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More new voices?


Goldchocobo

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Hi everyone

We are having another day in the studio recording more voices... including a zombie voice set, and custom dialogue's for my mission.

Greebo/Springheel, we should have time for one or two more voice sets as well, so if you have scripts handy.....

Also, I am just wondering if anyone wanted anything else recorded using the thug, pro, or builder voices (same actors are coming in) while have everyone in the studio. I assume this is our last session, so please let me know in the next day or two. Betamappers: Keep in mind this could include custom conversations for your missions!! And PLEASE, if your mission is a "maybe" (maybe as in are you ever going to really finish it?), DO NOT ask us to record vocals for it - serious mappers need only apply!

Thanks everyone

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Damn, Springheel will be away until the 20th of June. Is it possible to postpone this somehow? This is a great offer, and we need to make use of it, but Springheel has the scripts. He told me there was another builder set planned (for priests iirc).

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Yay, that's great. :)

There are a few vocals that are supported by the code, but missing in the scripts. It would be nice if you could record some of them:

 

Lost track of enemy: you have been charging the enemy, but now you lost him, he's probably hiding somewhere. Something like "Get back here you coward!" or "Damn! Lost him!". (We can also use some of the searching sounds here as well)

 

warn saw evidence: you already recorded warnings for when an enemy had been seen or a corpse had been found. This is for when they have seen some different evidence of intruders, like a broken weapon, missing items, etc, but are not sure there is really someone there. Something like "Be careful. I think there's an intruder here." "Stay alert, I think there's something wrong here".

 

Pain sounds: we have different categories for small pain, medium pain and large pain. We can use the death sounds for that, but they are probably too extreme for the small pain.

 

Find broken item: something is broken that shouldn't be, for example a statue or a window so you become suspicious. Something like "Oh no, who did that?" "Hey, who broke this?"

 

Something really horrible has happened (in Saint Lucia, this would have been used for when they see the broken statue of Saint Lucia): "Oh NO!!! What happened here?!"

 

Sleeping sounds: snoring, mumbling...

 

To Alert 2 + Company: You notice something amiss with your buddy and start to investigate. We've already had similar ones for seeing and hearing, these would be more generic. "Hey, there's something wrong... let's have a look." "Did you notice that too?"

 

Some generic idle sounds, such as sneezing, coughing, yawning, spitting...

 

I'd also really enjoy hearing a couple of small prayers or chants from the builders, like they did in T1, but my old english isn't good enough to make them up. Maybe someone else has some ideas here.

 

Thanks a lot for the vocals, Gold Chocobo, I really like them so far. :)

(hey, did you also breed a gold chocobo in FF7? I had one! :))

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Are we using voices for AI states:

Notice_player_distant (someone's on the rafters, roof, street, etc!)

tell_by_location (someone's in the chamber, chapel, kitchen, etc!)

return with help - lost/spot (There, look! We got him!) (Butbutbut...someone was just here!)

investigate item (Better check by that barrel, ladder, machinery, statue, shadows, etc!)

yay seuss crease touss dome in ouss nose tair

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OK, I can delay it till after the 20th....

Please ready scripts for whatever you need recorded... we prefer things very concisely written out, ideally how Springheel wrote the scripts for us. When we have multiple ppl in the studio, an ill mannered script can turn the 2 hour recording session into a 2 day ordeal...

I guess ill let you guys sort it out till soon after the 20th then... remember, nice tidy scripts!

 

(yes, I loved Goldchocobo's!)

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Here is a copy/paste of everyone's favorite, the thug.

 

 

THUG 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

 

In order to create a variety of character types, vocal sets will be created for various "characters". A character, in this sense, is a distinctive voice, personality, and way of speaking.

 

 

 

"The Thug"-- crude and crass; uneducated; violent and unpleasant; threatening voice, talks about gambling, bullying, whoring, and bodily functions; swears a lot (guards, houseguards, thieves, townsfolk)

 

 

 

 

 

[AI Non-Alert States]

 

 

 

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

 

 

 

State: Idle

 

 

 

Relaxed: You're either not working or aren’t expecting any trouble. You’re relaxed, bored, and thinking about other things.

 

Number of Wavs: 6

 

 

 

idle_1 "…I’ll piss where I *want* to piss…."

 

idle_2 "…what a bugger…."

 

idle_3 “Son of a bitch better have my money…”

 

idle_4 “Ha. Three sixes in a row.”

 

idle_5 "…I’d drink horse piss ‘fore I’d drink that again…."

 

Idle_6 “Heh, she’ll be back for more….”

 

idle_7 “smells like pigshit in here.”

 

idle_8 “4 dogs at once… *chuckle*…that was a good fight.”

 

 

 

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 "Gonna get me a good whore after this.”

 

alert0_2 “deadly boring…I could use a bit of fun."

 

alert0_3 “I hate this shift.”

 

 

 

 

 

[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 “What was that?"

 

to_alert1_3 "Hmm? Was 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 noise?"

 

to_alert1_sound_2 "Damn, I thought I heard something..."

 

to_alert1_sound_3 "Hmm? A noise?"

 

 

 

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 "Did I see something?"

 

to_alert1_saw_2 "Is that something over there?"

 

to_alert1_saw_3 "Something moving?"

 

 

 

 

 

To Alert 2: You notice something, and it caught your attention enough to warrant checking it out. You're more certain that what you saw was suspicious, so deliver the lines with more confidence than the above.

 

Number of Wavs: 3 per character

 

 

 

to_alert2_1 "Bugger, what was that?"

 

to_alert2_2 "Hmm, that's odd."

 

to_alert2_3 "'That’s something, I’ll bet."

 

 

 

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

 

Number of Wavs: 3 per character

 

 

 

to_alert2_sound_1 "What was that noise?"

 

to_alert2_sound_2 "Hmm, what was that over there?"

 

to_alert2_sound_3 “That doesn’t sound right.”

 

 

 

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 "I see that!"

 

to_alert2_saw_2 "Hey, who's over there?"

 

to_alert2_saw_3 "What's moving there?"

 

 

 

To Alert 2 + Company + Heard: You notice something auditory with your buddy and invite him/her to help you investigate.

 

Number of Wavs: 2 per character

 

 

 

to_alert2_soundx2_1 "Did you hear that?"

 

to_alert2_soundx2_2 "Hear that? Let’s have a look."

 

 

 

 

 

To Alert 2 + Company + Saw: You notice something visually amiss with your buddy and start to investigate.

 

Number of Wavs: 2 per character

 

 

 

to_alert2_sawx2_1 "Did you see something over there?"

 

to_alert2_sawx2_2 "Get over here you cock, I saw something!”

 

 

 

 

 

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. This bark will often accompany an animation of the AI putting his hands on his hips and looking around.

 

Number of Wavs: 3 per character

 

 

 

to_0_1 "Hmmm, nothing now...."

 

to_0_2 "Damn my eyes. I guess it was nothing."

 

to_0_3 "Horseshit. All worked up for nothing."

 

 

 

Returning to Alert 0, hearing: As above, but you thought you'd heard something.

 

Number of Wavs: 3 per character

 

 

 

to_0_sound_1 “Probably some bloody rat."

 

to_0_sound_2 "Blood and piss. I thought for sure I heard something."

 

to_0_sound_3 "Bah, no noise anymore."

 

 

 

 

 

Returning to Alert 0, sight: As above, but you thought you'd seen something.

 

Number of Wavs: 3 per character

 

 

 

to_0_saw_1 "Bugger me. Jumping at shadows."

 

to_0_saw_2 “I don’t see anything now.”

 

to_0_saw_3 “Bloody eyes are playing tricks on me.”

 

 

 

 

 

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.

 

Number of Wavs: 5 per character

 

 

 

to_alert3_1 "Hey! Come out there!"

 

to_alert3_2 "Alright, who’s pissing around back there?"

 

to_alert3_3 "Get out here now or I’ll bust your head open!"

 

to_alert3_4 “Who’s there?”

 

to_alert3_5 “"You better show yourself before I gut you."

 

 

 

 

 

Returning to Alert 0 after search: Even though you're certain you saw someone, you've searched around and can't find them. This bark is played as you give up the search. You don’t like this at all; you’re annoyed with just a hint of uncertainty.

 

Number of Wavs: 5 per character

 

 

 

to_0_search_1 "If I find who’s playing around I’ll break his finger."

 

to_0_search_2 “Whoever it was is gone now.”

 

to_0_search_3 “Best moved on if he knows what’s good for ‘im.”

 

to_0_search_4 “Bugger me. He must be gone now.”

 

to_0_search_5 "If there was someone, they’ve buggered off now."

 

 

 

 

 

Return to Alert 1: 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 deadly angry.

 

Number of Wavs: 5 per character

 

 

 

to_0_spotted_1 "I’ll put his head down the bloody shithole if I catch him."

 

to_0_spotted_2 "Bloody bastard. He’s gotten away."

 

to_0_spotted_3 "Horseshit. I was hoping for a fight."

 

to_0_spotted_4 " Bloody bastard. He’s gotten away"

 

to_0_spotted_5 "You show your face again and I’ll cut out your eyes."

 

 

 

Return with help, spot player: You have run away from the player, gotten help, and returned. The player is still there, so you call out excitedly.

 

Number of Wavs: 2 per character

 

 

 

gotten_help_1 "Look, you bastard!"

 

gotten_help_2 "There!"

 

 

 

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 "The son of a bitch was right here…look around!"

 

gotten_help_gone_2 "Shit, he’s escaped.”

 

 

 

 

 

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 "There’s a cock-biting thief around!"

 

saw_playerx2_2 "Spread the word, there’s a bloody intruder around."

 

saw_playerx2_3 "Keep your damn eyes open. There’s an intruder."

 

 

 

[AI Searching]

 

 

 

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

 

 

 

Investigate Alert 3: You're wandering around looking for some kind of intruder, but you're not 100% sure there is one. There is still a slight edge of uncertainty to your voice.

 

Number of Wavs: 5 per character

 

 

 

search3_1 "If I find someone, I’m going to spill your guts right on the floor."

 

search3_2 "If you want a Goddamned fight I’ll give you one."

 

search3_3 "Come out."

 

search3_4 "The longer it takes to find you, the more I’m going to hurt you..."

 

search3_5 "Come on, damn you, don’t waste my time.”

 

 

 

 

 

Investigate Alert 4: You know for sure there is an intruder, and you're looking for him. No uncertainty now--you're deadly serious and angry.

 

Number of Wavs: 5 per character

 

 

 

search4_1 "Come on, you goat sucking bastard!"

 

search4_2 "You can’t hide forever, you ass-licking coward."

 

search4_3 "I’m going to gut you slow when I find you."

 

search4_4 "Come on, you cock-brained shit!"

 

search4_5 “"I'll have your guts for my bootstraps!"

 

 

 

Investigate Alert 4, civilian: As above, but you’re a civilian, so you aren’t about to fight someone who is armed. But you don’t want to seem scared until you’re sure that’s who it is. Number of Wavs: 3 per character

 

 

 

search4_civilian_1 “Alright, fight me like a man, and I’ll knock out your teeth.”

 

search4_civilian_2 “Who’s hiding there?”

 

search4_civilian_3 “You’d better come out now before things get rough.”

 

 

 

[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 preparing to attack.

 

Number of Wavs: 5 per character

 

 

 

spotted_combat_1 "I'm going to stuff your mouth full of your own shit!"

 

spotted_combat_2 "Ah ha! Now I've got you!"

 

spotted_combat_3 "There you are! Hrraarr!"

 

spotted_combat_4 ""I'm going to piss on your corpse when we're done here!"

 

spotted_combat_5 "This ends now!"

 

 

 

Spotted the Player, combatant, with help: You're with friends when you finally spot the player.

 

Number of Wavs: 2 per character

 

 

 

spotted_combatx2_1 "Look there! A bloody Thief!"

 

spotted_combatx2_2 "Weapons ready boys! There's an intruder!"

 

 

 

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 "Hey! Put the body down and fight!"

 

 

 

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 "Shit, I don’t have a weapon!"

 

spotted_civilian_2 "Hey, he’s armed! I need help here!"

 

spotted_civilian_3 "You’ve got a Goddamned *sword*! Piss on that!"

 

spotted_civilian_4 "”Bugger me, I’ve got to find a blade!"

 

spotted_civilian_5 "I knew it! Ring the Goddamned alarm!"

 

 

 

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 "Bugger, I need help!"

 

fleeing_2 "Hey, help!"

 

fleeing_3 "Someone stop this son of a bitch!"

 

 

 

 

 

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'm coming!"

 

combat_assist_1 "Here I come!"

 

 

 

 

 

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. You're pissed off.

 

Number of Wavs: 4 per character

 

 

 

frustrated_1 "You bastard. Come here and fight me!"

 

frustrated_2 " Bloody coward!"

 

frustrated_3 "I’ll put my foot up your ass, Thief!"

 

frustrated_4 "I’ve got him cornered here!" [calling to friends]

 

 

 

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 THAT!"

 

missile_generic_2 "How’d you like a taste of this?"

 

missile_generic_3 "You think you're so clever? Take this!"

 

 

 

Shooting: You're shooting arrows at the player.

 

Number of Wavs: 2 per character

 

 

 

archer_1 "Hold still…."

 

archer_2 "…I’m going to fill you with arrows.”

 

 

 

Attacking : You're grunting and attacking

 

Number of Wavs: 3

 

 

 

attacking_1 "Take this!!"

 

attacking_2 "Arg!"

 

attacking_3 “Hiya!”

 

 

 

Hit the Player: You just thwacked the player with your weapon. Celebrate and ask him how it feels. These need to be said quickly, as the fight is still going on.

 

 

 

Number of Wavs: 3 per character

 

 

 

attacking_hit_1 "I’ve had whores do worse than you."

 

attacking_hit_2 "How’s that feel, cockwit?"

 

attacking_hit_3 "You’re going to die now."

 

 

 

 

 

Hit the Player + Company: Same as above only your partner is nearby. Brag about hitting the player.

 

Number of Wavs: 2 per character

 

 

 

attack_hitx2_1 "He can’t even fight."

 

attack_hitx2_2 "What a girl!"

 

 

 

 

 

Hit By the Player No Damage: The player tried to blackjack you but failed. What an idiot.

 

Number of Wavs: 1 per character

 

 

 

failed_ko_1 "Ow, Wha--? You’re going to pay for that!"

 

 

 

 

 

Blocked by the Player/Hit by player: The player has hurt you a bit or blocked your attack.

 

 

 

player_blocked_1 "Lucky."

 

player_blocked_2 "That was an easy one."

 

player_blocked_3 "Goddamned lucky hit."

 

 

 

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.

 

Number of Wavs: 3 male

 

 

 

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 "GAHHHHHHHHHHH"

 

die_loud_2 "Noooo....."

 

die_loud_3 "Arggghh...shit...."

 

die_loud_4 "Haaaarg...*gurgle*"

 

 

 

 

 

Blinded: You have been blinded by a flash of light.

 

Number of Wavs: 1 per character.

 

 

 

blinded_1 "Wh… 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 right."

 

suspicious_item_2 "'...what the--..."

 

suspicious_item_3 "How did that happen?"

 

suspicious_item_4 "What’s going on here?"

 

 

 

Notice Weapon: There is a weapon lying around. How did it get there?

 

Number of Wavs: 2 per character

 

 

 

notice_weapon_1 "What’s a weapon doing here…"

 

notice_weapon_2 "Whose weapon…?"

 

 

 

Notice Door Open: There is a door open that shouldn't be.

 

Number of Wavs: 2 per character

 

 

 

notice_door_1 "Who left the damned door open?"

 

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 turned out the bloody light?"

 

notice_lights_2 "It shouldn’t be so dark in here."

 

notice_lights_3 "Damned lights always off…."

 

 

 

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 wind is always putting those out."

 

notice_lights_flame_2 "It’s as dark as a whore-hole in here."

 

notice_lights_flame_3 "Who put that out?"

 

 

 

Relight light, flame: You notice that a light source is out. You relight it.

 

Number of Wavs: 2 per character

 

 

 

light_relight_1 "I’m tired of relighting these bloody things."

 

light_relight_2 "I guess I have to do 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’m not doing it this time."

 

light_relight_2 "Horseshit. Not again."

 

 

 

 

 

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 "Blood huh? Looks like there’s been a fight.”

 

notice_blood_2 "Ah, someone’s been having some fun."

 

notice_blood_3 "What happened here?"

 

 

 

 

 

Found Generic Body: You find a body on the ground.

 

Number of Wavs: 2 per character

 

 

 

notice_body_generic_1 "Hey, someone’s down."

 

notice_body_generic_2 "Get up you bastard."

 

 

 

Found Female Body: You find the body of a woman on the ground.

 

Number of Wavs: 1 per character

 

 

 

notice_body_female_1 "There's a bitch on the ground here!"

 

 

 

Found Male Body: You find the body of a man on the ground.

 

Number of Wavs: 1 per character

 

 

 

notice_body_male_1 "There's a man on the ground here!"

 

 

 

 

 

Found Body Dead: You find a body of someone obviously dead.

 

Number of Wavs: 3 per character

 

 

 

notice_dead_1 "Hey! Someone's been killed!"

 

notice_dead_2 "Dead? Who did that!"

 

notice_dead_3 "Hey, someone’s dead!"

 

 

 

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 "She's dead! Bugger me!"

 

 

 

Found Male Body Dead: You found a man, dead on the ground.

 

Number of Wavs: 1 per character

 

 

 

notice_dead_male_1 "Murder! There's a man killed!"

 

 

 

Found Body comrade: You find a comrade, dead on the ground.

 

Number of Wavs: 2 per character

 

 

 

notice_dead_friend_1 "You kill one of us and you pay."

 

notice_dead_friend_2 "I’ll make them regret the day they were born."

 

 

 

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 "Get ready for blood, there's a killer on the loose!"

 

notice_deadx2_2 "Arm yourself, there’s a goddamned intruder killing people."

 

 

 

 

 

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_1 "Wh--? Bugger me, where did it go?"

 

notice_pickpocket_2 "What? It’s gone?"

 

notice_pickpocket_3 "Damn me. Where did it go?"

 

 

 

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 "Hey, we got a thief in here!"

 

notice_absence_2 "Damn my eyes, that shouldn't be missing!"

 

notice_absence_3 "Raise the alarm, there’s a thief about!"

 

 

 

 

 

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! Help me look for the bloody bastard that did it."

 

notice_absencex2_2 "There's a cockwitted thief around here somewhere."

 

 

 

[Greetings]

 

 

 

 

 

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

 

 

 

greeting_guardxguard_1 "If there’s any fun, let me know."

 

greeting_guardxguard_2 “Long Goddamned shift, hm?"

 

greeting_guardxguard_3 "Let’s get a drink later."

 

 

 

Greeting 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_1 "Get moving runt."

 

greeting_guardxcivilian_2 "Stay out of my way."

 

greeting_guardxcivilian_3 "I’m working. Keep moving."

 

 

 

 

 

Greeting Superior: You spot someone who is above you on the social ladder and greet them with as much respect as you can muster (not much).

 

 

 

greeting_xnobleman_1 "Noble sir."

 

 

 

greeting_xnoblewoman_1 "Hello there my Lady." [said suggestively]

 

 

 

greeting_xpriest_1 "’evening, Father."

 

 

 

 

 

Greeting superior guard: You're a civilian and see a guard on patrol.

 

 

 

greeting_civilianxguard_1 "If there’s a fight let me know."

 

greeting_civilianxguard_2 "You wanna throw some dice later?"

 

greeting_civilianxguard_3 "Nice weapon."

 

 

 

Greeting Peer: You're a civilian and see a fellow. Greet them casually.

 

 

 

greeting_civilianxcivilian_1 "Greetings."

 

greeting_civilianxcivilian_2 "’evening."

 

greeting_civilianxcivilian_3 "Hello there."

 

 

 

Greeting Woman: You spot a woman and make lewd comments while leering:

 

greeting_civilianxwoman_1 “*whistle* How ‘bout a bit of fun?”

 

greeting_civilianxwoman_2 “I’d like to get my hands on those.”

 

greeting_civilianxwoman_3 “Hey, why don’t you come over here and polish my sword?”

 

 

 

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

 

 

 

response_1 “Yeah, yeah.”

 

response_2 “Uh huh.”

 

response_3 “Bugger.”

 

 

 

Response to superior. A superior has spoken to you. As above, but reply stiffly.

 

 

 

response_superior_1 “Yeah, I got it.”

 

response_superior_2 “Right.”

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If possible there are a couple of lines I wish to use in Blackheart Manor, if it is ok I will provide a script of said lines. I would really appreciate the professional talent of your voice actors :)

 

Sure! Write the scripts... tell me "which voice" you want it in, ie the thug, builder, grumbler, etc...

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I should also mention to the Beta Mappers. I have an actor coming in to record the voice of the main character. If you have, or wish to have, a mission briefing recorded then please post your script here. I'm moving in two weeks and would like to get this all taken care of before I have to break down my equipment.

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I was wondering before (when I went to look for them to read through myself) where these were, and why not SVN? Let's make them mod-available so no more opportunities are missed.

 

The scripts are based on what was posted here: http://forums.thedarkmod.com/index.php?showtopic=7533

 

It's not like I have fully completed scripts sitting around hiding somewhere...I had to write them out in full when the opportunity presented itself.

 

I'll be happy to do a couple more, thanks for the offer Gold. When do you need them by?

 

What about the Outpost briefing? Is the English good enough for a voice actor to work with?

 

Where is the outpost briefing, btw? I went through the .xd file while I was on vacation but I didn't see the briefing.

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It would be great to have some more scripts to work off of, by, oh lets say, before TDM launches :). Seriously, in the next week or so would be great.

This includes zombies, more generic sneezing, snoring, mumbling, prayers, etc, AND custom conversations by the original actors for beta mapper FM's.

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Seriously, in the next week or so would be great.

 

I'll have them done by the weekend. :) How many new sets can you handle, two or three?

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Just putting the finishing touches on them, Gold. I'll be able to email them to you tomorrow.

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Here are the main set of player vocals...all the hit point stuff..etc. I still need to fix the set of chewing sounds, but I'll have to do that tomorrow.

 

Included a readme with descriptions of what everything is for. I don't know if we have code to support everything yet, but these cover everything Thief 1 and 2 did for player vocal feedback. It might be too much work for 1.0 if we don't support them in code already, but they will be there for future use.

 

www.veledan.com/newhorizon/playervocals_processed.zip

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Hey everyone

I got the scripts Spring, thanks... we are looking to book another studio day in the next week and a half, due to some major work constraints... we went from not busy, to ULTRA busy in the past few weeks, so.... I hope its fast enough for anyone.

Once again, BETA MAPPERS!!! If you have your own conversations you want recorded for your maps (ie scripted conversations between guards, like the Bafford's "Bear pits"), PLEASE write at least a rough script and send them to me!

Looking forward to a new batch of awesome.

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Hey everyone

I got the scripts Spring, thanks... we are looking to book another studio day in the next week and a half, due to some major work constraints... we went from not busy, to ULTRA busy in the past few weeks, so.... I hope its fast enough for anyone.

Once again, BETA MAPPERS!!! If you have your own conversations you want recorded for your maps (ie scripted conversations between guards, like the Bafford's "Bear pits"), PLEASE write at least a rough script and send them to me!

Looking forward to a new batch of awesome.

 

Same goes for player briefings.

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