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#1 Deadlove

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Posted 09 December 2013 - 12:58 AM

I have an idea to give the "pagan" character a set off lines...what do you guys think?

Edited by Deadlove, 09 December 2013 - 03:59 AM.

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#2 Deadlove

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Posted 09 December 2013 - 01:13 AM

https://soundcloud.c...es-me-fleshling

The Pagan is has seen you but can no longer see you and is searching for you...

Edited by Deadlove, 09 December 2013 - 04:01 AM.

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#3 Deadlove

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Posted 09 December 2013 - 03:36 AM

https://soundcloud.c...-songsie-dances

Here's an idle Pagan just chanting with the night waiting...

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#4 Deadlove

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Posted 09 December 2013 - 03:59 AM

https://soundcloud.c...dsie-you-return

Here's one for while a Pagan fights the player, or while the player dies and the Pagan is satisfied with his doings.

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#5 Deadlove

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Posted 09 December 2013 - 04:13 AM

https://soundcloud.c...ds-hither-blood

Here's one for while the player and the Pagan are engaged in combat.

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#6 Springheel

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Posted 09 December 2013 - 01:31 PM

We definitely do need some pagan vocals, but pagans in the TDM universe do not sound like the ones in Thief. Our pagans are based more on historical tribal societies, like the ancient celts.

http://wiki.thedarkm...hp?title=Pagans
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#7 Deadlove

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Posted 09 December 2013 - 03:50 PM

Thanks!

The master vocal script seems a bit dated, is there one made specifically for the Pagan class?

Also, are the models for AI automatically programmed to say their lines, or depending on what character it is, the lines differ?

I ask, because I'd imagine a male Pagan lesser wish sword, a Pagan female lesser with sword, or a Pagan Shaman with wand casting projectile would all have different voices?

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#8 Springheel

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Posted 09 December 2013 - 04:21 PM

The vocal master here is completely up to date: http://forums.thedar...-script-master/

I have not written a pagan script, because I don't have a very clear idea of what our pagan characters should sound like. Various people have offered to write one over the years but none have ever come to anything.

Also, are the models for AI automatically programmed to say their lines, or depending on what character it is, the lines differ?


Mappers select a specific vocal "set" when they create an AI. A vocal set is a distinctive voice, personality, and way of speaking, for example, "The Thug" or "The Critic". We don't make specific vocals for AI types--there is no "citywatch" voice, for example.
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#9 PranQster

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Posted 10 December 2013 - 01:04 AM

A vocal set would be neat, but I'd rather see a few more pagan AI models/skins first. Perhaps one more dude and two females. Right now my pagan wenches are all in dresses like city wenches.
I also want ravens too, but don't know how to go about making one.

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#10 RJFerret

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Posted 10 December 2013 - 03:00 AM

I have not written a pagan script, because I don't have a very clear idea of what our pagan characters should sound like.


Lots of references to "the Spirits"? (Be they animal, metaphysical wind/trees/fire/etc.) À la Neopagans, Buddhists, etc.? "The Mother"? "Earth"?

Brainstorming...perhaps complemented with more mundane lines, these ideas aren't very barbaric though, if that's more the tone? (Then, "Spirits, noisy." instead of, "That is more noise than a spirit makes!")
Relaxed, Armed: ["snd_relaxed"]: "The spirits seem anxious tonight."
Reacting to World: ["snd_reaction" ] ["snd_state3"]: "Ah, behold." / "Spirits are with me."
Observant: ["snd_alert1" ] ["snd_notice_generic"]: "Restless spirits...?"
Observe a Sound: ["snd_alert1h" ]: "Noisy spirits..."
Observe a Sight: ["snd_alert1s"]: "What are you showing me spirits?"
Notice Something: ["snd_alert3" ]: "That is more than a spirit!"
Notice A Sound: ["snd_alert3h" ]: "That is more noise than a spirit makes!"
Notice A Sight: ["snd_alert3s" ]: "Spirits, show me."
Notice A Sound, with company: ["snd_alert3hc" ]: "Do the spirits speak to you too? Let's discover the source."
Notice A Sight, with company: ["snd_alert3sc" ]: "What do the spirits show us? Let us see."
Settling Down: ["snd_alertdown0" ]: "Begone spirits, leave me in peace."
Settling Down after hearing something: ["snd_alertdown0h" ]: "Spirits of the air are just toying with my ears."
Settling Down after seeing something: ["snd_alertdown0s" ]: "Seeing things is just the spirits' way of revealing themselves."
Alerted by Something: ["snd_alert4NoEvidence"]: "Something more than a spirit is there..."
Alerted by Intruder: ["snd_alert4" ]: "You are no spirit, show yourself!"
Idle, On Guard: ["snd_alert_idle" ]: "Spirits be with me, I'm ready."
Searching for Someone: ["snd_state4SeenNoEvidence" ]: "The spirits won't hide you forever, I'll find you."
Giving up after search: ["snd_alertdown0SeenNoEvidence" ]: "The spirits are toying with me."
Agitated Searching: ["snd_state4SeenEvidence" ]: "Spirits are with me, I WILL find you!"
Agitated Searching, unarmed: ["snd_state4SeenEvidence" ]: "What do you want? (Spirits protect me.)" / "What is your intention? (Spirits be with me.)"
Giving up after Agitated Search: ["snd_alertdown0SeenEvidence" ]: "Gone? Why Spirits, why?"
Giving up after Agitated Search, unarmed: ["snd_alertdown0SeenEvidence" ]: "Thank you Spirits, what relief."

***

Greeting, Generic: ["snd_greeting_civilian_to_civilian"]: "Spirits be with you." / "Spirits protect you." / "Spirits shelter you."
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#11 Springheel

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Posted 10 December 2013 - 09:32 AM

A vocal set would be neat, but I'd rather see a few more pagan AI models/skins first. Perhaps one more dude and two females. Right now my pagan wenches are all in dresses like city wenches.


It's kind of a catch-22. We already have a couple pagan characters, but no vocals for them. Until we get at least one vocal set for them, I'm not really motivated to make more pagan characters, since a pagan woman who talks like a tavern wench is not very desirable either.

Lots of references to "the Spirits"? (Be they animal, metaphysical wind/trees/fire/etc.) À la Neopagans, Buddhists, etc.? "The Mother"? "Earth"?


We'd want something that sounds suitably foreign, like they're not native speakers of the language. And definitely not like new age neo-pagans. Getting the script is the first difficult part; getting someone who can act the appropriate accent is going to be hard too.
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#12 RJFerret

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Posted 10 December 2013 - 11:18 AM

We'd want something that sounds suitably foreign, like they're not native speakers of the language. And definitely not like new age neo-pagans. Getting the script is the first difficult part; getting someone who can act the appropriate accent is going to be hard too.


Hmm...

Foreign speakers sound foreign because they have recognizable sounds, structure, and limitations of speech per their native language, which would be immersion breaking to some I'd imagine. Lord of the Rings Online has this problem, they used older version of northern European words for places, à la Tolkien using Old English inspiration, the problem is folks from Norway or wherever perceive those placenames to be misspelled versions of current names!

A relation of mine from Columbia simply has a slight pause before she delivers English. Similarly, Asian folks at the gym do the exact same. However foreign speakers tend to mutter to themselves in their own language rather than adopting new idioms. In fact, idioms are usually things they never learn. And obviously most of what we hear from AIs while we play are these utterances to themselves.

Worse, making the requirements so limiting causes the "difficulty" you describe, and as people come and go in these types of projects, getting replacement lines from a unique speaker might be impossible, nevermind finding other genders to match appropriately (short of professional voice over people).

"Suitably foreign", "not silly", "not Thief-like" and "not native" doesn't sound like directions you can give anyone to derive a predictable result. Might you specify the parameters? It sounds like you aren't seeking lines/style for a different culture of people, but seeking a unique race (or species!), which doesn't seem to correlate with the wiki description of Pagans too much.

Edited by RJFerret, 10 December 2013 - 11:25 AM.

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#13 Springheel

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Posted 10 December 2013 - 11:47 AM

It sounds like you aren't seeking lines/style for a different culture of people, but seeking a unique race (or species!)


:huh: I don't see where you're getting that from.
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#14 RJFerret

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Posted 10 December 2013 - 12:41 PM

:huh: I don't see where you're getting that from.


Perhaps I read too much into...

We'd want something that sounds suitably foreign, like they're not native speakers of the language.


My read of the wiki Pagans blurb is they are basically just like me, people drawn to natural environs more than cities, not subscribing to the mainstream politics/religion, although some tribes are more barbaric/warlike than I am. ;-)

Essentially just that person's considered quirky by those who are mainstream, as instead of attributing things to "the Builder" they do to "the Goddess" or "the Mother" or whatnot, IE, not foreign at all, just different by virtue of lifestyle choices (just like Builders/Inventors/etcetera are).

A tattooed figure with an animal skull on his head, wearing a bearskin, muttering about the spirits deceiving him when he gives up on searching for me seems in line with the wiki article, but not in line with a non-native sounding foreigner to me.
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#15 Sotha

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Posted 10 December 2013 - 02:06 PM

I have not written a pagan script, because I don't have a very clear idea of what our pagan characters should sound like. Various people have offered to write one over the years but none have ever come to anything.


Yep, that's a difficult one. We cannot create a new dialect just for TDM, so maybe an 'uneducated' sounding real-world accent would suffice for TDM pagans.

Here is a bunch english accents I quickly digged up:
Finnish:
Swedish:
Danish: https://www.youtube.com/watch?v=oy2KcDbRq4o
Scottish: https://www.youtube.com/watch?v=MfO8F6Uz_qM
Romanian: https://www.youtube.com/watch?v=JNCzB0fUsS0
Persian: https://www.youtube.com/watch?v=JSfao9tv89k

I think swedish, danish, scottish or romanian might work. But yep, difficult, so difficult.
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#16 Springheel

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Posted 10 December 2013 - 02:16 PM

My read of the wiki Pagans blurb is they are basically just like me, people drawn to natural environs more than cities, not subscribing to the mainstream politics/religion, although some tribes are more barbaric/warlike than I am. ;-)


Unless you live in a tribal society, probably not exactly. :)

TDM pagans cover a wide spectrum of people--there are "urban pagans" that would be barely distinguishable from normal folk. And on the other end of the spectrum would be bizarre shapeshifters and cannibals, like the Roman stories of the Picts. Since we can't have an unlimited number of pagan vocals, they would have to hit the middle ground--a somewhat primitive, tribal character whose dialect is unusual enough to make him sound foreign, and with lots of references to nature, superstition, and mythology.

maybe an 'uneducated' sounding real-world accent would suffice for TDM pagans.


Fieldmedic and his girlfriend offered to do some pagan vocals at one point, and they have a Swedish accent that sounded good to me. But I didn't have the script at the time, and whoever was writing one at the time never completed it. Some kind of Germanic or Nordic accent would suit me fine, but I don't know how that would sound to European ears.
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#17 Sotha

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Posted 10 December 2013 - 02:54 PM

Fieldmedic and his girlfriend offered to do some pagan vocals at one point, and they have a Swedish accent that sounded good to me. But I didn't have the script at the time, and whoever was writing one at the time never completed it. Some kind of Germanic or Nordic accent would suit me fine, but I don't know how that would sound to European ears.


Ah, yes. FM is still around, maybe he is willing to finalize a male vocal set? Do we have any swedish, danish or norwegian people present with voice acting skills?

If TDM pagans are 'nordic savages' that would be an easy way out in terms of fluff and vocal tone. We could simply model the Pagan faction according to the vikings:
*Swedish/norse accent
*Strong utilization of words of norse mythology. We would immediately get cool references like Jörmungandr, Yggdrasil and All-Father, without the need to invent our own. Maybe direct god names like Odin could be avoided to not make it way too obvious.
*Rune writing and runestones!
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#18 Springheel

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Posted 10 December 2013 - 03:01 PM

I did some digging, and it turns out I did write a script for a female pagan, or at least partially, back in 2010. It's not great, but it's something to work with (it's also a bit out of date, as we've added toour barks since then).

Pagan female VOCALS

Tone and Attitude
The Dark Mod strives to have a somewhat dark, gritty, and believable tone. Characters should avoid dramatic clichés and dialogue that sounds like sitcom humour. Characters should react with genuine emotion and in ways that make sense given their personality and education level.

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?" "See you later" 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
"The Pagan Woman” – poorly educated and rural; refers to old gods and mystical beliefs

[AI Non-Alert States]

These AI are idle; not doing anything in particular. They are bored and talking to themselves, so just like when people think out loud, the beginning and end of their dialogue will often trail off into mumbling.

Relaxed: You're either not working or aren’t expecting any trouble. You’re relaxed and somewhat bored. Dialogue can be punctuated with sighs and muttering.

Throat clearing/coughs x3
Sighs x2 (it’s been a long day)
Humming a simple tune x2

idle_1 "’The dark lady hides her face from the moon this night."
idle_2 "It is too late in the season to be so cold here. It chills the bone."
idle_3 "I hope he brings back something to eat.”
idle_4 "’There is nothing to be done about that. Nothing at all.”
idle_5 "I keep forgetting to lay those out to dry. Now they’re going to be damp again. [sigh] "
idle_6 “By the spirits, I thought this would be all over by now.”
idle_7 “The wise one finds tongues in trees and sermons in stones.”
idle_8 “”The blackbirds are silent tonight. That’s never a good sign.”
Idle_9 “We need some rain soon, or the fields will all be bare.”
Idle_10 “If it doesn’t rain, I’ll pick some more tomorrow…they will be almost ripe by now.”
Idle_11 “I told her not to let them spoil. And what does she do? The girl has no sense at all.”

"By his own hand. Ha. An embarrassment, to him and to his clan."
Idle_5 "When we next cross paths I'll put an end to it. For good."
Idle_8 "The raven disturbed me. It seemed anxious about something (, but what?)."

Idle_shaman_1 “The stars light our path. There is great wisdom to be gained from them.”
Idle_shaman_2 “Let the ancient wisdom guide you. The voices of our ancestors speak to us through many forms.”
Idle_shaman_1 "Fire is a mysterious being; it warms our bodies and it burns our dwellings."
Idle_shaman_2 "Will the dark lady heed my pleas? Even she seems to avoid this troubled corner."

Idle_shaman_6 "The rat cannot defeat the hawk, but it feasts upon the hawklings. Such is the way of things."

At Alert 0: On the job. Similar to above, but you’re working so you’re a little more alert.
Number of Wavs: 3

alert0_1 "My weapon is as keen as any man’s.”


[AI Alert States]

To Alert 1/1.5: You notice something subtle but aren’t sure what it is. You are mostly talking to yourself, so you should not be particularly loud and may trail off.
Number of Wavs: 3

to_alert1_1 "Hm?"
to_alert1_2 “Hmm, what might that be?"
to_alert1_3 "What is that?"

To Alert 1/1.5 + Heard: Same as above, only this one means you notice something auditory.
Number of Wavs: 3 per character

to_alert1_sound_1 "What was that sound?"
to_alert1_sound_2 "Is something there?"

To Alert 1/1.5 + Saw: Same as above, only you notice something with your sight.
Number of Wavs: 3 per character

to_alert1_saw_1 "What’s that I see?"
to_alert1_saw_2 "Is that something over there?"
to_alert1_saw_shaman_1 "The shadows twist and bulge."



To Alert 2: You notice something, and it caught your attention enough to warrant checking it out.
Number of Wavs: 3 per character

to_alert2_1 "What is that, I wonder?"
to_alert2_2 "What could that be?"
to_alert2_3 "Is someone there?"

To Alert 2 + Heard: You hear something loud which you should investigate. Same as above only now it's specific to hearing.

to_alert2_sound_1 "What was that noise?"
to_alert2_sound_2 "What is making noise over there?"
to_alert2_sound_(shaman?)_3 "That is no sound of the night."

To Alert 2 + Saw: You saw something in the shadows which you should investigate. Same as above, only now specific to seeing.
Number of Wavs: 3 per character

to_alert2_saw_1 "What’s that moving in the shadows?"
to_alert2_saw_2 "Who is creeping around over there?"
to_alert2_saw_3 "What? What is that?"

To Alert 2 + Company + Heard: You notice something auditory with company .

to_alert2_soundx2_1 "Did you hear something there as well?."
to_alert2_soundx2_2 "Do you hear something strange?"


To Alert 2 + Company + Saw: You notice something visually amiss with company and start to investigate.
Number of Wavs: 2 per character

to_alert2_sawx2_1 "I thought I saw something. Come with me."
to_alert2_sawx2_2 "Help me. Something is in the shadows."

Returning to Alert 0, generic: You saw or heard something suspicious, but you can't find any evidence of anything serious. It was probably nothing.
Number of Wavs: 3 per character

to_0_1 "Some sprite or hobgoblin is playing tricks on me."
to_0_2 "It appears to be nothing..."
to_0_3 "’Hmm, now there’s nothing.”
to_0_shaman_1 "The dark holds many secrets. This one will stay uncovered, for now."

Returning to Alert 0, hearing: As above, but you thought you'd heard something.
Number of Wavs: 3 per character

to_0_sound_1 “That must have been the cat."
to_0_sound_2 "Maybe it was a raven’s cry. Be bad luck, if so."
to_0_sound_3 "Don’t know what that was, but it’s gone now."


Returning to Alert 0, sight: As above, but you thought you'd seen something.
Number of Wavs: 3 per character

to_0_saw_1 "Just the shadows moving. You’re being silly"
to_0_saw_2 “Something was scurrying around there, but it’s gone now.”
to_0_saw_3 “I thought I saw something…oh well. ”


To Alert 3: You see or hear something that makes it pretty clear that there's someone there, but you don't know exactly who or where they are. You’re all business now.

to_alert3_1 "Ho, come out from there!"
to_alert3_2 " Who is hidden in the shadows there?"
to_alert3_3 "Come out of the shadows so I can see you."
to_alert3_4 “I don’t know why you’re hiding, but you’d better come out.”
to_alert3_5 “Oh! Who are you?”
to_alert3_6 "Who is there?"

Returning to Alert 0, no evidence: You know you saw someone, but you've searched around and can't find them. 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 highly annoyed.
Number of Wavs: 5 per character

to_0_search_1 "Well, you’ve given me a good fright."
to_0_search_2 "Some spirit is playing tricks in the shadows."
to_0_search_3 “I can’t see anyone now. Perhaps they have gone….”
to_0_search_4 “Well, whatever it was, it seems to be gone….”
to_0_search_5 "A mischief-maker is around here somewhere. Hopefully he’ll leave me alone now."

Lost Player after Pursuit: You were chasing the intruder when suddenly he disappeared. He can’t be far.

lost_player_1 “What? What kind of magic is this?”
lost_player_2 “He seemed mortal, but he vanishes like a spirit…”
lost_player_3 “He was here but a moment ago!”


Return to Alert 1, evidence: 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.
Number of Wavs: 5 per character

to_0_spotted_1 "The cut-throat has escaped, for now."
to_0_spotted_2 "He must have fled by now."
to_0_spotted_3 "I did what I could, but he must have gotten away."
to_0_spotted_4 " Maybe he’ll show his face again. But I can’t search any longer ."
to_0_spotted_5 "He’s gotten away. But he won’t surprise me next time."

Return with help, spot player: You have run away from the player, gotten help, and returned. The player is still there, so you order the help forward.
Number of Wavs: 2 per character

gotten_help_1 "The outsider. Get him!"
gotten_help_2 "Go! Get him before he gets away!"

Return with help, lost player: You have returned with help but the player is no longer visible.
Number of Wavs: 2 per character

gotten_help_gone_1 "He must have fled on the wind to get away so fast."
gotten_help_gone_2 "By the Raven’s wing, where could he have gone?”


Recently Saw Player: You just saw the player not too long ago, but the player escaped. Now, you're telling your comrade that there is an intruder and that you have seen him.
Number of Wavs: 3 per character

saw_playerx2_1 "Be eagle-eyed, we have an intruder about."
saw_playerx2_I “I saw an enemy; keep a sharp eye out ."

Suspicious, warn friend: You have seen non-specific evidence of an intruder, and are warning a friend about it.

warning01 “Things do not look right. Be on your guard!”
warning02 “The spirits are telling me that something is wrong."



[AI Searching]

You are actively looking for the intruder, and are either muttering to yourself or taunting them.

Investigate Alert 3: You’ve seen enough to know that there is somebody there, but you're not 100% sure that it’s an intruder. Still, anyone hiding from you must be up to no good.
Number of Wavs: 5 per character

search3_1 "Why are you hiding from me?"
search3_2 "Who’s there? Come out now and stop playing with me."
search3_3 "Who is hiding? I’m not going to hurt you."
search3_4 "I know someone is here...I didn't imagine it."
search3_5 "Mortal or spirit, just show yourself and be done with it.”
search3_6 "Where are you hiding?"
“Be you spirit or mortal, come out and speak to me.”
search3_1 "My eyes pierce the dark like an owl's."


Investigate Alert 4: You know for sure there is an intruder, and you're looking for him.
Number of Wavs: 5 per character

search4_1 "You cannot hide forever, young rodent!"
search4_2 "I know you’re hiding here."
search4_3 "Come out, you agent of darkness."
search4_4 "Come out, I say!"
search4_5 “The Grey Lady guides me, and she sees all."
“The darkness is deep, but it be not wide…I will find you soon enough.”



[Combat and Pursuit]

You have spotted the player and identified him as an intruder. You are either attacking, or preparing to attack. If you're a noncombatant, you're getting ready to flee. Either way you want to draw a lot of attention to yourself, so you are generally shouting loudly.

Spotted the Player, combatant: You see the player and are charging to attack.
Number of Wavs: 5 per character

spotted_combat_1 "I'll fight you myself, you jackal!"
spotted_combat_2 "I'm not afraid of you!"

Spotted the Player, combatant, with help: You're with friends when you finally spot the player.
Number of Wavs: 2 per character

spotted_combatx2_2 " There he is. Get him!"

Spotted the Player with a Body, combatant: You see the player carrying a dead or unconscious person.
Number of Wavs: 1 per character

spotted_combat_body_1 "Stop there, you vulture!"

Spotted the Player, noncombatant: You're not prepared for a fight. You see the player and are preparing to flee.
Number of Wavs: 5 per character

spotted_civilian_1 "Help me! There's an intruder!"
spotted_civilian_2 "Oh no! There's a thief!"
spotted_civilian_3 "Oh no! Spirits protect me! "
spotted_civilian_4 "Help! Defend me!"
spotted_civilian_5 "Someone help! There’s a raider!"

Killed Player: You’ve won the fight. Taunt the player as he lays dying at your feet.

killed_player01 “Beaten by a woman.”
killed_player02 “I hope you have a penny for the ferryman.”
killed_player03 “You’ll not bother me again.”
killed_player_shaman01 "You will become one with your ancestors."

Running Away for help: You're fleeing, either because you don't know how to fight, or you tried to fight and are badly hurt. Call out to for help.
Number of Wavs: 3 per character

fleeing_1 "Help me!"
fleeing_2 "To my aid!"
fleeing_3 "Oh please help!"


Coming to assist: A comrade called for help (or you heard sounds of a fight) and you are on your way to assist them.
Number of Wavs: 2 per character

combat_assist_1 "I will do what I can!"
combat_assist_1 "Courage! Help is on the way."


Frustrated: The player is out of reach (such as standing on a stack of crates or across a chasm) and you can't reach him.
Number of Wavs: 4 per character

frustrated_1 "What kind of man are you, running from a woman!"

Throw Object at Player: The player is out of reach (such as standing on a stack of crates) and you can't reach him. You're angry and throw something.
Number of Wavs: 3 per character

missile_generic_1 "Take this!"

Shooting: You're shooting arrows at the player.
Number of Wavs: 2 per character

archer_1 "My aim is keen.”
archer_2 "Here comes another."

Attacking : You're grunting and attacking

attacking_1 "Ha!!"
attacking_2 "Arg!"
attacking_3 “Hiya!”

Combat, winning: You are winning the fight and take a moment to taunt your opponent. These need to be said quickly, as the fight is still going on.

attacking_hit_1 "You can't beat a woman?"

Die Quiet: You got assassinated or blackjacked and are going down. Make a grunt, but as the name suggests, it's kind of quiet. This should only be about a second in length.

die_quiet_1 "UNH"
die_quiet_1 "Arg"
die_quiet_1 "HHnnnn..."

Die Loud: Yep. You're dead. Theatrics are welcomed here, though not too over the top. This should be about 2 - 4 seconds in length.

die_loud_1 "AHHHHHHHHHHH"
die_loud_2 "Noooo....."
die_loud_3 "Arggghh......."

Blinded: You have been blinded by a flash of light.
Number of Wavs: 1 per character.

blinded_1 "My eyes!! I can't see!"

Gassed: You have been gassed. Cough, sputter and pass out. This should be quick-a second or two at most (it's fast gas). Coughing can be shared among characters
Number of Wavs: 1

gassed_1 "..cough cough"

Drowning: You are drowning. Gurgle and choke.
Number of Wavs: 1

drowning_1 "Gurgle"


[Find States]

You have found or observed something that looks out of place. You aren't seeing or hearing the player, but something that might be a sign that an intruder was here earlier. Since you don't expect anyone is nearby, you're mostly talking to yourself.

Suspicious Item, Generic: There is something nearby which should not be there or something which is amiss (such as when a guard notices that a chair is knocked over). It’s strange, and strange things always make you a bit suspicious.
Number of Wavs: 4 per character

suspicious_item_1 "Hmmm, that’s not as it should be."
suspicious_item_2 "This is strange…”
suspicious_item_3 "Who did this?"
suspicious_item_4 "This is not right."

Notice Weapon: There is a weapon lying around. How did it get there?
Number of Wavs: 2 per character

notice_weapon_1 "Who has left his weapon here?”
notice_weapon_2 "A weapon? What is that doing here?"

Notice Door Open: There is a door open that shouldn't be.
Number of Wavs: 2 per character

notice_door_1 "No wonder there is a draft."
notice_door_2 "This should be closed..."

Notice lights off, generic: The lights are off, but shouldn't be--these can be used for all types of light.
Number of Wavs: 3 per character

notice_lights_1 "Who has turned out the light?"
notice_lights_1 "The darkness is deep. What happened to the light?"

Notice lights out, flame: You notice a torch or candle that should be lit has gone out.
Number of Wavs: 3 per character

notice_lights_flame_1 "The flame must have burned out."
notice_lights_flame_2 "Hmm, it is out.."
notice_lights_flame_3 "Was that not lit a moment ago?"

Relight light, flame: You notice that a light source is out. You relight it.
Number of Wavs: 2 per character

light_relight_1 "I’ll be the one to light it"
light_relight_2 "I’ll suppose I must light it."


Refuse to relight Torch: You notice that a flame is out. Refuse to relight it.
Number of Wavs: 2 per character

light_refuse_1 "I’ll not relight these any longer."
light_relight_2 "Hmm, I’ll have to light it later."


Notice Blood on Floor: There is blood on the floor. Obviously something serious is going on.
Number of Wavs: 3 per character

notice_blood_1 "Oh my! Blood?”
notice_blood_2 "Blood!"
notice_blood_3 "What violence has happened here?"


Found Generic Body: You find a body on the ground.
Number of Wavs: 2 per character

notice_body_generic_1 "Oh help! fetch a healer!"
notice_body_generic_2 "Someone has been hurt! "

Found Female Body: You find the body of a woman on the ground.
Number of Wavs: 1 per character

notice_body_female_1 "A woman has fallen!"

Found Male Body: You find the body of a man on the ground.
Number of Wavs: 1 per character

notice_body_male_1 "A man has been injured."


Found Body Dead: You find a body of someone obviously dead.
Number of Wavs: 3 per character

notice_dead_1 "”What has been done here?"
notice_dead_2 "Murder! Murder!"
notice_dead_3 "Oh! Someone has been slain!"

Found Female Body Dead: You find the dead body of a woman on the ground.
Number of Wavs: 1 per character

notice_dead_female_1 "A woman’s been slain!"

Found Male Body Dead: You found a man, dead on the ground.
Number of Wavs: 1 per character

notice_dead_male_1 "Murder! A man has been killed."

Found Body comrade: You find a comrade, dead on the ground. You are outraged.
Number of Wavs: 2 per character

notice_dead_friend_1 "One of us, slain!"

Recently Found Body: You recently found a body and are relaying the information to a friend.
Number of Wavs: 2 per character

notice_deadx2_1 "There is a killer among us!"

Had pocket picked: You had something on your belt, and now it's gone! That's pretty suspicious...though it's possible it *might* have fallen off, so it's not absolute proof of an intruder.
Number of Wavs: 3 per character

notice_pickpocket_2 "What? I had it but a moment ago."
notice_pickpocket_3 "Has someone snatched it from me?”


Found Something Missing: There is something significant missing that shouldn't be. You've obviously been robbed and you know it.
Number of Wavs: 3 per character

notice_absence_1 "What? Someone has stolen it!"
notice_absence_2 "Gone! Oh, who has taken it?"
notice_absence_3 "Raise the alarm, we’ve been robbed!"


Recently Found Something Missing: You know you've been robbed and you're telling your buddy about it.
Number of Wavs: 2 per character

notice_absencex2_1 "We've been robbed! Alert the warriors."
notice_absencex2_2 "There is a thief lurking about somewhere. You must find them!"

[Greetings]


Greeting, Guard to Guard: You spot a social equal who is a guard, on patrol. You greet them casually.

greeting_guardxguard_1 “Good evening to you."
“Is your night well?"

Greeting, Guard to Civilian: You spot a civilian/servant while you're working. No time to chat; they need to know how important your job is.

greeting_guardxcivilian_2 "Move along now."
“Keep your nose out of trouble.”

Greeting, Superior: You spot someone who is high on the social ladder and greet them.

greeting_xnobleman_1 "Good eve sir."
greeting_xnobleman_1 "May your sons be many and strong."

greeting_xnoblewoman_1 "Good eve, Lady."

greeting_xpriest_1 "May your god keep you."

Greeting Generic: A casual greeting

greeting_civilianxcivilian_1 "Greetings to you."
greeting_civilianxcivilian_2 "May the spirits guide you."
greeting_civilianxcivilian_3 "Good eve."
“May you grow and be fruitful.”

Greeting Inferior. You're a noble and see a civilian. You're better than them.

greeting_noblemanxcivilian_1 "Stand aside there."

Greeting inferior guard. You’re a noble and see a guard. Evaluate their performance.

greeting_noblemanxguard_1 “Be about your business”
greeting_noblemanxguard_2 "Trust the voices of your ancestors."
“Keep your weapons ready.”

Generic Responses: These should be said fairly monotone and noncomittal, as they could be replies to many different greetings.

response_1 “Right.”
response_2 “Uh huh.”
response_3 “As you say.”

Response_4 “As you wish.”
Response_5 “Yes, sir.”
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#19 PranQster

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Posted 11 December 2013 - 10:31 PM

OK Spring... sounds like you're all set! Lets get a move on already! ;)

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#20 PranQster

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Posted 11 December 2013 - 10:41 PM

Ok, seriously. All I really hope to see are 2 skins for female pagan (can that be done with rogue model?) and one more for male pagans since one of the two existing has a fucked-up belt texture which only renders pure-black (the newer, light-colored deerskin tunic). It would be nice to see the one make skin fixed, but would be nice to have a third male skin for pagans.
Personally, I can wait a while for vocal sets. If need be, bark interval can be lowered for idle barks... I can make the pagans mute if need be. The 'simpleton' vocal set works (somewhat) in the mean time. But having 3 or 4 different male pagans with the exact same vocal set as the simpleton guard isn't ideal.
Since pagans are woodland folk, they don't need to act anywhere near as "chatty" as city folk. So in that case, mute pagans are ok with me for the time being.

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#21 Springheel

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Posted 12 December 2013 - 11:22 AM

It would be nice to see the one make skin fixed


This is the first I've heard of it. What's the name of the skin?

All I really hope to see are 2 skins for female pagan (can that be done with rogue model?)


Not sure how that mesh could be done as a pagan, though someone is welcome to take a shot at it.
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#22 Deadlove

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Posted 12 December 2013 - 05:04 PM

I'm gonna take a shot at the Pagan lines, male vocal. It may not follow exactly to script, as I can't guarantee getting lost in character will result in what is written there. Not to be egotistic, but I have some ideas myself :)
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#23 Deadlove

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Posted 12 December 2013 - 06:03 PM

We cannot create a new dialect just for TDM, so maybe an 'uneducated' sounding real-world accent would suffice for TDM pagans.


Why not create a new dialect for the Pagans of TDM? Noone has yet to offer a set of vocal lines for even one class of Pagans.

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#24 Springheel

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Posted 12 December 2013 - 07:39 PM

I can't guarantee getting lost in character will result in what is written there


That script is for female pagans anyway.
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#25 Sotha

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Posted 13 December 2013 - 01:53 AM

Why not create a new dialect for the Pagans of TDM? Noone has yet to offer a set of vocal lines for even one class of Pagans.


Who around here is qualified and able to create a non-cheesy sounding new dialect from scratch? For me, it sounds like a really difficult task for just a few vocal sets.
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