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?
( 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?
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?
( 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?
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