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Cambridge Spy

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Posts posted by Cambridge Spy

  1. Videos normally only get blocked in germany if they feature content that is coyright protected, like music for example. Let's plays are not blocked (at least I never encountered it).

    Not even LPs are immune, two of my LP videos for MoTmod are blocked in Germany for songs copyrighted by UMG playing in the background. What I'm asking is does the Content ID system register any BGMs as a licensed song that's claimed by GEMA?

  2. Ah... One Step Too Far was that mission where you play on a ship, right? I finished it a while ago, and remember that one of the guards was a Moor character. So they are part of TDM in that case... awesome!

     

    The necessary assets are likely there more or less. Main problem seems to be that there are no maps in non-European setups. Obviously I can't request mission creators to make any, but perhaps this inspires some to try it out. Making an Arab palace or Indian bazaar in Darkradiant could be a fun attempt by itself... not to mention playing a full mission in such, where you interact with characters and read notes and so on.

     

    As for the other links, thanks for the info! They're more or less related, but still fun to see some of those "weird maps" :)

    We'd probably have to make new Moor characters though if there's going to be a mission with an exotic setting (heads, costumes, voices).

    • Like 1
  3. There is however hope in this sense as well: Springheel once posted a video of a character set called Moor, which has a few Egyptian looking NPC's that also wield traditional swords. I'm curious if they're part of TDM by now.

     

    Moorish NPCs have so far been used in One Step Too Far and Chase Mercantile. The upcoming Accountant 2 also features a Moorish mage. I'm also thinking of adding a few Moors in a few of my missions.

  4. If I recall correctly, the werebeast model has not been worked in a long time - so unless someone takes on that responsibility - you might want to rethink the story of your second proposed mission.

    It will still be a while before I even consider laying the foundations for the second one, and I think by the time I do, chances are the werebeast would be completed long before.

     

    I would pay extra attention to the sensitivity of the AI in your mission. If every single item missing makes people go nuts or that the AI reacts to every door, it may result in frustrating gameplay moments. Too much is too much; it is like a salt that must be used sparingly.

    Remember AI behaviour in the first William Steele mission (many people go to bed after a while and guards change shifts)? It'll be kind of the same thing with my potential missions. Expect NPCs to either go somewhere else or off to bed after a conversation quite a lot.

  5. I'm having a change of plan. Since I'm still checking out the features of DarkRadiant, I'll make a short mission set entirely indoors which is not part of my planned campaign but can be considered a prelude.

     

    It'll take place in an inn, where your objective is to assassinate a Moorish slave trader - and rob fellow patrons and staff blind while you're at it. I am, however, still thinking of adding highly sensitive AI (ie. everyone alerted when they see a single item missing, rushing towards open doors, etc.), plenty of conversations and extra NPCs on higher difficulties.

     

    What do you guys think?

     

    Also, another assassination mission I've been thinking about (also entirely indoors) is to navigate a sewer complex and find a way to subdue (not kill) a necrophiliac werebeast so the City Watch can put him in the same prison which will be explored in the main campaign (I'm thinking of adding an optional objective involving assassinating the werebeast in that mission). But it'll be a while still, and I think they're still making a proper werebeast model. I take it werebeasts cannot be simply rendered unconscious with a gas arrow or blackjack?

    • Like 1
  6.  

    By that logic they're "obviously" a parody of the Minoans of Crete, or of Enoa Island in Micronesia.

    Plus the similarities with Genoa - both are naval states and privateers of both states cause havoc with the trade routes of their rivals (Menoa against Bridgeport, Genoa against Pisa, Venice and the Ottoman Empire).

  7. The new lines are definitely an improvement, but I have to agree with Goldwell about the accent and Toni about the hollowness of the recording. While the lines are definitely an improvement over the earlier monotone ones, there is still something about them that sounds a bit unnatural to me.

     

    I'm not sure why you think that's obvious. Menoa is actually inspired by Spain and Portugal.

    Does Bikerdude have similar problems with the Blue Yeti? Also, you just replace the G with M.

  8. About the quality the only thing that knocks me off a bit is that you hear the room around you, I mean that you're sitting in a chamber - which is normal if you speak loud. I don't know if one can reduce this effect or overlay a soft echo to make it more seamless / natural. Maybe this can't even be heard ingame - you should try it out :)

    Doesn't Bikerdude have the same problem with HIS Blue Yeti? We have to keep the air conditioner off during recording sessions to minimize background noise.

     

    Also, if someone like Springheel can come up with a new script and tell me which accent to come up with, I'll try to do it. Maybe I can suggest a few examples I or someone else could try:

     

    Pagan - maybe use a Scottish accent.

     

    Menoan - since Bridgeport's rival, Menoa, is an obvious parody of Genoa, maybe use an Italian accent and utter a few Italian words, sort of like how the Moors use a few sub-Saharan slang and phrases.

  9. It's ok, seems like you were going for a parody or a comedy though. Or at least a very enthusiastic and emotional cook.

    I had someone with me giving advice on how best to emphasize the sentences correctly. But I'm not intending to voice cooks only, these are just some quick samples. Remember I recorded merchant and ordinary dialogue as well. Just wanted to start with the cook ones first.

  10. Adding such a character is one thing but having the subtlety and ability to portray such a character without it coming across as some type of parody is another thing completely. No offense intended Cambridge Spy but your performance needs a lot of work. This isn't something you're going to learn in a few weeks.

     

    Like I said, I do NOT regard the voice as flawless - no impressionist can really call their works perfect. But yes, I'll try and do some work on how I'm best to deliver the right sort of lines to you.

  11. I've been thinking, one of my potential vocal sets (the female one) should include religious-themed quotes, ideal for nuns or noblewomen (eg. the noblewoman would complain about being bored in one variation of the set, and she would wonder if a suitor is a churchgoer in the other). Because Caroline John was a devout Catholic, and the Builder religion is heavily based on Catholicism, I feel that my proposed Liz Shaw-inspired voice should include such quotes.

     

    Can anyone come up with some sample lines for me? Or should I use some of the Builder guard dialogue for starters?

    • Like 1
  12. I'm not a drama coach, but beyond seconding Merry's points above, I would say that the lines are generally lacking in tonal range. They're mostly very monotone, with only one or two small lifts or drops. Is that your natural accent? The lines have the sound of someone trying too hard to direct their voice in specific ways, losing all the natural qualities that makes dialogue sound believable.

     

    Yes it is my natural accent, you have a problem with having an Australian doing voicework in a game like TDM? I'll keep trying to get the idle clips right for you, meantime, I think I can best deliver my voice to conversations. Anyone got an upcoming FM that could use a conversation or too? How about the William Steele missions?

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