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Wench character yawns with a mans voice


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#1 AluminumHaste

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Posted 27 March 2018 - 10:26 AM

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.

 

#2 Bikerdude

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Posted 27 March 2018 - 10:34 AM

Wonna log a tracker fella.



#3 nbohr1more

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Posted 27 March 2018 - 10:42 AM

LOL.

(Please don't fix this...)
(And gimme back my talking horses please...)
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#4 AluminumHaste

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Posted 27 March 2018 - 10:54 AM

Wonna log a tracker fella.

 

Not really, it's hilarious, and I also miss the talking horses.


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I always assumed I'd taste like boot leather.

 

#5 Springheel

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Posted 27 March 2018 - 11:19 AM

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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#6 AluminumHaste

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Posted 27 March 2018 - 12:05 PM

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


I always assumed I'd taste like boot leather.

 

#7 Springheel

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Posted 27 March 2018 - 12:23 PM

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

 

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



#8 Abusimplea

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Posted 27 March 2018 - 12:38 PM

 

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

+1 for fixing it.


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#9 AluminumHaste

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Posted 27 March 2018 - 12:59 PM

+10 for keeping the easter egg in. :P

 

But on a serious note we should probably fix it, TDM is seriouzszszs businesszzzz!


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I always assumed I'd taste like boot leather.

 

#10 wesp5

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Posted 28 March 2018 - 03:49 AM

+1 for fixing. What's an easter egg for old time veterans looks like a stupid bug to new players ;)!



#11 demagogue

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Posted 28 March 2018 - 06:32 AM

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:


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#12 Sotha

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Posted 28 March 2018 - 08:54 AM

+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.
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#13 Goldwell

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Posted 28 March 2018 - 11:54 AM

+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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#14 Springheel

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Posted 31 March 2018 - 04:14 PM

Now fixed on SVN


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#15 demagogue

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Posted 31 March 2018 - 10:29 PM

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


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#16 AluminumHaste

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Posted 29 April 2018 - 10:11 PM

Now fixed on SVN

 

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.


I always assumed I'd taste like boot leather.

 

#17 nbohr1more

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Posted 29 April 2018 - 10:40 PM

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)


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#18 grayman

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Posted 30 April 2018 - 06:30 AM

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.



#19 AluminumHaste

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Posted 30 April 2018 - 06:53 AM

I was playing King of the Mountain last night, when I heard it from the Wench.

I'll double check, it's remotely possible two guards were doing it at the same time.


I always assumed I'd taste like boot leather.

 

#20 AluminumHaste

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Posted 30 April 2018 - 07:06 AM

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.

 

#21 Springheel

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Posted 30 April 2018 - 07:42 AM

"def_vocal_set" "atdm:ai_vocal_set_cynic_citywatch"

 

 

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



#22 AluminumHaste

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Posted 30 April 2018 - 07:52 AM

Map issue then, he's set a def for a male voice. That's weird.


I always assumed I'd taste like boot leather.

 




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