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Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: Wesp's Unofficial Patch - Audio part  (Read 8896 times)

Offline miracle.flame

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Wesp's Unofficial Patch - Audio part
« on: October 17, 2016, 09:19:31 pm »
This is a follow-up on discussion here. I feel it's better to have stand-alone thread for this work. Shared Github would be much better for this though. If you agree, Wesp, and provide your latest repository I will create a Github project shared with you.

Here I am uploading current WIP.

This contains floating subtitles for various missing spoken lines (95% complete, testing required),
corrected typos in numerous sound file names (99% complete, testing required, might lead to multiple sound restorations)
and other restored sounds/lines and soundgroups (70% complete).
 
Summary:

restored female\float_#.wav from other sounds
replaced female\idle_agitated_2.wav by better version
replaced female\idle_agitated_3.wav by better version
renamed due to typo female\asian\target_acquired_#.wav
renamed due to typo female\asian\target_giveup_#.wav
renamed due to typo female\asian\target_lost_#.wav
renamed due to typo female\asian\target_suspect_#.wav
restored blue_blood floats from various fitting sounds female\blue_blood
restored soundroups hooker# from environmental\people\hooker to female\hooker#\
created soundgroup Jezebel female\Jezebel\ for Jezebel in npctemplate001.txt (just for proper speakername purpose)
created soundgroup MalkMansionCroucher female\MalkMansionCroucher
restored male\float_#.wav from other sounds
restored male\idle_calm_#.wav from other sounds
renamed due to typo male\asian\disorientated_#.wav
renamed due to typo male\asian\madness_#.wav
renamed due to typo male\blue_blood\disorientated_#.wav
renamed due to typo male\blue_blood\surprised_#.wav
created soundgroup Gimble male\Gimble (pain and death sounds included now)
renamed due to typo male\italian_accent\disorientated_#.wav
renamed due to typo male\italian_accent\surprised_#.wav
replaced by Russian compatible male\italian_accent\surprised_1-3.wav (as this soundgroup is used by Russian mafia too)
renamed due to typo male\italian_accent\target_acquired_#.wav
replaced by Russian compatible male\italian_accent\target_giveup_3.wav (as this soundgroup is used by Russian mafia too)
replaced by Russian compatible male\italian_accent\target_lost_2.wav (as this soundgroup is used by Russian mafia too)
restored variability from male\officer\officer_2 to male\officer\float_8,11,12.wav
created soundgroup male\officer\security\ for models/character/npc/common/security_guard/security_guard_skinny/security_guard_skinny.mdl
replaced by matching voice of target_giveup_1 male\officer\suspect_giveup_#.wav
created soundgroup patron_club\male_dancer_1\ from Copper's floats for models/character/npc/common/dancer/male_1/Male_Dancer_1.mdl
created soundgroup patron_club\male_dancer_2\ from Cal's floats for models/character/npc/common/dancer/male_2/Male_Dancer_2.mdl
created soundgroup MalkMansionCroucher female\MalkMansionStalker
renamed due to typo monster\shovel_head\target_acquired_#.wav
restored silenced sounds monster\tc_fatguy
renamed due to typo monster\tc_runner\target_acquired_#.wav
restored silenced sounds monster\tc_runner


Suggestions: (Wesp, I could gladly do this if you provide the latest versions of maps that I'd update)

assign soundgroup unique\bum_disease_female to various muted female bums on hubs
assign soundgroup Jezebel for Jezebel in npctemplate001.txt (or map - see template issue below)
assign soundgroup blue_blood to various generic male pedestrians on hubs using model models/character/npc/common/blueblood/male/Blueblood_Male.mdl
assign soundgroup blue_blood to various generic male pedestrians on hubs using model models/character/npc/common/hustler/Hustler_2_Ref.mdl
assign soundgroup blue_blood to various generic female pedestrians on hubs using model models/character/npc/common/blueblood/female/blueblood_female.mdl
assign soundgroup citizen\office person 2 to various generic male pedestrians on hubs using model models/character/npc/common/ghoul/ventrue/Ventrue_ghoul_male.mdl
assign soundgroup male\officer\securityto various security guards models/character/npc/common/security_guard/security_guard_skinny/security_guard_skinny.mdl
assign soundgroups MalkMansionCroucher and MalkMansionStalker to Grout's inhabitants on map itself as the template get overriden by the one in VPK repository when loaded by map transition.

I have discovered some pretty nice sounds that would be very fitting at some specific occasions... For example these overly creepy ghost sounds for the Ocean House hotel:

character\monster\ghost\ghost_laugh1.wav - upon teleporting to sunroom
character\monster\ghost\ghost_protest1.wav - use in one room upstairs
character\monster\ghost\ghost_scream1.wav - after reading basement newspaper about head in dryer
character\monster\ghost\ghost_scream2.wav - after key pick-up from nightstand
character\monster\ghost\ghost_scream3.wav -after staircase fall to basement
character\monster\ghost\ghost_sigh1.wav - after pendant pick-up
character\monster\ghost\ghost_stand_back.wav - upon elevator fall trigger
area\hollywood\giovanni_stronghold\ghost_wisper1 - random sound for soundscheme in ocean house interier
area\hollywood\giovanni_stronghold\ghost_wisper6 - abmient sound for dryer room in ocean house basement
area\hollywood\giovanni_stronghold\ghost_wisper3 - ambient sound for soundscheme in ocean_house exterior

area\hollywood\giovanni_stronghold\spooky_windows#.wav replace oceanhouse2 sound_rainy_windows - as it's not supposed to rain outside and these wind howlings are much more spooky.

environmental\city\elegantrestaurant.wav - outside Hollywood restaurant


Template issue:
As already mentioned there seems to be an inconsistency of npctemplate loaded between loading a saved game vs. loading the level while transitioning. It seems game loads vanilla npc template from vpk when transitioning between maps and when loading a saved game it loads the mod file npctemplate. At least the soundgroups from npctemplate_malkmansion.txt are loaded this way. Thismight be worth investigating thoroughly as that would mean custom npctemplates are not utilized properly most of the time (only when loading a savegame).

Offline Wesp5

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Re: Wesp's Unofficial Patch - Audio part
« Reply #1 on: October 17, 2016, 10:31:58 pm »
This contains floating subtitles for various missing spoken lines (95% complete, testing required),
corrected typos in numerous sound file names (99% complete, testing required, might lead to multiple sound restorations)
and other restored sounds/lines and soundgroups (70% complete).

I will include all of this in the next patch version, but please post an update only once you are finished so I don't have to do it all over again!
 
Quote
Suggestions: (Wesp, I could gladly do this if you provide the latest versions of maps that I'd update)

I'll do this myself, no problem.

Quote
I have discovered some pretty nice sounds that would be very fitting at some specific occasions... For example these overly creepy ghost sounds for the Ocean House hotel:

These sounds are already heard in the Giovanni crypt and I will not place them into the Ocean House where they probably will ruin the spooky atmosphere there...

Quote
area\hollywood\giovanni_stronghold\spooky_windows#.wav replace oceanhouse2 sound_rainy_windows - as it's not supposed to rain outside and these wind howlings are much more spooky.

I'll only do that if the original sound is not lost then.

Quote
environmental\city\elegantrestaurant.wav - outside Hollywood restaurant

I'll check that out.

Offline Wesp5

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Re: Wesp's Unofficial Patch - Audio part
« Reply #2 on: October 18, 2016, 10:19:45 am »
Update:

The restaurant sound is used in the tutorial and there is a very similar used in Hollywood already. I added the windows sound to the random sounds of the Ocean House, I think the rain outside needs to stay to fit with the thunderous atmosphere! I added all fixed and restored floats, but moved Gimble and Jezebel into the unique subfolders. I also noticed that some floats of Al were not correct, I attached the fixed versions!
« Last Edit: October 18, 2016, 11:38:45 am by Wesp5 »

Offline miracle.flame

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Re: Wesp's Unofficial Patch - Audio part
« Reply #3 on: October 21, 2016, 12:51:34 pm »
please post an update only once you are finished so I don't have to do it all over again!

I'm sorry, do you realize how you sound?

Offline Wesp5

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Re: Wesp's Unofficial Patch - Audio part
« Reply #4 on: October 21, 2016, 03:09:23 pm »
I'm sorry, do you realize how you sound?

Sorry if this came over the wrong way. What I wanted to say is that you should make additive updates if you add something more, otherwise it's hard to see what has been changed and what has already been included...

Offline miracle.flame

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Re: Wesp's Unofficial Patch - Audio part
« Reply #5 on: November 14, 2016, 11:37:44 am »
So I have made some additional soundgroups with floats mostly for patrons at clubs as it has always occurred odd to me how they are all mute and not responsive just staring at you when collided.

female\patron_club\female_dancer_1\* for models/character/npc/common/dancer/female_1/female_dancer_1.mdl (used Hollywood citizen floats)
female\patron_club\female_dancer_2\* for models/character/npc/common/Goth_kids/female/Goth_Female.mdl (edited samples from hostess floats + one Therese float uppitched a bit)
female\patron_club\female_dancer_3\* for models/character/npc/common/raver/females/female_raver_1/female_raver_1.mdl (edited samples from hostess floats)
male\citizen_goth\* for models/character/npc/common/Goth_kids/male/goth_male.mdl on hubs and clubs (used Trip's floats which are never triggered in game afaik)
male\patron_club\male_dancer_1\ for models/character/npc/common/dancer/male_1/Male_Dancer_1.mdl (used E's floats)
male\patron_club\male_dancer_2\ for models/character/npc/common/dancer/male_2/Male_Dancer_2.mdl (used Cal's floats)

Currently I have no further plans. Maybe later.

Offline Wesp5

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Re: Wesp's Unofficial Patch - Audio part
« Reply #6 on: November 14, 2016, 01:37:29 pm »
So I have made some additional soundgroups with floats mostly for patrons at clubs as it has always occurred odd to me how they are all mute and not responsive just staring at you when collided.

Thanks, I'll include all of them which I didn't already added to the next UP version!

Offline miracle.flame

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Re: Wesp's Unofficial Patch - Audio part
« Reply #7 on: November 14, 2016, 01:51:08 pm »
Now I've realized the masked patron should have the sound muffled to reflect on the fact he talks through mask.
Adjusted sound files here.

Offline Wesp5

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Re: Wesp's Unofficial Patch - Audio part
« Reply #8 on: November 14, 2016, 02:55:07 pm »
Now I've realized the masked patron should have the sound muffled to reflect on the fact he talks through mask.
Adjusted sound files here.

Cool, many thanks!

Offline miracle.flame

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Re: Wesp's Unofficial Patch - Audio part
« Reply #9 on: November 20, 2016, 01:06:18 pm »
Wesp, I am finding all interjection floats in game mostly intrusive.. for example "Thug: kehem" all of a sudden anytime in downtown even when you can't hear the sound and have no idea where it came from.

Below are the interjection floats I have created among those Thug floats which are actually not only part of UP but also in vanilla vampire folder.

sound/character/female/Jezebel/suspect_giveup_1.lip
sound/character/female/lost_1.lip
sound/character/female/patron_club/female_dancer_2/float_12.lip
sound/character/female/patron_club/female_dancer_2/float_4.lip
sound/character/female/patron_club/female_dancer_2/float_8.lip
sound/character/female/patron_club/glaze/float_11.lip
sound/character/female/patron_club/glaze/float_2.lip
sound/character/female/patron_club/glaze/float_5.lip
sound/character/female/patron_club/glaze/float_8.lip
sound/character/female/suspect_giveup_1.lip
sound/character/female/target_giveup_1.lip
sound/character/female/target_suspect_4.lip
sound/character/male/officer/target_suspect_2.lip
sound/character/male/officer/target_suspect_5.lip
sound/character/male/officer/target_suspect_6.lip
sound/character/male/officer/target_suspect_7.lip
sound/character/male/sabbat_thug/death_1.lip
sound/character/male/sabbat_thug/death_2.lip
sound/character/male/sabbat_thug/death_3.lip
sound/character/male/sabbat_thug/disorientated_1.lip
sound/character/male/sabbat_thug/idle_calm_1.lip
sound/character/male/sabbat_thug/idle_calm_2.lip
sound/character/male/sabbat_thug/idle_calm_3.lip
sound/character/male/sabbat_thug/pain_1.lip
sound/character/male/sabbat_thug/pain_2.lip
sound/character/male/sabbat_thug/target_reacquired_3.lip
sound/character/male/sabbat_thug/target_suspect_1.lip
sound/character/male/target_suspect_1.lip
sound/character/male/target_suspect_11.lip
sound/character/male/target_suspect_7.lip
sound/character/male/unique/target_suspect_1.lip
sound/character/male/unique/target_suspect_11.lip
sound/character/male/unique/target_suspect_7.lip
sound/character/male/young_thug/death_1.lip
sound/character/male/young_thug/death_2.lip
sound/character/male/young_thug/death_3.lip
sound/character/male/young_thug/disorientated_1.lip
sound/character/male/young_thug/idle_calm_1.lip
sound/character/male/young_thug/idle_calm_2.lip
sound/character/male/young_thug/idle_calm_3.lip
sound/character/male/young_thug/pain_1.lip
sound/character/male/young_thug/pain_2.lip
sound/character/male/young_thug/target_reacquired_3.lip
sound/character/male/young_thug/target_suspect_1.lip
(maybe there's even more of them)

I am suggesting to have all interjection floats removed from game. Besides deleting those which have been added as new it is possible to handle vanilla files just by having any random error in the lip file which will render it unusable for game... for example wrong character count in PHRASE or such.

Please let me know what you think.

Offline Wesp5

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Re: Wesp's Unofficial Patch - Audio part
« Reply #10 on: November 20, 2016, 04:02:45 pm »
Wesp, I am finding all interjection floats in game mostly intrusive.. for example "Thug: kehem" all of a sudden anytime in downtown even when you can't hear the sound and have no idea where it came from.

I agree with you in that we only need floats for actual text. I will check these out once I have the time...

Update: I have done as you asked and also disabled some more for Jezebel and checking for Huh?, Ha! and Hm.
« Last Edit: November 21, 2016, 01:31:08 pm by Wesp5 »

Offline miracle.flame

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Re: Wesp's Unofficial Patch - Audio part
« Reply #11 on: December 25, 2016, 06:45:12 pm »
Those are vanilla files from the above list broken beyond point of displaying in game.

Offline miracle.flame

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Re: Wesp's Unofficial Patch - Audio part
« Reply #12 on: February 22, 2017, 10:27:02 am »
So I am in the process of sweeping through lip files of 9.7 and I can see there are ALL and more interjections included in the patch. I am not even making a list as it's probably every possible interjection in game. I would have to override every single of them for our translation project but the question is do you really want to include them in UP? If not and you are going to remove them that would save me a deal of workload.

On another similar note... Not sure if I have warned about this, I am pretty sure I did on another topic but all target_reacquired_#.lip files are bugged. Or better yet the game engine mechanic for using those is bugged. It is supposed to kick in when an opponent is in seek mode and he spots you. However just 100 ms after that target_acquired_#.lip will kick in which will technically result in 100 ms sound of target_reacquired_#.wav played and overridden by target_acquired_#.wav and both text floats displayed however the first float was never heard fully.

I have suggested to disable interjections included in vanilla pack (mostly sabbat_thug and young_thug) and also bugged target_reacquired_#.lip files by having the character count set to 99 for example which will result in those not being displayed. Though many of the interjections and reacquired files were restored by this project and are not included in vanilla pack.

Wesp, Psycho-A what are you next plans for this?

Offline Psycho-A

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Re: Wesp's Unofficial Patch - Audio part
« Reply #13 on: February 23, 2017, 07:55:31 am »
Quote
I would have to override every single of them for our translation project but the question is do you really want to include them in UP?
All files that required subtitles and were in the last UP were processed by me to make lipsyncs, add missing captions and correct some mistakes. These were a lot of files from your audio pack, yes. So, if you making translations, you better use updated files from the latest UP.

Quote
I have suggested to disable interjections included in vanilla pack (mostly sabbat_thug and young_thug) and also bugged target_reacquired_#.lip files by having the character count set to 99 for example which will result in those not being displayed.
To disable captions, it's better to set
Code: [Select]
PHRASE char 2 "" 0.000 0.000(or just disable whole PHRASE line) but keep PLAINTEXT and lipsync data. What you mean by "vanilla pack"?
« Last Edit: February 23, 2017, 07:59:50 am by Psycho-A »

Offline Wesp5

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Re: Wesp's Unofficial Patch - Audio part
« Reply #14 on: February 23, 2017, 09:54:24 am »
However just 100 ms after that target_acquired_#.lip will kick in which will technically result in 100 ms sound of target_reacquired_#.wav played and overridden by target_acquired_#.wav and both text floats displayed however the first float was never heard fully.

In that case it would be reasonable to set all target_required wavs and floats to silent and use these sounds for enemies that don't have an own target_aquired sound. What do you say?

 

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