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#1 |
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Senior Member
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Anyone who has the game probably already knows that we can't change the voices.
What is really weird is that the voices are linked by their CharacterID instead of by referring to the voice-class (as was done in UT2kx and UT'99). This is how it is done for the TwinSouls/Ronin : Code:
class UTFamilyInfo_TwinSouls_Male extends UTFamilyInfo_TwinSouls
abstract;
...
static function class<UTVoice> GetVoiceClass(CustomCharData CharacterData)
{
local class<UTVoice> Result;
Result = Default.VoiceClass;
if ( CharacterData.BasedOnCharID == "A" )
Result = class'UTGame.UTVoice_Reaper';
else if ( CharacterData.BasedOnCharID == "B" )
Result = class'UTGame.UTVoice_Bishop';
else if ( CharacterData.BasedOnCharID == "C" )
Result = class'UTGame.UTVoice_Othello';
return Result;
}
...
Code:
struct native CharacterInfo
{
/** Short unique string . */
var string CharID;
/** Friendly name for character. */
var localized string CharName;
/** Localized description of the character. */
var localized string Description;
...
// @TODO: VOICE PACK
};
...
__________________
Q : Why ask Epic, when we can mutate the hell out of this game ? A : Because we need their help for the low-level stuff like a way to change the voicepacks for characters ... And to everything else "Less Whining, more Fragging and Mutating" |
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#2 |
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Member
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so is it POSSIBLE to change your voice or not?
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#3 |
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Senior Member
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It is 'possible' ... if you like to write a new Unrealscript-class for a new faction that has your character with a different voice.
It is 'impossible' to change the voice from within the GUI, because it is effectively hardcoded.
__________________
Q : Why ask Epic, when we can mutate the hell out of this game ? A : Because we need their help for the low-level stuff like a way to change the voicepacks for characters ... And to everything else "Less Whining, more Fragging and Mutating" |
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#4 |
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Senior Member
Join Date: Aug 2006
Posts: 243
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Weird. So you'd have to make a new faction for each new voice? Would that show up in the character screen in places it's not supposed to?
And what happens when you run out of letters? You can put any figure in the charid, right? |
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#6 |
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Senior Member
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You probably could use multiple characters for CharId ('AA', 'AB', etc.) which should be enough for most people.
The standard factions appear to have 16 characters at best, which is big enough to enable them to play as a complete team on the largest maps. As such it is not much of an issue. It is however an extremely dirty bit of code considering that Unrealscript allows one to spawn classes at run-time. That entire if/then-construct could have been reduced to this (if a voiceclass-entry had been available) : Code:
static function class<UTVoice> GetVoiceClass(CustomCharData CharacterData)
{
local class<UTVoice> Result;
if (CharacterData.VoiceClass <> '')
Result = CharacterData.VoiceClass
else
Result = Default.VoiceClass;
}
__________________
Q : Why ask Epic, when we can mutate the hell out of this game ? A : Because we need their help for the low-level stuff like a way to change the voicepacks for characters ... And to everything else "Less Whining, more Fragging and Mutating" |
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#7 |
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Member
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Over the past year I have been working on a "generic voice library" that could be used for this game. It is a compilation of over 1,000 samples recorded with my own voice into my PC, and contains enough stuff for a UT VP and some for machinima, TC mods, etc. Basically, I've been watching the vids and reading about the development of the game so I could get an idea of what would be needed. It's not quite done yet, as I'm going to record some more samples for UT3, but if anyone wants to give a shot at trying t make a voice pack for UT3, then they can use this "VL01" library of mine. PM me if anyone is interested.
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#8 |
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Senior Member
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That's quite an interesting project Lopar-XL
![]() I've been doing some digging to see where all the voices are located. So far I've located the taunts and related voices that are in the UTGame-package in the UtVoice-class. The weird thing is that not every voice has stuff like "Enemy raptor ...", while the basic CTF-voices appear to be available to everyone. And if it helps : voices appear to be in mono, announcers are in stereo. // -- edit -- It gets worse : Code:
class UTVehicle_Fury_Content extends UTVehicle_Fury; ... EnemyVehicleSound(0)=SoundNodeWave'A_Character_IGMale.BotStatus.A_BotStatus_IGMale_EnemyFury' EnemyVehicleSound(1)=SoundNodeWave'A_Character_Jester.BotStatus.A_BotStatus_Jester_EnemyFury' EnemyVehicleSound(2)=SoundNodeWave'A_Character_Othello.BotStatus.A_BotStatus_Othello_EnemyFury' So if you are wondering why you're hearing Jester or Othello yell this kind of stuff then this is the reason. I hope there's a good explanation for doing it like this, as this appears to make custom-voicepackages completely impossible.
__________________
Q : Why ask Epic, when we can mutate the hell out of this game ? A : Because we need their help for the low-level stuff like a way to change the voicepacks for characters ... And to everything else "Less Whining, more Fragging and Mutating" Last edited by JaFO; 12-01-2007 at 07:08 AM. |
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#9 | |
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Senior Member
Join Date: Sep 2002
Location: Frogtown Hollow
Posts: 1,308
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Quote:
__________________
MOBO: ASUS P5E WS Professional CPU: Intel Q6600 @3.7 ~ on air 42c avg VIDEO: EVGA 8800GTS 512MB @670/1940 RAM: Corsair Dominator DDR2 1066 2gig ~ 5-5-5-15 2.5vOS: Win XP Sp2 DX9.0C Home: Frogtown Hollow NJ Occupation: mending fences Interests: playing washtub bass, digital photography, mountain biking, hiking and watching NJ Devils hockey. |
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#10 |
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Senior Member
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I've noticed that I don't get to see the scripts inside UnrealEditor either.
I've had to export them just to browse them. Then again ... with a decent text-editor and a good interface for the compiler it's not that much of an issue.
__________________
Q : Why ask Epic, when we can mutate the hell out of this game ? A : Because we need their help for the low-level stuff like a way to change the voicepacks for characters ... And to everything else "Less Whining, more Fragging and Mutating" |
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