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  1. #1
    Iron Guard
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    Question Custom voicepacks needlessly difficult ?

    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;
    }
    ...
    What is weird is that in the character-code we find the line :
    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
    };
    ...
    I really would like to know why Epic chose to use CharID instead of a more direct VoicePack-classreference.
    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"

  2. #2
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    so is it POSSIBLE to change your voice or not?

  3. #3
    Iron Guard
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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"

  4. #4
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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?

  5. #5
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    Because only supports the modding they think the majority of players want and don't allow anything else.

  6. #6
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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;
    }
    Which gives us an unlimited amount of voices per faction without any extra code ...
    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"

  7. #7
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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.

  8. #8
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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'
    Yep ... those character-voices are linked to vehicles.
    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.
    Last edited by JaFO; 12-01-2007 at 06:08 AM.
    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"

  9. #9
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    Quote Originally Posted by JaFO View Post

    Yep ... those character-voices are linked to vehicles.
    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.
    Damn! This really sucks! Not only is the game half-assed, its almost neary impossible to do anything with the editor other than create maps, mods and mutators. It appears that to make skins of the current models impossible as well as their voices.
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  10. #10
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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"

  11. #11
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    Quote Originally Posted by Lopar-XL View Post
    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.
    Are you going to be able to implement voice packs like you did for UT04? I really loved the work you and Unrealgrrl and many others did in the past and especially for HaloUT !!! So yeah I really hope that eventually bots get that feature back and of course players as well but they really gave the bots personality and that is one of things that made the game soooo much fun for Offline players, of which there are quite a lot.

  12. #12
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    I will if I can. Thank you for the kind compliments, and I'll agree with you that these things do add personality and fun to the game.
    "Gameplay lasts, graphics don't." -- RaptoR, 19-Feb-2006.

    To the creative mind boredom is fleeting.

  13. #13
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    I'd say that is an understatement.

    Good voices not only add personality ... they *are* what takes a game from merely average to fantastic. That's why I loved the complete voicepacks that were made for the previous versions. It definitely takes quite a bit of talent to make it work, but when it does it is wonderful.

    Which is why I hope we can solve the voicepack-crysis for UT3 ...
    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"

  14. #14

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    so once you have your own faction which uses its own voicepack, how do you tell the game to recognize and use those files?
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  15. #15
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    Personally i love custom voicepacks for UT.
    For me, it was something that always set the series apart from other shooters (as well as the fantastic gameplay) and why i have been a UT fan for 8 years.
    So i don't understand why they have been made so difficult to implement.
    Then again,the instant i gave an order and no speech was heard from my character i should of known that something was wrong.
    I hope you guys can figure it out as i am someone who would love to hear some custom taunts in UT3.
    Good luck and please keep trying.

  16. #16
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    Quote Originally Posted by johnguydude View Post
    so once you have your own faction which uses its own voicepack, how do you tell the game to recognize and use those files?
    Then you need to add your own characters and faction-info to UtCustomChar.ini

    Epic uses the CharacterId to determine which voicepack-class to link to a character in a faction. Athough if your faction only has one voice then all you've got to do is makes sure GetVoiceClass always returns the name of your voicepack-class.
    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"

  17. #17
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    this is because epic made a console game and then ported it to the PC, do not be fooled. Most of the limitations in the script point to this as being true.

  18. #18
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    I still remember the days when I`d install a dozen mods of character`s voices from films and other stuff to each UT99 Bot, pick which bot fought for which side, personally name them and even name the both team sides.
    You could add so much personality to the game so that it felt like YOUR game.

    Now, the Devs think that it`s cleverer to give people less by greatly dumbing down the game until you can barely customise it at all! Some here are just too young to know what they`re being short changed on. Not even first person view is implemented in vehicles now - I don`t want my view blocked by a vehicle because the `majority` want it.

    What happened to OPTIONS?

    It looks like you get more, and you do in animation, graphics and eye candy, but you actually get LESS in the ability to add personality to YOUR game that you pay for. Damn consoles.

    And I still have UT99, it`ll never leave my software list.
    Last edited by Socratatus; 03-12-2008 at 07:05 PM.

  19. #19
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    I continue to be amazed and disappointed at the hard-coded obstacles to custom content. Beyond maps, UT3 seems like too much trouble to get custom work into, to be honest. And after years of solid hype regarding the flexibility of the game for modification, and the history of Unreal games in general, this is all the more disappointing.

    Could there even be a MSUC for UT3? It seems like they'd have to carefully rework the categories, given that so much isn't possible this time out.

  20. #20
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    So many of these limitations are not because making features moddable makes things difficult for Epic in any way, it's pure laziness, shortsightedness, or maybe they employed a bunch of code-monkeys to write it. It's so annoying, especially given all the good new features.

  21. #21
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    Have you tried anything along these lines? I'm sure this isn't the cleanest code, but you see what I was looking at. :dunno:

    Code:
    class CustomVoicePRI extends UTPlayerReplicationInfo
    	;
    
    simulated function SetCharacterMesh( SkeletalMesh NewSkelMesh, optional bool bIsReplacement )
    {
    	super.SetCharacterMesh( NewSkelMesh, bIsReplacement );
    
    	switch ( VoiceClass.Name )
    	{
    	case 'UTVoice_Lauren':
    		VoiceClass = class'UTVoice_YourMom';
    		break;
    	default:
    		// leave as is
    		break;
    	}
    }
    
    DefaultProperties
    {
    }

  22. #22
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    Lightbulb

    I don't think it's impossible to do a voicepack for UT3, more improbable... and bloody difficult! What exactly is going on with the code above? Has this anything to do with the menu?

    It appears there are loads of files involved with different bits of code to change. The sounds assigned to vehicles -mentioned earlier in this thread- troubles me, although, I do have a vague theory about how to hear the actual orders when selected, but nothing concrete.

    However, the one thing that's troubling me the most is the inability to hear auto-taunts on the player side.

    In the file ...ExportedScript\UTGame\Classes\UTPlayerControlle r.uc There's stuff like AutoTaunt, bNoAutoTaunts, bNoVoiceMessages, etc...
    Maybe here lies the answer. Unfortunately I'm not a coder, although certain things make sense.

    My First Voicepack post: http://forums.epicgames.com/showthread.php?t=608708

    Syex

  23. #23
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    I've gotta laugh at my above question now that i've learned more. I think the answer to the autotaunt problem lies within the UTVoice.uc file located in ...ExportedScript\UTGame\Classes folder. Half way down is this line:

    /** Used to play a voice taunt that matches a taunt animation. */

    Then stuff about TauntAnimSoundMap. As I slowly get my head around unrealscript i'm starting to understand certain things... but, regarding the autotaunts, nothing that's made me go aah! i.e. no eureka moment yet.

    Anyone out there that knows how to enable autotaunts on the player side: Need more clues before I give up altogether.

    Syex

  24. #24
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    this whole thing is ridiculous and sad... i know nothing about code or coding or programming and was able to make dozens of voices for UT, UT2003 and UT2004 and now its flat out impossible without rewriting that part of the game

    creating custom content (characters, skins, voices) was always a HUGE part of the Unreal experience, there were literally thousands of models, skins and voices available! and now sadly, that appears to be gone with no support or replies from anyone at Epic if any of this faction stuff will be 'fixed' so that modders can create complete characters, skins and voices that will really work within the current framework of the game, online and off.

    if anyone from Epic could comment about how support for voices and skins, models, accessories will be handled or updated in the future, that would help alot for those of us who are dying to make more mods for UT3!
    Last edited by UnrealGrrl; 05-06-2008 at 01:13 AM.

  25. #25
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    UT3 looses alot without custom voice packs that and also the awesome ability of ut2k4 to change the anouncer voice packs too.

    I personally think it brings more life to the game, having the ability to add or change voice taunts and reward anouncements and so on.

    I hope you guys succeed in geting around this or Epic gets a fix on how to do it or make it easier to do so.
    BIGBADABOOM!!!

  26. #26
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    Doc, Mysterial, anyone? is there a chance this gets done this year? (fingers crossed)

  27. #27
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    yeah I want a hot voice female anouncer

  28. #28
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    Oooo baby, capture that flag!



    hows that?

  29. #29
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    I've almost resigned myself to hoping for an update patch to allow custom voicepacks and to fix the autotaunt! but i'm not giving up yet.

    I'm still figuring out how to edit a particular 'UTFamilyInfo' file to patch a potential voicepack to.
    I've also yet to decide what sounds to use, and where.

    "The progress of idiots is progress never the less!" Sorry, I couldn't resist. That line came from Dr Who, but edited slightly.

    You never know, it may happen.

  30. #30
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    This thread is really depressing... What the HELL were they thinking -- that regression is progress?? That having fewer options is a 'feature'? Yeah, right, and war is peace, and freedom is slavery.

    Anyway, would it perhaps be possible to restore at least some of the UT99/2K4 bot config options etc. via a custom UI/TC? Basically a kind of supermod into which all other custom content can be integrated.
    If it can't be modded, it ain't worth ****.

  31. #31
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    Funny you should say that 4TX4 cause I felt a bit down when i wrote my previous post. To be honest i'm a bit fed up by the whole thing as I have other problems in my life.

    The custom UI is a good idea. I was thinking about creating a custom voicepack Faction at least. I've found two discussions on custom factions here:

    http://forums.epicgames.com/showthread.php?t=590343 Creating a custom faction

    http://utforums.epicgames.com/showthread.php?t=608203 Custom Factions Unlocked! Mod

    The whole thing seems very complicated. No surprise there.

    Anyway, less chat, more work, i've loads to do.

  32. #32
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    Question

    Progress report... or lack of!

    I've created a UTFamilyinfo_voice.uc and a UTVoice_voice.uc where voice is the name of the character. I've also created the relevant .upk file with the sounds and a portrait. Now if you look at the code below you will see i've changed the FamilyID where NewFamily is name of Family. (I don't want to say who it is yet) and the Voiceclass to the relevant voicepack.

    In the Ronin (TwinSouls) faction menu, the voicepack portrait appears... so far so good. Then u can select it and the Ronin Jester character appears and is configurable. (I've also set up an CustomCharacter.ini entry and an.int file.) Good again.

    Guess what though, in gameplay, it dosen't work, and I can't figure out why.
    Instead, the character defaults to an ironguard model with male voice , also if assign the bot to a team the character is invisible, only the name appears. And the voice from it is still a default male.


    Code:
    /**
     * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
     */
    
    class UTFamilyInfo_TwinSouls_Voice extends UTFamilyInfo_TwinSouls
    	abstract;
    
    defaultproperties
    {
       FamilyID="NewFamily"
       ArmMeshPackageName="CH_TwinSouls_Arms"
       ArmMeshName="CH_TwinSouls_Arms.Mesh.SK_CH_TwinSouls_Arms_MaleA_1P"
       ArmSkinPackageName="CH_TwinSouls_Arms"
       RedArmSkinName="CH_TwinSouls_Arms.Materials.MI_CH_TwinSouls_MFirstPersonArm_VRed"
       BlueArmSkinName="CH_TwinSouls_Arms.Materials.MI_CH_TwinSouls_MFirstPersonArm_VBlue"
       NeckStumpName="SK_CH_RTeam_Female_NeckStump01"
       PhysAsset=PhysicsAsset'CH_AnimHuman.Mesh.SK_CH_BaseFemale_Physics'
       AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
       SoundGroupClass=Class'UTGame.UTPawnSoundGroup_HumanFemale'
       
       VoiceClass=Class'UTGame.UTVoice_voice'  //here look!
    
       BaseMICParent=MaterialInstanceConstant'CH_All.Materials.MI_CH_All_TwinSouls_Base'
       BioDeathMICParent=MaterialInstanceConstant'CH_All.Materials.MI_CH_All_TwinSouls_BioDeath'
       MasterSkeleton=SkeletalMesh'CH_All.Mesh.SK_Master_Skeleton_Human_Female'
       CharEditorIdleAnimName="CC_Human_Female_Idle"
       bIsFemale=True
       Name="Default__UTFamilyInfo_TwinSouls_Voice"
       ObjectArchetype=UTFamilyInfo_TwinSouls'UTGame.Default__UTFamilyInfo_TwinSouls'
    }
    Behavioural note: If I select the character in player settings it appears - as i've described above - and is configurable, i.e facemask, goggles, boots etc. I can press accept and it goes back to the character selection scene. But!... If I then select 'customize character' ... Nothing happens, the screen says 'loading' but no character appears. This seems to happen indefinitely if I let it! I believe that when the character loads after this event, then it will work in game.

    The .ini file consists mainly of:
    Code:
    [UTGame.UTCustomChar_Data]
    Parts=(Part=PART_Head,ObjectName="CH_RTeam_Female.Mesh.SK_CH_RTeam_Female_Head03",PartID="A",FamilyID="voice")
    
    // then all the other parts list goggles, facemask, torso, etc 
    
    Characters=(CharName="Name of voicepack",Description="<Strings:voice.CharLocData.voice_Description>",CharID="voice",Faction="TwinSouls",
    PreviewImageMarkup="<Images:voicepic>",CharData=(FamilyID="voice",
    HeadID="A",TorsoID="A",ShoPadID="A",bHasLeftShoPad=true,bHasRightShoPad=true,ArmsID="A",ThighsID="A",BootsID="A"),
    AIData=(Jumpiness=-0.4,StrafingAbility=-0.2,CombatStyle=0.5,FavoriteWeapon="UTGame.UTWeap_RocketLauncher"))
    ModFamilies=UT3_Voice_voice.UTFamilyInfo_voice
    I believe the way i've edited the .ini file has something to do with this as well.
    Basically i've hit a brick wall, I can't seem to go further, anything I do now will be guess work and very long shots, so is there anyone out there that can tell me where i'm going wrong, or give me a clue... something. Anything!

    For now, it's back to the drawing board, however, i'm vastly running out of ideas.

    Syex

  33. #33
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    talk to Davison who created Rodents Faction - Bunnys&Mice - V0.99 - PC&PS3

    he created custom voices
    Online Name: Philospher

    Cogito ergo sum. -Descartes

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  34. #34
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    Thanks, i'm on it!

  35. #35
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    you can ask MacTom27 he made the landribot and the arepack it hise midel too costum voise

  36. #36
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    sry for the dubbel pos but this one is better

    you cant ask MacTom27 if he help you he made the landribot the model have a costumvoicepacks

  37. #37
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    Why do you have FamilyID="NewFamily" in your script and in your ini you have FamilyID="voice"!? You need to decide for one of these names

    If you still having problems you can also check your log file if you get any errors/failurs.

  38. #38
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    Default

    Thanks Nero, have located it and downloading. Davision... of course, the log file, I hadn't thought of that... However, during writing this post, I looked for it but can't find it!
    In answer to your question about Familyid, I have! You jumped the gun, please re-read post.

    In the meantime, gonna check out these Liandri bots

  39. #39
    MSgt. Shooter Person
    Join Date
    Mar 2008
    Location
    UK
    Posts
    72

    Exclamation

    I'm throwing in the towel as far as learning unrealscript is concerned, however, this dosen't mean the end. I've got so far, but I don't think i'll ever be able to make a voicepack like they used to be. Instead expect one with no autotaunts and an incomplete menu.
    Basically, half a voicepack!

    Unless: (Here is where i need expert help, this is my last shot so get your thinking caps on. )

    In the default properties of ...ExportedScript\UTGame\Classes\UTDrawCommandPanel.u c
    we find this:

    Code:
    CategoryNames(0)=(Category="Order",FriendlyName="Orders")
    CategoryNames(1)=(Category="Taunt",FriendlyName="Taunts")
    CategoryNames(2)=(Category="Status",FriendlyName="Status")
    So i create a UTDrawCommandPanel_myvoicepack.uc and add the line:

    Code:
    CategoryNames(3)=(Category="Friendly",FriendlyName="Friendly")
    then, I add the following to the UTFamilyInfo.uc_myvoicepack.uc:

    Code:
    FamilyEmotes(16)=(CategoryName="Friendly",EmoteTag="FriendlyA",EmoteName="apple",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True) FamilyEmotes(17)=(CategoryName="Friendly",EmoteTag="FriendlyB",EmoteName="orange",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True)
    FamilyEmotes(18)=(CategoryName="Friendly",EmoteTag="FriendlyC",EmoteName="pear",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True)
    FamilyEmotes(19)=(CategoryName="Friendly",EmoteTag="FriendlyD",EmoteName="peach",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True)
    FamilyEmotes(20)=(CategoryName="Friendly",EmoteTag="FriendlyE",EmoteName="banana",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True)
    FamilyEmotes(21)=(CategoryName="Friendly",EmoteTag="FriendlyF",EmoteName="coconut",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True)
    In the UTVoice_myvoicepack.uc i add:

    Code:
    TauntAnimSoundMap(28)=(EmoteTag="FriendlyA",TauntSoundIndex=(28))
    TauntAnimSoundMap(29)=(EmoteTag="FriendlyB",TauntSoundIndex=(29))
    TauntAnimSoundMap(30)=(EmoteTag="FriendlyC",TauntSoundIndex=(30))
    TauntAnimSoundMap(31)=(EmoteTag="FriendlyD",TauntSoundIndex=(31))
    TauntAnimSoundMap(32)=(EmoteTag="FriendlyE",TauntSoundIndex=(32))
    TauntAnimSoundMap(33)=(EmoteTag="FriendlyF",TauntSoundIndex=(33))
    The friendly fire sounds are in the taunt folder, i've tried to reference them there,

    Then i move to the UTGame\Published\CookedPC\CustomChars and create a file called utgame.int and add this:

    Code:
    [UTFamilyInfo_myvoicepack]
    
    FamilyEmotes[16]=(EmoteName="apple")
    FamilyEmotes[17]=(EmoteName="orange")
    FamilyEmotes[18]=(EmoteName="pear")
    FamilyEmotes[19]=(EmoteName="peach")
    FamilyEmotes[20]=(EmoteName="banana")
    FamilyEmotes[21]=(EmoteName="coconut")
    
    [UTDrawCommandPanel_myvoicepack]
    
    CategoryNames[3]=(FriendlyName="Friendly")
    I added relevent info to UTCustomChar.ini

    I compile the script using Unreal Frontend, make sure the files are in the right places, and guess what!...

    It dosen't work.

    Instead, although the friendly menu appears, I get a '1' symbol where the names should be, and for some strange reason a russian taunt name appears on the taunt menu?!

    As for the autotaunt problem, i think we need to enlist the help of rocket scientists.

    Last hope

    Syex

  40. #40
    MSgt. Shooter Person
    Join Date
    Jul 2006
    Location
    USA
    Posts
    70

    Default

    I still haven't got around to working on that voice sample library I was talking about in post #7, as I've had my hands full with UT related mods and stuff, but if you or anyone needs some audio files to play with, PM me and I can give you what I have so far. I'm sorry, but I'm useless with coding.
    "Gameplay lasts, graphics don't." -- RaptoR, 19-Feb-2006.

    To the creative mind boredom is fleeting.


 
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