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Wench character yawns with a mans voice


AluminumHaste

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I was playing The Bakery last night and at the beginning when the wench comes out and stands by the well, she yawns but it's a man's voice.

This happens in 2.05 as well, so it's been around for a while.

 

It's not the map either, I checked another level with the wench AI and she does the same thing when yawning. All the other voiced barks are a woman's voice.

I always assumed I'd taste like boot leather.

 

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The yawns are triggered by the animation directly, so they ignore the vocal set. I thought I changed the female yawn animation to use a female voice though. I guess not.

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@springheel, you want me to make a bugtracker for it?

 

Unless there's a consensus that people would rather not fix it.

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We have to fix it IMO. But we can just have a laugh at the fact it happened for a long time.

 

I was at work and laughed just at this thread title thinking, yep, the typical serious business over at TDM today. :laugh:

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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+1 for fixing of course.

 

I remember the time when we had a phantom killer murdering AI randomly in maps. Funny stuff, but good that they were fixed.

 

LOL

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This feels like an important rite of passage into a new life stage. TDM is growing into adulthood. :P

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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  • 4 weeks later...

You need to let Grayman know about this this revision so he can add it to the beta.

I just noticed that the wench still yawns with a man's voice while playing a map.

something went wrong with 15170 then:

 

The next 2.06 build package is ready for testing.

 

7373 – 4696: Increase delay between frames from 4000 microseconds to 6000 microseconds (stgatilov)

7377 – 4757: Fix r_showLightCount broken (duzenko)

7378 – 4758, 4759: qglVertexPointer -> qglVertexAttribPointer in tools (duzenko)

7380 – Security camera fix for an alert state not passed properly. Added script function entity getSpotLight() that passes the spotlight used by the camera, or the null_entity if none is used. (Obsttorte)[/size]

7381 – Fix 4757 regression (nbohr1more)

 

15153Skina's Russian fixes (nbohr1more)

15154Anderson's Romanian fixes (nbohr1more)

15155More language fixes and Petike the Taffer's Slovak (nbohr1more)

15156Russian Unicode to CP1251 fix (nbohr1more)

15163 – Add video menu line “EXPERIMENTAL FEATURES” (AluminumHaste)

15164 – Correct russian.lang situation and added video menu “EXPERIMENTAL FEATURES” string to all.lang (grayman)

15165 – Fix Romanian big "Settings" (Setari) translation (nbohr1more)

15166 – A few more Russian fixes with resolutions strings (nbohr1more)

15167 – Added bikerdude to the AUTHORS.txt file (grayman)

15169 – Fix horse turn animations (arcturus)

15170 – Fix for male sigh (Springheel)

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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I confirmed that the two 15170 changes appear in my 2.06 source tree.

 

Haven't looked at the build package yet.

 

They're present.

 

Perhaps the male sound that's being heard belongs to a different female animation than the one that was fixed.

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There's only one wench in that mission:

 

 

// entity 1424
{
"classname" "atdm:ai_townsfolk_wench_armed"
"name" "atdm_ai_townsfolk_wench_armed_1"
"def_head" "atdm:ai_head_female02_brunette"
"def_vocal_set" "atdm:ai_vocal_set_cynic_citywatch"
"origin" "1040 128 568.302"
"rotation" "1 0 0 0 1 0 0 0 1"
"target" "path_corner_123"
"team" "1"
}

I always assumed I'd taste like boot leather.

 

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"def_vocal_set" "atdm:ai_vocal_set_cynic_citywatch"

 

 

It looks like that wench has been given a male vocal set for some reason.

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