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ToDo - Moria faction - final fixes...


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#61 Nazgûl

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Posted 19 November 2012 - 03:01 AM

Wtf, CaveTrollHeroSmashWeapon power wont deal any damage, only knockback...? Dr Geel... please have a look? :-p

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#62 njm1983

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Posted 19 November 2012 - 03:33 AM

Tool tip for the balrog monument/ totem needs updating. It still has vanilla"dragons nest" as its name.

I also need to create new audio for the completion of the balrog totem.

Edited by njm1983, 19 November 2012 - 03:46 AM.


#63 Nazgûl

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Posted 19 November 2012 - 10:34 AM

Good, keep posting whatever missing tooltip etc that you find and I/we will fix it asap =)

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#64 Nazgûl

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Posted 19 November 2012 - 10:42 AM

For the audio.. maybe you could cut from "The dragon nest is ready" and simply have "The nest is ready". Dont think there is any voice saying "Balrog"? At least not goblin voice... You did a perfect job on the mix of "Scavenged Blades" btw :)

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#65 njm1983

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Posted 19 November 2012 - 03:27 PM

There is a couple sounds specifically mentioning the balrog, but they are for when one is sighted on the map. So they are over the top in inflection and tone. Probably wont be able to get anything with balrog in the audio at all. But I think I wanna try and use a piece from FOTR when the balrog growls and the goblins scurry and scatter with screeches, maybe combine it with some kind of completion audio. Ill have to experiment.

Edit: The pavement upgrade is missing the completion text that appears at top of the screen.

Edited by njm1983, 19 November 2012 - 03:28 PM.


#66 njm1983

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Posted 19 November 2012 - 09:17 PM

So Ive created an audio for the balrog totem, its a mix of 3 pieces. Starts with a balrog growl and goblin screeching (from FOTR) Then has the goblin Saying "the building has been completed" (From vanilla BFME2) over the screeches then a second low growl from the balrog, finishes the sound (From FOTR). Sounds cool to me. check it out. I think it sounded better than a "Nest" being ready.... Do balrogs even nest??? lol File is comitted to the repo.

EDIT: Messed around trying to solve that new audio not playing issue. For some reason it worked this time without copying a vanilla audio name. Maybe we had a typo.. The balrog totem audio is named:

balrogtotemcomplete

The original scavanged blades name was:

Gobscavangedblades

Id rather use original names than over write any of the existing audio. so Im gonna try a different name for scavanged blades to see if it plays. Then report back.

Edited by njm1983, 19 November 2012 - 11:53 PM.


#67 Nazgûl

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Posted 19 November 2012 - 11:53 PM

Oh GREAT!! :smilehuh: You are good with the mixer board indeed. And I agree... "nest" sounds a bit lame, but I think the original sound was "The Dragon's Nest is Ready". I guess that was since the building itself housed a drake. No building could house a Balrog though, hehe. So the generic "building is ready" is much better, as this will be a crude totem of rusty metal in the shape of a balrog head on a pole... sort of =)

Btw, try the polished Cave Troll hero power that I just finished - Hammer Smash. Quite fun :evgr: The FX is a mix of several adjusted FXs like Gloin's hammer, troll tree club leafs and debree and various dust FX. Kinda happy with the result :smile2ap:

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#68 njm1983

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Posted 20 November 2012 - 12:08 AM

Oooh will try it out.

So the audio is all working now. No issues with new files. Had to have been a typo. I suggest renaming the "GCGoupg_forgeda" to "scavangedblades" and changing the voice.inc accordingly. the" balrogtotemcomplete" is also ready for implementation. Let me know if you like that audio file. I think its unique.

#69 Nazgûl

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Posted 20 November 2012 - 10:32 AM

That was what I was refering to :) It sounds great and fits very well. I just need someone to model the monument itself.. and create build up anims.

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#70 njm1983

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Posted 20 November 2012 - 06:16 PM

Oh so you did listen to it. I thought you'd only read what I'd done. My mistake. Let me know if there's any other audio projects.

#71 Nazgûl

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Posted 20 November 2012 - 11:13 PM

There will be for sure, as we do ad a lot of new things in SEE =)

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#72 njm1983

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Posted 20 November 2012 - 11:30 PM

SO I was thinking about adjusting the pitch to the hobgoblins/ gundabad guards, their voices are so deep its insane. I can alter the pitch without having to speed up the play of the audio. So Im going to mess with that today, see if it turns out good.

#73 Lauri

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Posted 20 November 2012 - 11:36 PM

Look out for the 'distortions' that can come. It might be the shit tools, but in my days I never could get a higher\lower pitch without ruining the damn thing.

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#74 njm1983

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Posted 21 November 2012 - 12:32 AM

Im using audacity, Right now Ive tried a 60% pitch increase and Im getting some distortion. Some of the audio is worse than others. Probably because of what is said in the audio. Im attempting to dial back to 50 or 40 and see how bad the distortion is.

#75 Nazgûl

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Posted 21 November 2012 - 09:24 PM

Good plan... the voices should be more "goblin-ish" indeed, even though they are buff guys. Currently I'm reskinning them into the "Weta-style" armor of the HA-upgraded normal goblins, so polished audio is velcome, unless the distortion kills the overall point.

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#76 njm1983

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Posted 21 November 2012 - 11:19 PM

Seems the audio isn't gonna get changed. Pitty too. As Lauri mentioned no matter what I try the sound gets this wobbly distortion. I've tried a few other programs with the same results. At least they'll look pretty if sounding like roided morons.

EDIT: Gonna try the tempo increase. it yields the same results in pitch change but speeds the audio up a bit. I tried a few of the sounds and its not half bad. Ill try them all and give it a go ingame to see if I like the change. If Im happy Ill commit them and you can check it out.

Edited by njm1983, 21 November 2012 - 11:25 PM.


#77 njm1983

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Posted 22 November 2012 - 12:30 AM

So using the speed tool, Ive improved the audio of the Hobgoblins, they sound so much better. No distrotion and the voices are higher in pitch. Ill commit them for you to test out Naz.

#78 Nazgûl

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Posted 22 November 2012 - 03:29 PM

Sound 90% good. Some of them tend to sound like smurfs though, lol. But those are mostly voices seldom used in game. The selection, move and attack voices are good. I took out this one (EUMarau_voisela) though as it said "Trolls"... =) Good work! The former Half-Trolls now look and sound more like the Hobgoblins they're suppsed to be in SEE.

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#79 njm1983

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Posted 22 November 2012 - 04:04 PM

Im glad they worked enough to stay in the mod.

Some more fixes I noticed:

Goblin swordsmen are using human audio for fear. Yelling "retreat" and another human one I cant recall, when the balrog is present.
Wargs from the warg sentry can pick up ring - wont be issue when "Hero only" ring system is implemented
Wolf pack needs strings
The wolf den wont build warg riders if it reaches level 3 by production, it will if using the upgrade though.

#80 Nazgûl

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Posted 22 November 2012 - 04:12 PM

Ok good, there are some polishing needed indeed... *noted* =)

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