Sounds when zoomed in

Post ideas and suggestions on new features or improvements here.
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posted on September 23rd, 2011, 3:57 pm
Idea: When you zoom in on a ship, get more sounds and dialog.

The specific example I have in mind is when you're zoomed in on a mining ship and it's being attacked, you would hear a distress call ("Mayday! Mayday! Please call off your attack! This is an unarmed civilian transport! Mayday! Mayday!").
posted on September 23rd, 2011, 4:11 pm
i support this, although i think it should have a low priority.
posted on September 23rd, 2011, 7:44 pm
yandonman wrote:Idea: When you zoom in on a ship, get more sounds and dialog.

The specific example I have in mind is when you're zoomed in on a mining ship and it's being attacked, you would hear a distress call ("Mayday! Mayday! Please call off your attack! This is an unarmed civilian transport! Mayday! Mayday!").


Would have also been nice if they put this type of thing in the original Stock Armada II!
It could be simple to do though, at least recording a Starfleet Officer (from an episode, or Youtube video) and transfer the voiceover to a .Wav file and just edit the ship's ODF file for its "Message & Sound Parameters" section and also in the Events file.

Sounds like a very cool and awsome idea though, I like it.
posted on September 24th, 2011, 9:54 am
jetnova16 wrote:It could be simple to do though, at least recording a Starfleet Officer (from an episode, or Youtube video) and transfer the voiceover to a .Wav file and just edit the ship's ODF file for its "Message & Sound Parameters" section and also in the Events file.


Erm, it would not be "simple to do" at all. There's a lot more to it than that. The coding side of it is far more complex and out of reach of most modders at the moment.

Also, why record it from the episodes? We use 'voice artists' for the rest of the ships' sounds, such as when you select or give orders to a ship; may as well just do the same for this too.
posted on September 24th, 2011, 10:10 am
I like it...

but if it doesn't work as if you zoom in... maybe it could work in the way that it plays if a ship is centered on the screen and is attacked, all at normal (ie. like the rest) volume.
posted on September 24th, 2011, 9:16 pm
Atlantis wrote:Erm, it would not be "simple to do" at all. There's a lot more to it than that. The coding side of it is far more complex and out of reach of most modders at the moment.

Also, why record it from the episodes? We use 'voice artists' for the rest of the ships' sounds, such as when you select or give orders to a ship; may as well just do the same for this too.


I don't know what you are talking about really. I am not an expert modder or anyhing, and I actually have gotten new sound files into the game and working just fine. Of course they were all in .WAV format already and downloaded from other websites.

All it takes to add the new .WAV files to the game is if their sounds for weapons, the weapon ODF file as sound files that they correspond to with the prefix .WAV. (Just edit them).

The sound fro ships, just copy the Meesage & Sound Parameters for either a Hero Ship or regular ship from their (#include ".odf" and then edit with minor additons. Add new coding to the Events File. Easiest way I have done this, is to copy an exixting set of coding and put it into another Notepad document and edit there. Then test in game.

I have even managed to port sound files from Star Trek Legacy into Aramda II, my Enterprise Era. Posidon-class and Yorktown-class have the same sounds that they used in Legacy.

Devs, am I missing anything? Or did I come up with the easy way out?

**********************

Selor Kiith wrote:I like it...

but if it doesn't work as if you zoom in... maybe it could work in the way that it plays if a ship is centered on the screen and is attacked, all at normal (ie. like the rest) volume.



As for the topic on Distress Calls, I am thinking about trying it out with at least one of my Hero Ships eventually now that you got me thinking about it more.
posted on September 25th, 2011, 12:40 am
jetnova16 wrote:I don't know what you are talking about really. I am not an expert modder or anyhing, and I actually have gotten new sound files into the game and working just fine. Of course they were all in .WAV format already and downloaded from other websites.

All it takes to add the new .WAV files to the game is if their sounds for weapons, the weapon ODF file as sound files that they correspond to with the prefix .WAV. (Just edit them).

The sound fro ships, just copy the Meesage & Sound Parameters for either a Hero Ship or regular ship from their (#include ".odf" and then edit with minor additons. Add new coding to the Events File. Easiest way I have done this, is to copy an exixting set of coding and put it into another Notepad document and edit there. Then test in game.

I have even managed to port sound files from Star Trek Legacy into Aramda II, my Enterprise Era. Posidon-class and Yorktown-class have the same sounds that they used in Legacy.

Devs, am I missing anything? Or did I come up with the easy way out?

**********************


As for the topic on Distress Calls, I am thinking about trying it out with at least one of my Hero Ships eventually now that you got me thinking about it more.


You did all this on stock Armada II right? We work with Fleet Operations, while based on A2 there are some aspects that are a totally different ball game due to the countless new dll hooks, code and changes.
For example FO doesn't use wav files anymore for voice overs or music, it uses ogg and mp3. However it still currently uses wave files for effects, but I wouldn't be surprise to see a change there in the not so distant future.
posted on September 25th, 2011, 2:15 am
Majestic wrote:You did all this on stock Armada II right? We work with Fleet Operations, while based on A2 there are some aspects that are a totally different ball game due to the countless new dll hooks, code and changes.
For example FO doesn't use wav files anymore for voice overs or music, it uses ogg and mp3. However it still currently uses wave files for effects, but I wouldn't be surprise to see a change there in the not so distant future.


Yes, just good old regular Stock Armada II at the moment is what I did this in. It was simple and I think anyone could have figured it out.

Since I never heard of .OOG files, and never really explored the Fleet Ops sound files, I don't think if I was planning on testing a sound or changing one to a different weapon would be that easy. I don't think my computer can even open up a .OOG file even in Windows Media Player. MP3, my Itunes can take care of.
posted on September 25th, 2011, 3:27 am
You need the right codec to play ogg files. Here is a link to a codec, just install it and play a ogg in windows media player.

Directshow Filters for Ogg Vorbis, Speex, Theora and FLAC: Home
posted on September 25th, 2011, 3:39 am
Majestic wrote:You need the right codec to play ogg files. Here is a link to a codec, just install it and play a ogg in windows media player.

Directshow Filters for Ogg Vorbis, Speex, Theora and FLAC: Home


Thank you Majestic, that will make modding alittle more simple and also using Fleet Ops if I want to play a sound file to find out what it sounds like outside of the game.
posted on September 25th, 2011, 8:00 am
Jetnova, there is more to it than just getting the sounds into the game. That is the easy bit.

Writing in the new coding to make ships have different speech depending on what's happening to them, is the difficult bit. It's not just something you can add to the text files; it needs adding to the engine.
posted on September 25th, 2011, 9:43 am
Thats actually already implemented in Fleet Operations. The newer voicesets already have situation-specific feedback, like if a ship is under attack, winning a battle or ordered to flee. Some ambient sounds are on todo, but we will not add a speech to the ambient when you are zoomed in. I favor a generic warp-core hummmmm sound.
posted on September 25th, 2011, 10:39 am
jetnova16 wrote:Thank you Majestic, that will make modding alittle more simple and also using Fleet Ops if I want to play a sound file to find out what it sounds like outside of the game.


Your welcome.

Optec wrote:Thats actually already implemented in Fleet Operations. The newer voicesets already have situation-specific feedback, like if a ship is under attack, winning a battle or ordered to flee. Some ambient sounds are on todo, but we will not add a speech to the ambient when you are zoomed in. I favor a generic warp-core hummmmm sound.


I never noticed this. Is it in the current version, or the upcoming patch?
posted on September 25th, 2011, 4:11 pm
It's been in for a bit now :)
The list can be found in the Craft ODF commands section, starting with this one:
Craft - The Hitchhiker's Guide to Fleet Operations
posted on September 26th, 2011, 1:30 am
Dominus_Noctis wrote:It's been in for a bit now :)
The list can be found in the Craft ODF commands section, starting with this one:
Craft - The Hitchhiker's Guide to Fleet Operations


Thank you Dom, I'll go check it out. :)
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