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Thread: Voicemod ?

  1. #1
    Last user of scythed chariots Member Spendios's Avatar
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    Default Voicemod ?

    I'm curious about the Voicemod. Are there any news on it ?
    Will it be implemented in the Open Beta ? Did you manage to make it for all the factions?

    Thanks for the answers.


  2. #2
    Speaker of Truth Senior Member Moros's Avatar
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    Default Re: Voicemod ?

    well the latin one is already done, and a gallic and britton is being worked on. I don't know about others.

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    VOXIFEX MAXIMVS Member Shigawire's Avatar
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    Default Re: Voicemod ?

    The Latin is almost done, gallic and briton is being worked on.. Punic is being worked on.. that's about it. I haven't found anyone willing to commit to the Greek at all.

    I started this project in the beginning, when I was in RTR.. but my job hasn't given me much free time to do as I wish.


    "To know a thing well, know its limits. Only when pushed beyond its tolerances will its true nature be seen." -The Amtal Rule, DUNE

  4. #4
    Last user of scythed chariots Member Spendios's Avatar
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    Default Re: Voicemod ?

    OK, thanks for the infos.


  5. #5
    Speaker of Truth Senior Member Moros's Avatar
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    Default Re: Voicemod ?

    Isn't the greek translated? IF you really can't find anyone to record it, I will but I don't have the most matture voice and I don't know a bit greek.

  6. #6
    VOXIFEX MAXIMVS Member Shigawire's Avatar
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    Default Re: Voicemod ?

    It is translated. You'd better not do the voice however. ;)


    "To know a thing well, know its limits. Only when pushed beyond its tolerances will its true nature be seen." -The Amtal Rule, DUNE

  7. #7

    Default Re: Voicemod ?

    Hi. I've been anticipating your mod for a long time and I'd do anything in my power to help, so if you still need anyone to help you with the greek voice mod I'd be happy to jump in (it goes without saying off course that I barely understand the greek alphabet, let alone speak greek but we slovenes are naturals when it comes to languages:) )

  8. #8
    VOXIFEX MAXIMVS Member Shigawire's Avatar
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    Default Re: Voicemod ?

    If you're willing to help with that amount of dedication, maybe I will let you have a go at it. The pronunciation guides are in the index of the textfile, which should allow you to practice on it at least..

    I've PM'ed you.


    "To know a thing well, know its limits. Only when pushed beyond its tolerances will its true nature be seen." -The Amtal Rule, DUNE

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    Member Member soibean's Avatar
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    Default Re: Voicemod ?

    I wasn't aware that you were including a voice mod in with EB... that is an awesome idea. I'll have to listen to the speeches for once before the battles.

  10. #10
    IW Director, MA Mapper Member Ilsamir Lord's Avatar
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    Default Re: Voicemod ?

    Does someone have a list of battlefield orders they'd be prepared to send me for my mod? Also, this mod is astoundingly good! Glad to see such a strong community around a single project! I just wish you wouldn't take all the talent away from the struggling mods :( .
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    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Re: Voicemod ?

    Your wish is granted, since we have never done that!
    Cogita tute


  12. #12
    VOXIFEX MAXIMVS Member Shigawire's Avatar
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    Default Re: Voicemod ?

    Quote Originally Posted by Ilsamir Lord
    Does someone have a list of battlefield orders they'd be prepared to send me for my mod?
    Ok here it is:

    x# simply means that you must have # variations of that command.

    GROUP commands are the commands given by the GENERAL to MULTIPLE units. Ergo, the voice will be that of the general.

    UNIT commands are the commands given by the lieutenant/centurion of that unit, directed to the men in that unit. Local commands like "tighten formation". Voice is not that of the general, but the lieutenant respective to unit. Same applies to UNIT STATE.

    Filenames are similar to this:
    Roman_General_1_Group_Disbanded_3.wav
    As you can see it's a Group command, the command is the disbanding of a group, the 3 at the end means this is variation #3 of the command. There are often 3 variations so that the command doesn't sound the same each time you hear it. You can of course, if you wish it, copy the 1st variation and use it for the 2nd and 3rd.


    Here they are:

    Group
    create group = x3
    dismiss group = x3
    drop equipment = x3
    cavalry, first three lines = x3
    cavalry screen = x3
    column formation = x3
    double line = x3
    infantry, first three lines = x3
    missile-troops/skirmishers, first three lines = x3
    single line = x3
    sorted double line = x3
    sorted single line = x3
    units, attack! = x3
    units, charge! = x3
    units, halt! = x3
    missiles, attack! = x3
    missiles, attack quickly! = x3
    units, move = x3
    move quickly = x3
    rally: come back cowards! = x3
    retreat = x3
    group select (units!) = x3
    group select (cavalry) = x3
    select engines = x3
    group select infantry = x3
    group select missiles = x3
    cantabrian circle off (standard formation) = x1
    cantabrian circle on = x1
    fire at will off (cease fire) = x3
    fire at will on = x3
    flaming off = x3
    flaming on = x3
    loose formation = x3
    close formation = x3
    guard off = x3
    guard on = x3
    phalanx off = x3
    phalanx on = x3
    skirmish off = x3
    skirmish on = x3
    testudo off = x3
    testudo on = x3
    warcry off = x3
    warcry on = x3
    wedge off = x3
    wedge on = x3

    132 sounds

    Individual
    celebrate - victory is ours etc = x3
    charge = x3
    confirm = x3
    retreat = x5
    taunts = x4

    18 sounds

    Unit
    attack = x4
    attack fast = x4
    x-completed orders = x3
    x-error = x3
    x-generic = (yes sir?) x3
    halt = x3
    ladder attack (not close to the wall yet) = x3
    ladder drop = x3
    ladder lift up (near the walls, about to attack) = x3
    ladder use (to "seize upon", not to attack with) = x3
    missile aim = x3
    missile fire = x3
    missile move into range = x3
    missile move into range quickly = x3
    missile ready = x3
    move = x5
    move quickly = x5
    rally = x5
    ram attack (when ram is not yet close to the wall) = x3
    ram drop = x3
    x-ramming = x3
    ram start (when ram is already below the wall, about to attack) = x3
    ram use (to "man", not to attack with) = x3
    retreat = x5
    siegetower attack = x3
    siegetower drop = x3
    siegetower enter = x3
    siegetower use/fill (to "man", not climb into) = x3
    tunnel dig = x3
    tunnel exit = x3
    tunnel use (only to fill it up, not yet attacking) = x3
    x-under attack = x3

    106 sounds

    Unit State
    *cantabrian off (standard formation) = x1
    *cantabrian on = x1
    *fire at will off = x1
    *fire at will on = x1
    *flaming off = x1
    *flaming on = x1
    *formation loose = x1
    *formation tight = x1
    *guard off = x1
    *guard on = x1
    *phalanx off = x1
    *phalanx on = x1
    *skirmish off = x1
    *skirmish on = x1
    *testudo off = x1
    *testudo on = x1
    *warcry off = x1
    *warcry on = x1
    *wedge off = x1
    *wedge on = x1

    56 sounds


    Then there are the unit names, but that depends entirely on your mod.. And is self-explanatory.. also 3 variations per unit type. You can extract the IDX files and see for yourself, using XIDX by Vercingetorix.

    Total amount of sounds: 312 (excluding the unit name sounds)


    "To know a thing well, know its limits. Only when pushed beyond its tolerances will its true nature be seen." -The Amtal Rule, DUNE

  13. #13
    IW Director, MA Mapper Member Ilsamir Lord's Avatar
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    Default Re: Voicemod ?

    Thank you very much Shigawire!!! I really liked your latin mod by the way, very atmospheric.
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  14. #14
    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: Voicemod ?

    Quote Originally Posted by soibean
    I wasn't aware that you were including a voice mod in with EB... that is an awesome idea. I'll have to listen to the speeches for once before the battles.
    Speeches are extremely low-priority, and likely won't ever get done. The normal sounds are more than numerous enough.
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  15. #15

    Default Re: Voicemod ?

    If they do, I hope they include english subtitles for people that don't speak various ancinet languages.

  16. #16
    "Audacity, always audacity!" Member Simmons's Avatar
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    Default Re: Voicemod ?

    Quote Originally Posted by the_handsome_viking
    If they do, I hope they include english subtitles for people that don't speak various ancinet languages.
    Well it would be sort of pointless to go to all that work and have no one understand it

    “By push of bayonets, no firing till you see the whites of their eyes”
    - Friedrich der Große

  17. #17

    Default Re: Voicemod ?

    Quote Originally Posted by Stranγνthō
    Well it would be sort of pointless to go to all that work and have no one understand it
    Well it could always just be a mod for the historical acedmical elite, who are like " WHO CARES IF THE PEASANTS DONT UNDERSTAND CLASSICAL LATIN " while smoking their pipes, while sitting in their armchairs by the fire.

  18. #18
    "Audacity, always audacity!" Member Simmons's Avatar
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    Default Re: Voicemod ?

    Quote Originally Posted by the_handsome_viking
    Well it could always just be a mod for the historical acedmical elite, who are like " WHO CARES IF THE PEASANTS DONT UNDERSTAND CLASSICAL LATIN " while smoking their pipes, while sitting in their armchairs by the fire.
    Don't forget the brandy

    “By push of bayonets, no firing till you see the whites of their eyes”
    - Friedrich der Große

  19. #19

    Default Re: Voicemod ?

    If anyone clicks on a unit of principes and instead of "Principes!" they hear "Principes!" and that confuses them, then they're probably beyond our ability to help.

    Same thing goes with commands. If anyone clicks on their siege tower and then clicks on the walls and sees the little cursor show the breaking wall icon thingy, and if instead of hearing "attack the walls!" they hear "Somethingus Latinus Wallus!" and they are suddenly lost, then I don't know exactly what to do about the situation.

  20. #20
    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: Voicemod ?

    To put it another way, we can't add subtitles, so you'll have to do without. I think the VoiceMod will be optional, though, won't it? If it's a concern, you can certainly always go back to the vanilla voice files.
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  21. #21
    "Audacity, always audacity!" Member Simmons's Avatar
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    Default Re: Voicemod ?

    Oh I thought we where still talking about battle speeches never mind me then.

    “By push of bayonets, no firing till you see the whites of their eyes”
    - Friedrich der Große

  22. #22
    VOXIFEX MAXIMVS Member Shigawire's Avatar
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    Default Re: Voicemod ?

    We can add subtitles for Battle Events however, such as "The wall has been breached!" etc.. unfortunately, I haven't gotten those recorded in latin yet.


    "To know a thing well, know its limits. Only when pushed beyond its tolerances will its true nature be seen." -The Amtal Rule, DUNE

  23. #23

    Default Re: Voicemod ?

    Quote Originally Posted by Teleklos Archelaou
    If anyone clicks on a unit of principes and instead of "Principes!" they hear "Principes!" and that confuses them, then they're probably beyond our ability to help.

    Same thing goes with commands. If anyone clicks on their siege tower and then clicks on the walls and sees the little cursor show the breaking wall icon thingy, and if instead of hearing "attack the walls!" they hear "Somethingus Latinus Wallus!" and they are suddenly lost, then I don't know exactly what to do about the situation.
    I was getting more at the pre battle speeches and stuff, but come to think of it I wouldnt mind speaking classical latin, its quite a beautiful sounding language.

    How do you say "I am going to burn your village" in latin?

  24. #24
    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: Voicemod ?

    Well, it would be something like "adlik karteka" in Punic. Or "adhlik `irekha" in EB-era Hebrew (dh as this; ` possibly closest to either a weird G or just ignoring it, see this; kh as in loch, Bach, Chanukah, etc.). Don't know the Latin, though.
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  25. #25

    Default Re: Voicemod ?

    Quote Originally Posted by the_handsome_viking
    I was getting more at the pre battle speeches and stuff, but come to think of it I wouldnt mind speaking classical latin, its quite a beautiful sounding language.

    How do you say "I am going to burn your village" in latin?
    "Salve bone amice, nisi improbares, ego pagem tuum volo deurere." That would be one way I suppose.

  26. #26
    VOXIFEX MAXIMVS Member Shigawire's Avatar
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    Default Re: Voicemod ?

    More direct and archaic:

    VICVM TVVM DEVRERE VOLO

    Village Your 'burn down' 'will i'


    To pronounce it in english would be something like this:

    WEAK-UM TOMB DEURERE WOLO


    "To know a thing well, know its limits. Only when pushed beyond its tolerances will its true nature be seen." -The Amtal Rule, DUNE

  27. #27

    Default Re: Voicemod ?

    I was trying to be a little humorous, but alas....

  28. #28
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
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    Wink Re: Voicemod ?

    Quote Originally Posted by Teleklos Archelaou
    "Salve bone amice, nisi improbares, ego pagem tuum volo deurere." That would be one way I suppose.
    .
    "Hi m8 how's it goin'? I'm gonna burn ya vilige!"
    .
    Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony

    Mouzafphaerre is known elsewhere as Urwendil/Urwendur/Kibilturg...
    .

  29. #29

    Default Re: Voicemod ?

    I am sure that the languages will be depicted very accurately in the game, but I am curious, how do you know what some of those ancient extinct languages sounded like?

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  30. #30
    Sage of Bread Member Rilder's Avatar
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    Default Re: Voicemod ?

    Easy, you find a roman, *looks in the yellow pages*

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