Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 11/15/19 in all areas

  1. Description: The venerated Judge Malffourt lives in a fine house in an immaculate neighborhood of Bridgeport. But rumors have been spreading about Malffourt; something about a bribe? There is only one way to find out... Download Link: https://storage.googleapis.com/krrg-tdm/indangerofjudgment.pk4 Special Thanks to my beta testers for their great feedback! (Bienie, Cambridge Spy, Shadow, VanishedOne, acolyte6) Screenshots Helps and Hints: Author's Notes: This is my first ever fan mission, built over a period of ~6 months. I hope you enjoy playing it as much as I did building it!
    9 points
  2. Good news guys! 1.91.1 OpenAL.lib -> no issue!
    2 points
  3. 1 point
  4. Now that OpenAL issues are gone, here's the situation with the AMD Radeon (got OpenGL cache cleared, of course)
    1 point
  5. That’s awesome, I’m glad this is getting traction. I’d push my wife to do it but she’s already reluctant to give a couple one liners for my own mission.
    1 point
  6. Minor update: Contacted Shadow Creepr. She's working on it in her free time, she'll be sending the files over to my e-mail in batches. Hopefully her recordings will go well.
    1 point
  7. Exactly. Those barebones swan-neck VoIPs aren't really good for anything other than videochatting and similar. Recently, I've bought myself a Samson Go Mic. While it's not recording studio grade, I've tested it and it's pretty awesome for such a relatively small, portable mic. While my test recordings had a very clear, crisp sound, without background noise, I plan to get a microphone screen for it, just to be on the safe side. Or maybe I'll even do a home-made one, it's not hard (cue nylon hose on a frame jokes). Funny story: Years ago, I needed to do a lot of voice recording for a radio programme proof-of-concept me and a few friends were developing (a book review show). Unfortunately, at the time, I only had a digital dictaphone and a fairly old swan-neck VoIP, nothing really adequate. You wouldn't believe what I did. I took a small rectangular table, covered it on all sides with thick duvets, blankets and bedsheets, then put a small reading lamp inside (it was weirdly dark in there, LOL), grabbed my scripts and went inside. I shut the backside of the thing, turned on the light and started recording. Yes, really, I made myself an impromptu recording studio. It was hilarious, true, but surprisingly, the results weren't that bad. I fiddled with the dictaphone settings as best as I could, plugged in that crap VoIP mic, and started recording under this sound-tight table. I had very little background noise and no pop, though I still wouldn't call the sound 100 % crisp. (The quality was certainly nowhere near my brand new SGM.) But given the very primitive setup, I did better than I ever expected. I thought the result would be muddled, but it was a nice surprise. Granted, I don't want to revisit that sort of setup, aside from jokey nostalgia, or if I felt it was absolutely necessary. Based on my recordings with my SGM over the weekend, right in front of my humming computer, and then listening to the recordings, I feel it's going to be all right. No need for overly weird escapades this time, at most I'll only need to add a screen.
    1 point
  8. To slightly expand on that point, a good quality microphone is essential, with a wide frequency response and no colouration of the sound. Basically the sort of full-size mic that you might see in a radio studio, not a cheap VoIP mic or a gaming headset. It will be really noticeable if the vocals are recorded with a low-quality mic, once they get into the game. The audio might sound muffled, or particularly harsh around the sibilants ("S" sounds), and no amount of processing will fix it.
    1 point
  9. Below is an updated list of all the barks existing in current scripts. This should be used as a base for any new scripts. Syntax is: Line Title: ["sound def name"] Actor direction filename, "example line" x suggested # of lines Total Lines: approx 270 (including grunts and coughs) Sound files should be in .wav format, mono, 44100 project rate, ================================================================================================= Tone and Attitude Dialogue should be generally modern, North American English, but with a slight renaissance flavour. The more educated the character, the more renaissance-speak is appropriate. Avoid modern-sounding words and phrases (eg, "What's up?" "Roger that" or "I'm going to kick your ass"). But at the same time, this isn't Shakespeare--the dialogue has to sound fairly natural to modern English speakers. AI Characters In order to create a variety of character types, vocal sets will be created for various "characters". A character, in this sense, is a distinctive voice, personality, and way of speaking. ================================================================================================= AI STATES: Relaxed Relaxed, Idle: ["snd_relaxed"] You're relaxed and going about your regular business. You aren’t expecting any trouble. You’re talking to yourself, so lines should be muttered in a low tone of voice, and punctuated with sighs, pauses and mumbling. idle01 "*sigh* A few more hours to go…." x10 Throat clearing/ coughs x3 Sighs x2 (you’ve had a long day) Humming and/or whistling an idle tune x2 Sneeze x1 Relaxed, Armed: ["snd_relaxed"] You're an armed character, probably a guard on patrol. You’re not expecting any trouble, but are ready to defend yourself if necessary. You are muttering to yourself about your shift or other combat-related concerns. idle_guard01 "Hmm, I’ve got a bad feeling about this shift.” x3 Sleeping: ["snd_sleeping" ] You're fast asleep and dreaming. A few snores, maybe a mumbled word or two. sleeping01 x2 Reacting to World: ["snd_reaction" ] ["snd_state3"] You are relaxed, and have just looked at something non-suspicious, like a book, or a playing card, or your reflection in a mirror. You make a grunt or comment, either pleased or not. Currently these lines are used primarily for AI playing cards—they make a comment after looking at their new card. They should be delivered without too much emotion. reaction01 “Aww.” [annoyed] x4 AI STATES: Alert These barks are meant to tell the player that the AI has seen or heard something. Observant: ["snd_alert1" ] ["snd_notice_generic"] You notice something subtle but aren’t sure what it is. Doesn't seem like anything serious. You are talking to yourself, so you should not be particularly loud and may trail off. to_observant01 "Hm?" x4 Observe a Sound: ["snd_alert1h" ] Same as above, only these lines refer specifically to a sound. to_observant_heard01 "What’s that sound?" x2 Observe a Sight: ["snd_alert1s"] Same as above, only these lines refer specifically to seeing something. to_observant_saw01 "Did I see something?" x2 Notice Something: ["snd_alert3" ] You notice something suspicious, and it caught your attention enough to warrant going over to check it out. You’re still not sure what it is, and you’re still mostly talking to yourself, but you're less casual now. to_searching01 "What's that over there?" x4 Notice A Sound: ["snd_alert3h" ] As above, you hear something loud enough to make you want to investigate. to_searching_heard01 "What’s making that noise?" x2 Notice A Sight: ["snd_alert3s" ] As above, you see a brief motion in the shadows. Better check it out just in case. to_searching_saw01 "What's that in the shadows….? “ x2 Notice A Sound, with company: ["snd_alert3hc" ] You're with friends and you hear something loud enough to make you want to investigate, even though it’s probably nothing serious. searching_heard_company01 "Listen, did you hear that? Let’s check it out." x2 Notice A Sight, with company: ["snd_alert3sc" ] You're with friends and you see a brief motion in the shadows. Probably nothing, but you should investigate. searching_saw_company01 "Did you see something over there?" x2 Settling Down: ["snd_alertdown0" ] You noticed something, but you haven’t found anything to worry about. It was probably nothing, and you’re going back to whatever you were doing. These lines are muttered to yourself. alertdown_to_idle01 "Hmmm, nothing now...." x3 Settling Down after hearing something: ["snd_alertdown0h" ] As above, but lines refer to hearing. Whatever it was is gone now. Go back to your business. alertdown_to_idle_heard01 “Just some wind." x3 Settling Down after seeing something: ["snd_alertdown0s" ] As above, but lines refer to seeing. You caught a glimpse of something moving, but it appears to be nothing. Moving on. alertdown_to_idle_saw01 "Just shadows." x3 Settling Down after noticing something suspicious: ["snd_alertdown0sus"] You saw something suspicious---an open door or a rope hanging down--and have searched the area. You can't find any intruder, but you're sure something is afoot. These lines are muttered to yourself. alertdown_to_idle_suspicious01 "Well, I don't see anybody, but something's not right." x3 Alerted by Something: ["snd_alert4NoEvidence"] You notice something that makes it clear that there's someone there, but you don't know exactly who they are. You don’t know for sure that there’s a threat, but you’re all business now, and your lines are directed to the mystery figure in the shadows. to_agitated_searching_noevidence01 “Let’s not have any trouble…come on out so I can see you.” x4 Alerted by Intruder: ["snd_alert4" ] You suddenly see or hear something that makes it clear there’s someone there, and you already have enough evidence to know that it’s an intruder. These lines are an aggressive challenge to the hiding enemy. to_agitated_searching01 "Hey, who goes there? Show yourself!" x4 Idle, On Guard: ["snd_alert_idle" ] You've seen an intruder or been told that there is one. You're on your regular patrol, but you’re no longer relaxed. You’ve got your weapon out, and you’re ready for trouble at a moment’s notice. You’re muttering to yourself. alert_idle01 “I’m ready for him.” x3 AI STATES: Searching Searching for Someone: ["snd_state4SeenNoEvidence" ] You’ve seen or heard enough to know that there’s someone around here, hiding. It might not be a threat, but if they’re hiding, then they’re obviously up to no good. You’re looking around for them. These lines are stern and generally directed at the hiding figure. searching_no_evidence01 "If you’re here, I’m going to find you." x6 Searching for Someone with company: ["snd_state4SeenNoEvidence_c" ] As above, but you're with friends. "We're going to find you, you know." x3 Give Orders to Friends ["snd_giveOrder"] You're searching for someone when friends arrive. Give them something to do." "Check over there." x2 Giving up after search: ["snd_alertdown0SeenNoEvidence" ] You’re pretty sure you saw somebody, but you've searched around and can't find anyone. This bark is played as you give up the search. You still don’t know for sure that it was an intruder, but you are pretty annoyed. You’re talking to yourself. alertdown_to_idle_no_evidence01 "Someone’s idea of a joke, I guess." x6 Agitated Searching: ["snd_state4SeenEvidence" ] You know for sure there is an intruder around, and you’re looking for him. You’re deadly serious now. Your lines are directed at the intruder himself. searching_evidence01 "You can't hide forever, rogue!" x6 Agitated Searching with company: ["snd_state4SeenEvidence_c" ] As above, but you're with friends. Your lines are either directed at the intruder or suggestions for your comrades. "I'll check over here!" "You can't escape us!" x3 Agitated Searching, unarmed: ["snd_state4SeenEvidence" ] You know for sure there is an intruder around, and you’re looking for him. You're unarmed though, so you’re not really sure you want to find him. You’re directing the lines at the intruder, and you should sound somewhat uncertain. searching_evidence_civilian01 “Hey, I know someone is hiding here…what do you want?” x4 Giving up after Agitated Search: ["snd_alertdown0SeenEvidence" ] You have confirmed there is an intruder but he's given you the slip. You've searched for him, but haven't been able to find him. You're giving up for now but you aren't letting your guard down. These lines are primarily delivered in a frustrated tone of voice. alertdown_to_idle_seen_evidence01 "Damn, he must have gotten away." x6 Giving up after Agitated Search, unarmed: ["snd_alertdown0SeenEvidence" ] You know there’s an intruder around, and you looked for him and didn’t find anyone. You don’t have a weapon, so you are rather relieved that you don’t have to deal with an armed criminal. alertdown_to_idle_seen_evidence_civilian01 “Phew, it looks like he’s gone.” x4 Joining a Search: ["snd_helpSearch"] You find some friends already searching for an intruder. You join them. "I'll help you look." x1 Ask for Help: ***** No Def Currently **** You’re in trouble; you found a guard and are telling him to come with you. “Follow me!” x1 Return with Help: ***** No Def Currently **** You’re not equipped to fight, so you ran away from the intruder, got help, and came back. The intruder is still here, so you point him out. gotten_help01 "See, just like I told you. Get him!" x1 Return too late with Help: ***** No Def Currently **** You went and got help, but by the time you got back the intruder was gone. You’re flustered and upset. gotten_help_gone01 "He was right here…look sharp, he’s probably hiding!" x1 COMBAT AND PURSUIT Spotted the Intruder, armed: ["snd_to_combat"] ["snd_to_combat_monster"] You have come face to face with the intruder. You are pulling out your weapon and getting ready to charge. These lines are shouted to the intruder. to_combat01 "Surrender or die, villain!" x5 Spotted the Intruder, armed, with company: ["snd_to_combat_company"] ["snd_to_combat_company_monster"] You have spotted the intruder and are getting ready to charge. Luckily, you have some friends with you. to_combat_company01 "Look there! A Thief!" x2 Spotted the Intruder with a body, armed: ["snd_spotted_player_with_body" ] You see the intruder, and he’s carrying a body! The fiend! spotted_player_with_body01 "Put that body down and surrender!" x1 Spotted the Intruder, unarmed: ["snd_to_flee" ] You have spotted the intruder. Oh no! He’s got a whole bunch of weapons, and you don’t have any! You are panicking and getting ready to run, and are yelling for help. to_flee_civilian01 "Help, there's an intruder!" x3 Lost Player after Pursuit: ["snd_lostTrackOfEnemy" ] You are chasing the intruder when suddenly he disappears. How did that happen? He can’t be far. lost_track_of_enemy01 “Hey! Now where did you go?” x3 Hit by Arrow: ["snd_taking_fire" ] You’ve been hit by an arrow from an unseen foe. You’re hurt and angry. You might be calling out for help or shouting at your attacker. hit_by_arrow01 “Come into the open and try that again you bastard!” x2 Running Away: ["snd_flee" ] You’re unarmed and are running away as fast as you can, but the intruder is coming after you! This is life or death, so you’re shouting in panic to anyone who can hear you. flee01 "Help me!" x2 Running Away, hurt: ["snd_flee" ] You’re armed and have been badly wounded by the intruder. You’re running away as fast as you can, yelling for help or begging for mercy. flee_hurt01 “I surrender!" x3 Running Away, event: ["snd_to_flee_event" ] You've seen something terrible, like a man killed right in front of you, and you're running away. to_flee_event01 "I've got to get out of here!" x2 Coming to Assist: ["snd_assistFriend" ] (is this used?) A friend of yours is in a fight and you are on your way to help them. You call out to let them know you're coming. assist_friend01 "I'm here! I’ll go around this side!" x2 Fighting: ["snd_combat_melee"] You're locked in deadly combat with an intruder. These lines are delivered as you swing your weapon, so should be quick and full of a sense of action. combat_melee01 Generic combat grunts (“hiyah!”) x5 Fighting, winning: ["snd_combat_hit_player" ] You are locked in combat with the intruder, and have just bashed him with your weapon. You take a moment to taunt your opponent. These need to be said quickly, as the fight is still going on. combat_hit_player01 "This’ll be over quick." x3 Fighting, winning, with company: ["snd_combat_hit_player_company" ] As above, but you have friends in the fight. combat_hit_player_company01 "Look, I got him!" x1 Fighting, losing: ["snd_combat_blocked_by_player"] You are locked in combat with the intruder, and he has just hit or blocked you. You realize this might not be as easy as you thought. These lines should be short. tdm_ai_pro_combat_blocked_by_player01 “So you CAN fight!” x3 Pain: ["snd_pain_small"] ["snd_pain_large"] Something just hurt you. Ouch! tdm_ai_pro_pain_small01-03 Small grunts (“ow!”) x3 tdm_ai_pro_pain_large01-03 Serious pain (“Aaaaiieee!”) x3 Throw Something at Intruder: ["combat_throw"] The intruder is visible, but you can’t get to him. You're angry and throw something. combat_throw01 "Take THAT!" x2 Shoot Arrow: ["combat_ranged"] You're an archer, shooting arrows at the intruder. combat_archer01 "Hold still…." x1 Frustrated: ["snd_cantReachTarget"] ["snd_cantReachTargetMonster"] The intruder is out of reach (such as standing on a stack of crates or across a chasm) and you can't reach him. You don’t have anything to throw at the moment. enemy_out_of_reach01 "You think you're safe there? Come here and fight me!" x2 Killed Intruder: ["snd_killed_enemy"] ["snd_killed_monster"] You’ve won the fight. Taunt the intruder as he lays dying at your feet. Make sure at least one line can be used for non-human opponents. killed_enemy01 “That was too easy.” x3 Die, Quiet: ["snd_knockout" ] You didn’t see it coming, but someone just hit you from behind and took you down. Make a grunt, but as the name suggests, it's kind of quiet. die_quiet_1 "UNH" x3 Die, Loud: ["snd_death" ] You’ve just been killed in battle by an armed intruder. These lines should be start with a loud scream of pain, then sputter your dying words (if any). die_loud01 "GAHHHHHHHHHHH" x3 Die, Drowning ["snd_death_liquid"] You've drowned. Gurgle. drown01 "gurgle" x1 Blinded: ["snd_blinded" ] You have been blinded by a flash of light. blinded01 "I can't see!" x1 Hit By the Player No Damage: ["snd_failed_knockout" ] The player tried to blackjack you but failed. What an idiot. failed_ko01 "Ow, Wha--? Was that your best shot?" x1 Gassed: ["snd_airGasp"] You have been caught in knockout gas. Cough, sputter and pass out. This should be quick--a second or two at most (it's fast gas). cough_noair01 "..cough cough" x1 FINDING EVIDENCE You have found or observed something that looks out of place. You aren't seeing or hearing the intruder directly, but something that might be a sign that one was here earlier. Find Something Suspicious: ["snd_foundSuspiciousItem" ] You’ve noticed something unusual, like a rope hanging from a rafter, or a knocked over chair. You can’t immediately assume there’s an intruder, but you’re sure something is not right. You’re talking to yourself. find_something_suspicious01 "Hmmm, that's not right." x4 Find a Weapon: ["snd_foundWeapon" ] There is a weapon lying on the ground. People generally don’t leave their weapons around for no reason, so you’re suspicious. find_weapon01 "There shouldn’t be a weapon here…" x2 Find a Door Open: ["snd_foundOpenDoor"] There is a door open that shouldn't be. Maybe it doesn’t mean anything, but maybe it does. notice_door01 "Who left this door open?" x2 Find Lights Off: ["snd_foundLightsOff" ] The lights are off, and they shouldn't be. Strange. References should suit any type of light. notice_lights01 "Who put out the light?" x3 Find Lights Out, Flame: ["snd_foundTorchOut" ] You notice a torch or candle that should be lit has gone out. You're only mildly suspicious. notice_lights_flame01 "The wind is always putting those out." x3 Relight light: ["snd_yesRelightTorch" ] You’ve found a a light that is off, and you decide to relight it. Should not refer to type of light, as it could be electric or torch. relighting01 "Guess I'll light it back up." x2 Refuse to relight light: ["snd_noRelightTorch"] You’ve found a light that is off, but you have no intention of relighting it. Should not refer to type of light. not_relighting01 "There should be a servant around relighting those." x2 Find Blood: ["snd_foundBlood"] There is blood on the floor. There has obviously been a fight of some kind. This is serious. These lines are said to yourself. notice_blood01 "Blood? Someone has been attacked.” x2 Find Body, generic: ["snd_foundUnconsciousMale"] ["snd_foundUnconsciousFemale"] You find a body on the ground. There is no obvious sign of trauma, so you’re not sure what has happened. You're calling to your friends about your find. Some lines should be generic, without reference to gender. notice_body_generic01 "Someone fetch a surgeon!" x2 notice_body_female01 "There's a woman hurt here!" x1 notice_body_male01 "There's a man on the ground here!" x1 Find Corpse: ["snd_foundDeadMale"] ["snd_foundDeadFemale"] You find the body of someone who is obviously dead. You are shocked and/or angry and are yelling an alarm. Some lines should not refer to gender. notice_corpse01 "Murder! Someone's been killed!" x2 notice_corpse_female01 "She's dead! Murder!" x1 notice_corpse_male01 "Murder! There's a man killed!" x1 Find Corpse, Comrade: ["snd_foundComradeBody"] *** is this team based? *** You find a comrade of yours, murdered. You are outraged. You call out a warning to your allies, or a threat to the one who did this. notice_corpse_friend01 "Someone's killed one of our men! [gritted teeth] They’ll pay for that when I find them." x1 Find Pocket Picked: ["snd_notice_pickpocket"] *** not currently used *** You had something on your belt, and now it's gone! Did you drop it? notice_pickpocket01 "Hey, where did that go?" x2 Find Something Stolen: ["snd_foundMissingItem"] You’ve just noticed something significant missing that shouldn't be. You've obviously been robbed. While your first reaction might be quiet, the line should include a yell to your friends. notice_theft01 "Gone? Hey! There's a thief on the premises!" x3 Raise the Alarm!: ["snd_raise_alarm"] You know something is seriously wrong…perhaps you’ve found the lord murdered, or you’ve found the master safe open. You need to alert everyone within earshot. raise_alarm01 “To arms, to arms! ” x2 Warning--Recently Found Corpse: ["snd_warnFoundCorpse"] You recently found or heard about a body and are relaying the information to any friends you see. Don't take too long with these, as the AI could be walking past each other while delivering the line. warn_found_corpse01 "Pass the word, there's a murderer on the loose!" x3 Warning—We’ve been Robbed: ["snd_warnMissingItem"] You know you've been robbed and you're telling your buddy about it. warn_missing_item01 "We've been robbed! Keep your eyes open for an intruder." x3 Warning--Recently Saw Intruder: ["snd_warnSawEnemy" ] You saw or were warned about the intruder not too long ago, but he escaped. Now, you’re warning others about him. warn_saw_enemy01 "Look sharp, we have an intruder on the premises." x3 Warning—Something is not Right: ["snd_warnSawEvidence"] You haven’t seen an intruder, but you’ve seen evidence that there is one around somewhere. You’re warning your friends about it. warn_suspicious01 “Be careful. There's some strange stuff going on tonight.” x3 Recieved Warning: ["snd_warn_response"] Someone just warned you about trouble. You give a quick response as you pass by. respond_to_warning01 "Got it." x3 Admonish Friend: ["snd_admonish_friend"] A friend or neutral just did something you didn't like, such as drop a plate on your foot. You're expressing your displeasure. admonish_friend01 "Be careful, will you?" x2 Greetings Since greetings can be made to friends or strangers, delivery should be fairly neutral. Also, there's no way to know whether the AI have seen each other once or twenty times before greeting each other, so typical "hello" greetings should be limited in favour of casual comments or questions that can be answered 'yes'. Greetings are not exchanged between sitting characters, so assume that the greeting is a quick one as AI pass each other. Not every greeting is needed for every vocal character. The thug, for example, has special greetings for female characters because he's a sexist pig, but not every character needs those. Greeting, Generic: ["snd_greeting_civilian_to_civilian"] A generic comment or question as you pass someone. This is used as the default greeting if no other greeting applies. greet_generic01 "Having a good night?" greet_generic02 "Oh, there you are." x4 Greeting, Guard to Guard: ["snd_greeting_guard_to_guard"] You spot a fellow guard on patrol. Greet them or ask a short 'yes' question about their shift. greet_guard_to_guard01 "No trouble tonight?" x3 Greeting, Guard to Civilian: ["snd_greeting_guard_to_civilian"] You’re on patrol and see a civilian. You gruffly tell them to stay out of your way. greet_guard_to_civilian01 "Go about your business." x2 Greeting, Civilian to Guard: ["snd_greeting_civilian_to_guard"] You’re a civilian and you see a guard on patrol. You don't want any trouble. greet_civilian_to_guard01 "Don't mind me." x2 Greeting, to Nobleman: ["snd_greeting_noble_male" ] You see someone high on the social ladder and greet him. greet_to_noble_male01 "Greetings your Lordship." x1 Greeting, to Noblewoman: ["snd_greeting_noble_female" ] You see a lady high on the social ladder and greet her. greet_to_noble_female01 "Greetings my Lady." x1 Greeting, to Priest: ["snd_greeting_cleric"] You pass a Builder Priest and greet him. greet_to_cleric "Good evening, Father." x1 Greeting, to Inferior: ["snd_greeting_noble_to_civilian"] You’re high on the social ladder, and see someone beneath you. You’re better than them, and your greeting conveys that. greet_to_inferior01 "Stand aside, you." x2 Greeting, to Inferior Guard: ["snd_greeting_noble_to_guard"] You’re high on the social ladder and see a guard. You greet them by evaluating their performance. greet_to_inferior_guard01 “Stay alert, man.” x2 Greeting, to beggar: ["snd_greeting_beggar"] You see a beggar. greet_to_beggar01 "Away with you." Greeting, to female: ["snd_greeting_civilian_to_female"] greet_to_female01 "Out by yourself, lady?" Greeting, to pagan: ["snd_greeting_pagan"] You greet an unwashed pagan, probably with disdain. Greeting, to Builder: ["snd_greeting_builder"] You greet a member of the Builder Church (not a priest). Greeting, to Citywatch: ["snd_greeting_citywatch"] You greet an officer of the watch. Response, Generic: ["snd_response_positive"] You have been greeted by someone who is a social equal. Delivery should be monotone and noncommittal, as these could be responses to lots of different greetings. response_positive01 “Yeah, yeah.” x3 Response, to Superior: ["snd_response_positive_superior"] You have been greeted by someone who has a higher rank than you. Your response should be stiffer and more official. response_to_superior01 “Yes, sir.” x3 Response, Negative: **** No Def Currently **** You have been greeted by someone who is a social equal, and are responding to their question negatively. These should be delivered without much emotion. response_negative_1 “Not really.” x2 Conversation Question: ["snd_convo_question"] You strike up a casual conversation with a nearby friendly. These are used for mission-specific conversations set up by the mapper, and are not used by default. The questions must be evaluation questions, appropriate for "good/not good" style answers. (They may eventually be used for AI sitting next to each other for extended periods of time) convo_question01 "How's your day going?" convo_question02 "How was dinner?" convo_question03 "What do you think of this dress?" convo_question04 "How did you do in the game last night?" convo_question05 "How were the bear pits the other day?" Conversation Answer: ["snd_convo_answer"] This is an answer to the question above. The answers should all be of the "good/not good" variety. convo_answer01 "Not too bad, really." convo_answer02 "Ok, I guess." convo_answer03 "You don't want to know." convo_answer04 "Better than I thought, actually."
    1 point
  10. Thank you very much, Springheel! I'm delighted to have a sure updated master to work with.
    1 point
×
×
  • Create New...