Important decisions

Beiss

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I need your opinons on this, so I created a new thread for it:

I extracted the voice1.idx, and I'm rather confused. Again, none of us knows how the full version of the game will do this, but this is what I found in the demo. The samples seem to be divided like this (mainly):

Samples are sorted into languages. Each language has samples sorted into General, Heavy and Light. Each of General, Heavy and Light have samples sorted into Generic, Group, Individual and Unit. Like this:

English*_General_Generic
English*_General_Group
English*_General_Individual
English*_General_Unit
English*_Heavy_Generic
English*_Heavy_Group
English*_Heavy_Individual
English*_Heavy_Unit
English*_Light_Generic
English*_Light_Group
English*_Light_Individual
English*_Light_Unit
French*_General_Generic
French*_General_Group
...
...

and so on.

There are also unit names samples found in the middle of all of this (such as, "Heavy Billmen!"). In addition, there are samples for cavalry, archers, artillery and infantry, with no specific unit names. I have yet to find out how they're all connected and when which sample is used. I guess all we can do is edit some of the samples and see what happens. Hehe :)

Now, in total, there are are 909 samples for the English alone. This means a great deal of work, obviously. There are some samples in the "heavy" class that are more or less identical to those in the "light" class, meaning we should be able to use the same samples in both, and cut back a few hundred samples of work. We need to establish which samples are absolutely necessary to keep for the game to function correctly.

For example, there are 26 samples related to ladders for the English faction. These are:

English_General_Generic_Ladder1.wav - Plays when you click on a ladder unit?
English_General_Unit_Ladder_Attack1.wav - Plays when you have a ladder unit selected and click on the wall?
English_General_Unit_Ladder_Drop1.wav - Plays when you have a ladder unit selected click the "drop ladder" icon?
English_General_Unit_Ladder_Start1.wav - Plays when the ladder has reached the wall, so that the soldiers start raising it?
English_General_Unit_Ladder_Use1.wav - Plays when a unit is selected and the player clicks on ladders on the ground

then follows the ..._Attack1, ..._Drop1, ..._Start1, and ..._Use1.wav files but with Heavy or Light instead of General. Each file also has a copy that ends in ...2.wav instead of ...1.wav, where the same thing is said but in a slightly different way, so that things don't sound so repetitive. This I want to keep. However,

the only difference between the General, Heavy and Light versions is that it's spoken by different voices. They still say the exact same thing. Not only would this mean a great deal of recording work to us, but it would also mean that we would need 3 different voice actors to do it. Do we really want to do this? I don't think so. Having one for the general and one for the troops - ok - but one for heavy troops and one for light? :no:

( Oddly enough, the English have the Generic_Ladder sample in the General class, the French have it in the Light class, the Germans don't have one at all, the Mediterraneans (I'm guessing this includes the Italians, the, Iberians, the Byzantines, and possibly others) have it in the Heavy class, and the Mongolians have one them all three classes. I wonder about the significance of this inconsistency... :hmmm: )

So, what are your opinions on this? Do you think that it's important that the captain of an archer unit yells in a different voice when he tells his men to raise the ladder, than when a captain of a heavy infantry troop does the same thing?


-------------- Mainly for Shigawire --------------

Would it be possible to redirect sample usage, that is, can we control which sample a unit will use? Would it be possible for us to, say, make the general, the heavy cavalry, and the dismounted knights of England speak French, while the rest of the English troops speak English? I've looked through the idx file, and it's full of "rubbish" symbols whose importance I know nothing about. Have you looked at M2TW's files? Is the system in RTW the same as this? I remember you told me that you were able to control which units used what samples in RTW - is it possible to do it the same way in M2TW?
 
Last edited:
One person can make different voices.
I mean I can do a bulky Hohol (Ukranian) and an arogant advisor/general.
The shier amount of files is both good and descouraging.
On one hand we have lots of voices in the game and if we finish the mod it'l sound wonderfull. On the other hand, all that work!
I think we should cut out some files, but thats just lazy me. :sleeping:
 
I think we could make one kind of file by now... different files would be the same file repeated, getting a chance to be improved later on with different voices, if we've got the time and patience for it. Of course, this will work preferably with three or more recording voices for each language... which is not easy.
 
Yeah, but I'd prefer having different voices for campaign-game agents rather than for light / heavy unit types. We already need at least 4 people for each language (including female voices for the princesses...)
 
Beiss said:
Yeah, but I'd prefer having different voices for campaign-game agents rather than for light / heavy unit types. We already need at least 4 people for each language (including female voices for the princesses...)
Really? Do princesses speak? I always thought they had to shut up... maybe the 'I do' in weddingmovies.
 
Beiss said:
(including female voices for the princesses...)

Oh, those... hmmm... maybe I can get one excellent voice actress. She doesn't even play TW games, but I'll convince her. That is, if there's not much to record for her.

edit: and she speaks german as mother language too... but not medieval, I think.
 
lol, it would be pretty nice if she did speak medieval German... haha :) Anyway, I don't think doing the princesses voices will be a lot of work, but her help will still be greatly appreciated. Nothing will break immersion like having everyone speak medieval languages except the princesses, or having the princesses speak witha a man's falsetto voice... hahaha :)

Of course, I don't know for sure if the princesses speak in the game, but I assume they'll have about the same amount of voice samples as the diplomats and the other agents did in RTW. In the first MTW, none of the other agents spoke either, did they?
 
Theyre were no movies in MTW1, thus none of the characters spoke.

Ive summed up who is missing for what.

Everyone = Everyone there
Noone = Not everyone there
Unknown = Language included?

Medieval Scottish
Medieval Arabic
Medieval Danish - Icelandic
Medieval Latin x2
Medieval Portuguese x3
Medieval Hungarian x2
Medieval German
Medieval Russian x2
Medieval Spanish


Medieval Greek
"Italian"
Middle English
Old French, Anglo-Norman


Aztec
Tumurids
Mongols
Papal States
Turks
Byzantium
Moors

I dont know if we were going to include languages for them too, I might have missed a couple of factions.
 
Well, I don't think it will be any problem to find a female voice here...
 
So can we redirect samples or not? (read bottom of first post)

mac89 - The Byzantines spoke Greek. The Moors spoke Arabic, the people of the papal states spoke either Latin or Italian, and the other factions you listed just haven't been listed by me... yet.
 
Beiss said:
So can we redirect samples or not? (read bottom of first post)

mac89 - The byzantines spoke Greek. The people of the papal states spoke either Latin or Italian, and the other languages you listed just haven't been listed by me... yet.
Oh didnt know that, what kind of Greek? I know a bit of Ancient Greek...
Im guessing they spoke Italian since theyre just simple men.
 
Yeah, well... Any way I know a Greek dude, he mostly does 2d art but he might be able to help. Ill PM him.
 

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