From a point on when battles start my general's move like they talk -as ussual- but no sound comes from their mouths.
    Have I done something wrong or deleted anything by accident to make such an issue?
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  2. #2
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Mute general's speach.

    Anyone?
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  3. #3
    Medusa0's Avatar Artifex
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    Default Re: Mute general's speach.

    Have you added any new sounds recently? You should have 8 .dat/.idx files in your mod's data/sounds folder that the game used to play sounds from.

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    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Mute general's speach.

    I will check asap. Thanks!
    Yes 8:
    Events
    Events.idx
    Music
    Music.idx
    SFX
    SFX.idx
    Voice
    Voice.idx
    Last edited by AnthoniusII; May 03, 2018 at 12:17 PM.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  5. #5
    Medusa0's Avatar Artifex
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    Default Re: Mute general's speach.

    Sorry about the long delay! Assuming that there are no errors with assigning accents to the intended factions, you get mute speeches (or any sounds intended to play) if any of the sound references are broken, most likely due to typos in export_descr_sounds_prebattle.txt or other related text files. Back up events.dat, events.idx, voice.dat, voice.idx, and then add the error logging function to the mod's cfg file with *script* trace before starting up the next game - the log file should tell you what reference was done incorrectly.

    Please mind that the log file may take more than one startup to generate.

  6. #6
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Mute general's speach.

    Thank you i will search for it. An other symptom with the generals speaches has to do with the presentation of the army.
    In vanilla game but also in older versions of our wip data when the battle started , general made his speach and then the game shown the army's units from close distance before player press start battle.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  7. #7
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Mute general's speach.

    Are sounds like animations? Do we need an open sound folder like the caliban's animations to re-create :
    Events
    Events.idx
    Music
    Music.idx
    SFX
    SFX.idx
    Voice
    Voice.idx

    If yes where can we find them?
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  8. #8
    Medusa0's Avatar Artifex
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    Default Re: Mute general's speach.

    Almost forgot about that, you can (and should unpack) a mod's sound files via the M2TW/Kingdoms unpacker http://www.twcenter.net/forums/showt...or-new-modders to the sounds folder.
    You may need to modify the included batch files to point to the correct mod folder.

    The game will generate the dat and idx files automatically with the contents of the sounds folder, or if any are missing, tell you what they could be.

    Edit: Just dealt with this myself incorporating the Apachean faction into my own mod: you may need to add the name of your faction to descr_sounds_db.xml if this accent does not have detailed contextual lines (i.e. not English, French, Mediterranean, German for the base game).
    Last edited by Medusa0; May 18, 2018 at 02:58 AM.

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