Jump to content
The Dark Mod Forums

Request - Terrified vocal set


RPGista

Recommended Posts

Revisiting my mission, I remembered that I was supposed to suggest the team the inclusion of a "terrified" vocal set for the AI (dont know if I have already). It is possible, in some missions, to see civilian or other human AI spotting and fighting with supernatural monsters barking out-of-place taunts as if the creature was actually the player (things like "Aha!", "There you are", or "You wont escape me now" or something similar).

 

A terrified vocal set would serve two purposes:

 

1- Give appropriate sound responses to harmless AI that the player is bullying/chasing/threatening (right now, if that happens, they will either freeze, run in random bursts, or play the cowering animation, with no sounds whatsoever);

 

2- Allow for more realistic/appropriate reactions to AI when faced with supernatural creatures like zombies or werewolfs - screams of terror for fleeing AI, melee sounds for fighting monsters;

 

To me this wouldnt need a lot of material - a few generic terror screams, cries and pleas (that could be associated with certain AI spotting either the player or a certain team of monsters), and a ) either some new barks for fighting monsters or b ) a soundshader dedicated to that in which all the inappropriate barks are excluded (keeping things like generic "Yaaahh!" sounds in there), for each vocal set.

 

Since adding sounds now to existing vocal sets would be very difficult (actors gone, etc), this request might only be aplicable (apart from suggestion b ) to future ones...

Edited by RPGista
Link to comment
Share on other sites

Since adding sounds now to existing vocal sets would be very difficult (actors gone, etc)

I don't think one can differentiate if a "scream of naked terror" comes from the same person who has spoken all the other voice parts as long as the voice sounds a bit familiar to the original.

 

Actually, I like the idea (what are you planning :ph34r: )

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

I don't think the answer is a separate terrified vocal set; just some additional vocal defs. Probably wouldn't even require recording new lines.

 

"to combat, generic enemy" At the moment all our combat barks are targetted at the player, but we could separate out the generic ones and use them whenever the AI is fighting another AI.

 

Probably would also need generic "combat winning" and "combat, losing" ones for monsters...would be kind of silly if someone said, "He can't even fight." to a zombie.

 

(right now, if that happens, they will either freeze, run in random bursts, or play the cowering animation, with no sounds whatsoever);

 

Right now there are already two different kinds of flee barks--"to flee" which is the sound the AI makes as he decides to run away ("I'm getting out of here!"), and "flee" which is the sound he gives while fleeing (Help, he's coming after me!"). If the AI isn't using them then something is wrong.

 

As above, we could separate out the more generic ones into a new vocal def to use when the AI run from monsters or the like.

 

 

If you want to make a tracker entry I could make new soundshaders. Someone else would need to handle the code part.

Link to comment
Share on other sites

"to combat, generic enemy" At the moment all our combat barks are targetted at the player, but we could separate out the generic ones and use them whenever the AI is fighting another AI.

 

This would already work very well, just taking away the obvious mentions of the player character (anything involving references to a rogue, or that shows over-confidence coming from the AI).

 

Probably would also need generic "combat winning" and "combat, losing" ones for monsters...would be kind of silly if someone said, "He can't even fight." to a zombie.

 

It seems to me the builder characters are the best equipped for this type of situation, I remember them having several battle cries that would be appropriate (stuff like "Gods protect me" or "I shall smite thee with the power of the Hammer" and things of that sort). They would work both agaisnt monster, as well as human enemies.

 

Right now there are already two different kinds of flee barks--"to flee" which is the sound the AI makes as he decides to run away ("I'm getting out of here!"), and "flee" which is the sound he gives while fleeing (Help, he's coming after me!"). If the AI isn't using them then something is wrong.

 

Last time I tested this was in Demagogue's mission, you can isolate a civilian in a dead end and he would just stand there, sometimes calling out for help, and randomly playing the cowering animation (that action has no sounds associated with it). I saw that a lot in my playtesting days too, characters will behave and say things accordingly when they spot you, will keep calling for help, but they wont engage with you (even when you completely cut them off) - they dont really have a "eye on eye" set of vocals to try and negotiate their lives, things like "Please dont hurt me" or scared moans if you touch them, things of that nature. My point was that if we had a terrified vocal set, we could use the generic screams and moaning of terror coming from that to cover these situations. But that is a detail and not much of a priority.

 

If you want to make a tracker entry I could make new soundshaders. Someone else would need to handle the code part.

 

I'm not sure how to do that, will give it a try!

Link to comment
Share on other sites

they wont engage with you (even when you completely cut them off) - they dont really have a "eye on eye" set of vocals to try and negotiate their lives

 

That would probably require some new code.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
    • The Black Arrow

      Hope everyone has the blessing of undying motivation for "The Dark Mod 15th Anniversary Contest". Can't wait to see the many magnificent missions you all may have planned. Good luck, with an Ace!
      · 0 replies
×
×
  • Create New...