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Kharn
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PostSubject: Re: New units with new voices   Tue Feb 03, 2015 10:09 pm



He does indeed blend in more at night!
Also, he should gain some form of bonuses when at night. The obvious one is a combat bonus, but I feel like he should get more than just that.

Also, I was thinking that perhaps the Fey could have the Night Dragon instead of the Swamp Dragon. After all, the Fey do come from a forest known as "Twilight Woods" and the Night Dragon isn't a bad or mean Dragon - just one that thrives in the night and dark areas/lands.
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PostSubject: Re: New units with new voices   Wed Feb 04, 2015 12:37 am

I've properly played with it now, and with Zetoo's speeches. (I love that ready speech!)

I am really liking it! Although, with the lack of splash damage and range, the Night Dragon's overall performance is lower than that of the other dragons but this allows us to change the role of it to an opportunist hunter - seeking out powerful single targets, such as Giants and even other Dragons. As such, it'll need VERY high combat and damage (and the Vampirisimn will help, too), but can drop its HP and maybe even armour. This'll make it play very differently to any other Dragon out there.

The following images are at full size - so I've only linked them.

http://vignette3.wikia.nocookie.net/etheria/images/f/fc/Dragons_assemble.png/revision/latest?cb=20150203133326

http://vignette2.wikia.nocookie.net/etheria/images/f/f6/Kargoth_leads_destruction.png/revision/latest?cb=20150203133642
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PostSubject: Re: New units with new voices   Wed Feb 04, 2015 1:20 am

Pure awesomeness! I suppose the Night Dragon might have sensitive eyes to daylight? (i.e. bonus to sight range only at night and really low at day?). It shouldn't affect "the balance" too much, it's more of a "lore" thing.

Also: Joe, you might want to upload your units to WBCstuff - it's the safest place.

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Kharn
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PostSubject: Re: New units with new voices   Wed Feb 04, 2015 4:08 am

Speaking of which, I've just uploaded the Night Dragon there.

Please note that I had to reduce the frequency of Zetoo's speech files to get WBC3 to handle them effectively, as the originals were too strong and would cause the game to stop for a split second before playing them every time. (I still think it does this slightly and now and again with Select2, which means they may need to be reduced further) Regardless, I can't hear any loss of quality with the current ones.
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PostSubject: Re: New units with new voices   Wed Feb 04, 2015 4:27 am

Kharn wrote:

Please note that I had to reduce the frequency of Zetoo's speech files.

Is there anything I can do in the future to avoid this? Is it something to do with file's "weight"?
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PostSubject: Re: New units with new voices   Wed Feb 04, 2015 4:32 am

I have noticed this at several other new SFX. The game freezes for a few moments to load the sound, causing lag.

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PostSubject: Re: New units with new voices   Wed Feb 04, 2015 4:51 am

Sorry if I sound like a massive noob here, where can I find WBCstuff?

I've also had the sound lag problem with 1.03.23. I've always wondered if the other sounds were being preloaded/cached. I think this lag might also extend itself to new unit graphics too (and maybe even to new terrain tiles).
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PostSubject: Re: New units with new voices   Wed Feb 04, 2015 4:54 am

I don't know if this helps, but try to convert all wav. to mp3 (320kbp). It will be less heavier to read and no hard loss in quality will happen (it's a compressed mode). The only thing is that if you want to edit those SFX/speeches in the future, mp3 format is worse than wav. to work with (you want to work with wav. all the time and mp3 for final version).

For instance: TPCOST is in mp3 format and there is no audible loss (well, for a dog perhaps!) in comparison to my original wav. files (some with more than 150MB) and no "stopping" as I know so far.

When you burn a CD with original music, it's in mp3 final format... and so on.
Hope it helps.
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Kharn
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PostSubject: Re: New units with new voices   Wed Feb 04, 2015 7:34 am

Unit graphics can indeed cause lag, but this is when a non-cached file is loaded. Once it has been loaded, however, it'll be fine for the remainder of the battle. Typically you can get around this by tagging the unit's/building's cache lines in system.xcr. However, these units will only get loaded when the respective races are to appear in the scenario. This means units brought in with your Hero's retinue aren't cached and are loaded on the fly. This doesn't usually cause much of a problem, but when you have a large unit (Minotaur King / Dragon / Giant) then it starts to become noticable.

In addition to that, the game tries to be resourceful and only loads the "standard" palette for a unit and assumes that all animations for that unit use the same palette, only loading the next palette on the fly if it's different at the moment the animation is called up. Well, to be fair to it, all of I2's official units do indeed use the same palette across all of its animations, so there would have normally been no need to scout ahead and check the palette of all of a unit's animations.

But some of my recently updated units (the Red Mage to be specific) actually uses a different palette for some of its animations. This was because the standard Red Mage palette lacked the colours needed for those animations (which is why they were messed up to begin with) and only by using a separate palette could I correct the abnormally.

One way to correct most of the unit graphics related lag is to tag every unit and building to be cached with every race. (HDUBMOEWKFAVPLRG) Also, while we're on the subject of the cache - is that cache line in system.xcr even correct? It claims Plaguelords are the last race, but through the rest of the army/building.cfg, Plaguelords are listed just after Empire, making The Swarm be the last race. Does this mean some units are being incorrectly cached for the wrong races?

Zetoo wrote:
Is there anything I can do in the future to avoid this? Is it something to do with file's "weight"?

I'm certain it's purely the bit rate. All official unit speeches have a bit rate of 352kbs. The original Night Dragon's were at 2822kbs. Using Audacity, I took them down to 708kbs before the game could play "smoothly", but I think we still need to go lower than that, as I occasionally catch a glimpse of a stutter when they're played.

As for the mp3 suggestion, although I haven't tried mp3's for standard sound files, I strongly believe that the game will only play mp3 audio files for the background music, and refuse to play them for any other audio call.

Job the Bathtender :p wrote:
Sorry if I sound like a massive noob here, where can I find WBCstuff?

It's purely a place to gather/dump resources to work with WBC3. However, the contents are meaningless to non-modders and those without the source code. As such, I usually only mention it to those who have singed the NDA. I'll PM you with further details if Patrick hasn't already done so, but it appears you're registered in the contacts, so I think he's already gotten in touch with you about it.
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PostSubject: Re: New units with new voices   Wed Feb 04, 2015 8:17 am

Khan wrote:
Job the Bathtender :p
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Kharn
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PostSubject: Re: New units with new voices   Wed Feb 04, 2015 8:34 am

lol - I didn't think anyone would notice that. lol!

In fact, I almost missed "Khan" from yours. cyclops
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PostSubject: Re: New units with new voices   Wed Feb 04, 2015 3:19 pm

Kharn wrote:
I'm certain it's purely the bit rate. [...] the game will only play mp3 audio files for the background music, and refuse to play them for any other audio call.

Easy: just decrease the sample rate (22050) and bit rate (352kbp--> Codec PCM 16bit); MONO (!)--> WAV. It should work exactly good as all WBC sfx/sounds/voices.
My opinion: there are some free apps out there (wav/aiff converters to almost all needed formats - like SWITCH*) easier to work than Audacity or DP or CUbase (etc.) for this.

My fault, so please test this new voicepack on Night Dragon:
http://www.mediafire.com/download/j84pvkv8blo96xg/Night+Dragon+%28WAV+352kbp%29.zip

Patrick: I'll send my old SFX in this format to you too.

joe: I'm creating the voice set for your units. And thanks for the map's stuff.


Last edited by Zetoo on Wed Feb 04, 2015 3:51 pm; edited 2 times in total (Reason for editing : Turning this message readable)
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PostSubject: Re: New units with new voices   Wed Feb 04, 2015 7:16 pm

Zeto, I'm afraid I've spent a lot of hours renaming the files given to the necessary names that the game reads. Could you please do the renaming this time? (i.e. making the "ZombieReady.wav" into "AUBXReady.wav" for instance). The death and misc SFX will have to be done by yours truly here (since I am the only one who knows their arrangement), but it would be of great help if you'd take care of units & buildings.

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PostSubject: Re: New units with new voices   Wed Feb 04, 2015 7:48 pm

Considering the email I just sent: The name of the Improved ones are as they were (except "baragorn improved" and some "joe the bartender stuff" folders). Some SFX improved are like "eggdestroy", "crushcrit"; "BWTV"  and so on in 0.8.3 I kept that (correct me if I'm wrong ok?). The new ones, since they do not exist are like "NightDragonselect3.

What do you want me to do?
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PostSubject: Re: New units with new voices   Wed Feb 04, 2015 8:32 pm

Indeed most of them have their ID right, but look in the New->Units and System folder.

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PostSubject: Re: New units with new voices   Wed Feb 04, 2015 10:54 pm

Patrick_the_Winekiller wrote:
Indeed most of them have their ID right, but look in the New->Units and System folder.

ok, almost done. It's a cool work for whomever has anger issues.

So... "AADEReady" is missing aka ready sound for deamon. There was one right? Is it possible to bring it on again? A quick fix alternative could be repeating one of the speeches.
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PostSubject: Re: New units with new voices   Thu Feb 05, 2015 1:28 am

Here's AADEReady. Found it lying around in WBC2.
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PostSubject: Re: New units with new voices   Thu Feb 05, 2015 2:03 am

Zetoo wrote:
Patrick_the_Winekiller wrote:
Indeed most of them have their ID right, but look in the New->Units and System folder.

ok, almost done. It's a cool work for whomever has anger issues.
Imagine how "cool" it is to then place each and every individual file in the corresponding xcr, one by one, with questions of overwrite/encrypt at every command. pale

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PostSubject: Re: New units with new voices   Thu Feb 05, 2015 2:20 am

Joe the Bartender wrote:
Here's AADEReady. Found it lying around in WBC2.

Thank you so much. It's good to go. I blelieve that Patrick can find some time to apply this in his damn Kafkaesque world!
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PostSubject: Re: New units with new voices   Thu Feb 05, 2015 3:21 am

Zetoo wrote:
I blelieve that Patrick can find some time to apply this in his damn Kafkaesque world!
It's not mine, it just is. Cool

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PostSubject: Re: New units with new voices   Thu Feb 05, 2015 4:59 am

The new, lower bit rate, Night Dragon speeches seem fine. I'll update the Night Dragon package on WBC3Stuff later on, but for those of you (Patrick) who have already downloaded the Night Dragon, you might as well just download them directly from the link Zetoo posted.
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PostSubject: Re: New units with new voices   Thu Feb 05, 2015 11:27 pm

Here is the Ogre Chieftain voice pack:
http://www.mediafire.com/download/spljac049ojyicv/OgreChieftan+%28WAV+352kpb%29.zip

I see this unit as drunk all the time.
There is Thump for regular Ogres, but OgreChieftains could gain drunkness research (in place of slavehorde research).

And here is an experiment for a Gold Golem. He just needs the avatar now.
http://www.mediafire.com/download/nxtdsjxns7ai1db/GoldGolem.zip

The High Elf Gold Dragon voice pack (this guy needs a body too):
http://www.mediafire.com/download/3d066073duhbhdz/GoldDragon.zip

I suggest that you use the current set voice for Joe's new Wisps (the same goes for possible future new Ancient Wisps). I was trying to make something out of it but if you simply change half step in pitch, it always turns robotic. I really tried but nothing interesting was born out of it.

Anyway, after some experimenting, I simply worked the current Phoenix with some "nouvel âge" background plus:

Halcyon Phoenix voice set:
http://www.mediafire.com/download/71u2k6p7yf4k3kn/HalcyonPhoenix.zip

And Umbral Phoenix voice pack:
http://www.mediafire.com/download/w8v4rx8d99exyo6/UmbralPhoenix.zip

That's all.


Last edited by Zetoo on Fri Feb 06, 2015 9:21 pm; edited 4 times in total (Reason for editing : Updating: Gold Golem + Gold Dragon + Halcyon Phoenix + Umbral Phoenix speech)
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PostSubject: Re: New units with new voices   Sat Feb 07, 2015 1:54 am

This isn't finished yet, but this is the sort of thing I had in mind for new hero avatars.

The Daemons, Ssrathi and Minotaurs for example are in desperate need for new hero avatars so if this goes ahead I'll make sure to check out some alternatives for them.
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PostSubject: Re: New units with new voices   Sun Feb 08, 2015 11:26 pm

Joe the Bartender wrote:
The Daemons, Ssrathi and Minotaurs for example are in desperate need for new hero avatars so if this goes ahead I'll make sure to check out some alternatives for them.
Indeed the more avatars the better, but not too many recolourings or it might get confusing. Perhaps make unique avatars for story mode? (a la Heroes of Might and Magic IV expansion packs Wink ). I would say maximum 2 recolourings per avatar. Of course, new voice packs would be well received too.

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PostSubject: Re: New units with new voices   Mon Feb 09, 2015 1:15 am

Patrick_the_Winekiller wrote:
Of course, new voice packs would be well received too.

That will be a little problematic... editing the current ones is ok but I guess it will be pointless repetition (we are talking around 12-15 voices per avatar - 3/4select, 3/4 order, 3/4 spells, 1mana, 1cantbuild, 1build). Changing pitch a little bit (or whatever really) is disapointing and almost nonsensic (there are no WBC1 hero voice sets to be used).

So the best option could be recording new voices. I have two people in mind that could help us (male and female). So, first I need to know what do you have in mind Joe: how many female avatars (already said somewhere that could be nice to see a pink female ssrathi hero) since male voices are easier to perform. And of course, what should they say?

Any further suggestions to light me up are welcome.
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