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ToDo - Moria faction - final fixes...


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#101 Nazgûl

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Posted 03 December 2012 - 12:10 AM

I figured out how to diversify goblin cavalry.. Just posting here as a note to myself so I know what to do when I get around to it :thumbsuphappy:

- Goblin Warg Riders will be late game lvl3 limited heavy cavalry, requireing that Scavanged Armor tech is bought as prereq, not only Scavanged Blades. Thus they are recruited with HA (and Scavanged Blades)..
- Goblin Wolf Riders will be early game lvl2 very fast light cavalry, not using HA (not upgradable). Thus they are recruited without HA (but with Scavenged Blades).

This way, units are more diversified, and I wont have to split up each INI into child objects and buildvariations just to keep the random skins when upgradring to HA... :trickydick: and the pretty rough guys of the Moria Warg cavalry wont ruin early game by being too awesome, :flameblast:

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#102 Nazgûl

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Posted 03 December 2012 - 12:12 AM

You're right about the running anim being too fast. Not sure why it does that, but I'll look into it. Dont worry, Polishing phase is up next, when all things on the "fix list" is done (added into game). The aim is to fine tune every detail, FX and sound into perfection, if possible.

Balrog roar sound... 1:30 - 1:34... love it!


(How do you get the YouTube vid pasted here?)

Edited by Nazgûl, 03 December 2012 - 01:21 AM.

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#103 Lauri

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Posted 03 December 2012 - 12:31 AM

Think it's [*video]https://www.youtube....h?v=44kBN340vd4[/video] (without the * )

Let me test
edit: Nope, that's not it. Not media either.. A link is fine :p

Btw, I don't know what the roaring sound is made of. But I would still recommend you (re)watch the bonus materials for the whole trilogy. It's pretty awesome, and you pick up a few things, in addition to a shitload of motivation ;)

Edited by Lauri, 03 December 2012 - 12:33 AM.

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#104 njm1983

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Posted 03 December 2012 - 01:00 AM

Yeah just post the link and the vid automatically embeds.

I made 5 sounds using the brick sound edited and the vanilla roar sounds. its not bad, they just seem short. I committed them to listen to. Ill see what I can do with the sound in that vid if youd like.

#105 Nazgûl

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Posted 03 December 2012 - 01:05 AM

Mapper and Sound Editor... like it a lot! :-P I'll check the sound fx you committed.
Thanks Lauri... I got the Blu-ray EE box, but havent broken the seal yet, hehe =)

EDIT: nr 3 is pretty good! :thumbsupxd:

Edited by Nazgûl, 03 December 2012 - 01:08 AM.

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#106 Nazgûl

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Posted 03 December 2012 - 01:16 AM

Great update; Geel solved the conversion of the Spell Book's Scavenger spell into a Treasure Trove based tech! Works like a friggin charm. You build the Trove... upgrade it to lvl2, buy the tech, which gives all goblin units (excluding giants, trolls and wargs/wolfes) the Scavenger ability, earning "cash" (bounty) for each kill. The idea is that the bounty is stored in the trove, so if the trove is destroyed, the tech is disabled again... :thumbsupxd:

Now there's just one final "tech" left... the Demonic Tribute that should give access to all spells. For instance by giving a high number of spell points, or if possible, just buy all spells at once...

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#107 njm1983

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Posted 03 December 2012 - 01:27 AM

Cool. glad you like that one, was my favorite too. feel free to ax the others if youd like. No point in keeping ones we wont use.

Edited by njm1983, 03 December 2012 - 01:28 AM.


#108 njm1983

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Posted 06 December 2012 - 04:49 AM

Just rechecked this:

Mounted Azog still has scorpion audio? you can hear the scorpion squeals when he acknowledges move orders, and theres still some of the scorpion footsteps initially. Oddly I dont hear any warg sounds at all. Since this was worked on.

#109 Nazgûl

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Posted 06 December 2012 - 10:40 PM

Uhm really??? That's very odd... I'll look into it again :whathuh:

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#110 Lauri

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Posted 06 December 2012 - 11:22 PM

Either the sounds are there in his voice files, or you forgot to change the anim-specific sounds?

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#111 Nazgûl

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Posted 07 December 2012 - 12:04 AM

Thanks for the tip... I'll look into it =)

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#112 njm1983

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Posted 07 December 2012 - 12:14 AM

Im pretty sure they are animation specific. All the mounted units have animation specific audio for the idle anims and movements. Its a huge pain in the ass to edit. I looked into it a year ago. Did nothing because it was very overwhelming and Im not to code SEE lol

#113 Nazgûl

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Posted 07 December 2012 - 12:24 AM

Well this is what we got, as MOUNTED and I thought the problem was only the SoundMoveLoop:

ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector
SoundState = MOUNTED
VoiceMove = GoblinKingVoiceMoveMountedMS
VoiceSelect = GoblinKingVoiceSelectMountedMS
SoundMoveLoop = WargAmbienceVOX //ScorpionmoveLoop
End

So I guess the Move and Select voices contain the scorpion hissing sounds you speak of. I could try and replace them with the same voices he has on foot...

Edited by Nazgûl, 07 December 2012 - 12:25 AM.

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#114 njm1983

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Posted 07 December 2012 - 12:40 AM

I suspect that once you hear the sounds associated with those codes, they wont have any scorpion noises.... but I could be wrong. Usually mounted units have a voice set which just has the character saying their lines. the creature is usually set up to use ambient noises: growls, barks, howls, and footsteps. Gothmog and Sharku are good references for that. Gothmog being better because he has the mount and dismount.

#115 njm1983

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Posted 07 December 2012 - 12:50 AM

Heres the code from sharku- it references warg audio for the animations

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
;AnimationSound = Sound:SharkuManEaterMS Animation:IUShrkMnt_SKL.IUShrkMnt_SPCA Frames:5
AnimationSound = Sound:WargMoveFootsteps Animation:IUShrkMnt_SKL.IUShrkMnt_RUNA Frames:0
AnimationSound = Sound:WargMoveFootsteps Animation:IUShrkMnt_SKL.IUShrkMnt_TNL1 Frames:0
AnimationSound = Sound:WargMoveFootsteps Animation:IUShrkMnt_SKL.IUShrkMnt_TNR1 Frames:0
AnimationSound = Sound:WargMoveFootsteps Animation:IUShrkMnt_SKL.IUShrkMnt_TRNL Frames:0
AnimationSound = Sound:WargMoveFootsteps Animation:IUShrkMnt_SKL.IUShrkMnt_TRNR Frames:0
AnimationSound = Sound:WargMoveFootsteps Animation:IUShrkMnt_SKL.IUShrkMnt_ACCL Frames:0
AnimationSound = Sound:WargRiderTauntCallouts Animation:IUShrkMnt_SKL.IUShrkMnt_TNTA Frames:27
AnimationSound = Sound:WargTauntCallouts Animation:IUShrkMnt_SKL.IUShrkMnt_TNTA Frames:26
AnimationSound = Sound:WargTauntCallouts Animation:IUShrkMnt_SKL.IUShrkMnt_ATND Frames:7
AnimationSound = Sound:WargTauntCallouts Animation:IUShrkMnt_SKL.IUShrkMnt_HWLA Frames:17
AnimationSound = Sound:WargTauntFootstep Animation:IUShrkMnt_SKL.IUShrkMnt_TNTA Frames:7 12 64 73
AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_TNTA Frames:25
AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_RUNA Frames:5
AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_TNL1 Frames:5
AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_TNR1 Frames:5
AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_ACCL Frames:5
AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_ATNA Frames:5
AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_ATND Frames:5
AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_GTPA Frames:5 101
AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_HWLA Frames:15
AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_RDYA Frames:5
AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_RDYB Frames:5
AnimationSound = Sound:BuildingWargPitRiderDrop Animation:IUShrkMnt_SKL.IUShrkMnt_BLDB Frames:44
AnimationSound = Sound:BodyFallOrc Animation:IUShrkMnt_SKL.IUShrkMnt_DIEB Frames:10
AnimationSound = Sound:BodyFallGenericNoArmor Animation:IUShrkMnt_SKL.IUShrkMnt_DIEB Frames:45
AnimationSound = Sound:BodyFallOrc Animation:IUShrkMnt_SKL.IUShrkMnt_LNDA Frames:1 17
End


I also checked the Goblin king sounds they do not have any scorpion audio in the background.

Edited by njm1983, 07 December 2012 - 12:51 AM.


#116 Nazgûl

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Posted 07 December 2012 - 12:57 AM

I think these two does:

VoiceMove = GoblinKingVoiceMoveMountedMS
VoiceSelect = GoblinKingVoiceSelectMountedMS
...as I did hear slight tapping noice and such... plus he says "Move scorpion" sometimes :p

I'll try to use the Sharku sounds as well...

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#117 Nazgûl

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Posted 07 December 2012 - 12:58 AM

Btw, I'm happy to report that all heores now have their designated Leadership as well as their powers all set. Some minor FX tuning will be done here and there later on... :thumbsuphappy:

Geel, when you have the time, please look at the Demonic tribute issue;

Treasure Trove should contain the following "technologies":
- Lvl1: Banner Carrier! (DONE)
- Lvl2: "Moria Vaults" (enabling Scavenger ability)! (DONE)
- Lvl3: "Demonic Tribute" (Cost: 25 000$ unlocking ALL spells in Spell Book)! (GEEL)

Edited by Nazgûl, 07 December 2012 - 01:06 AM.

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#118 njm1983

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Posted 07 December 2012 - 01:27 AM

Cool. As a second uique ability golfimbul could climb walls... Im not sure if the goblin heroes have the ability but Golfimbuls new audio does have the acknowleding sound.

#119 Nazgûl

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Posted 07 December 2012 - 01:42 AM

Great Goblin is too fat, Azog (Goblin King) dont have the anims, neither do Bolg nor Golfimbul. We'd have to rebind the model to a goblin skeleton for that to work, or a Corsair which would make him move like a "ninja" =/

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#120 njm1983

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Posted 07 December 2012 - 02:33 AM

Forgot about that little detail. My bad.




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