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Samulis last won the day on September 6 2018

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  1. What about these for the town bell? I don't think it really needs that horn thing in there, but I could add one if needed... TubBells.zip
  2. Certainly. What are you thinking, maybe a drum or bell? I have time to continue revising.
  3. Here are some new options for attack notification sounds. They're similar to the existing sound, but a bit more distinct and much higher fidelity. AttackAlertAlternatives.zip
  4. Here are some cow vocalizations I recorded for the project. I also have some general eating and walking sounds which I can prepare if needed. CowCalls.zip
  5. Yes, I can look into this, though it might be more effective to seek a source, e.g. on Freesound, as destruction foley sound can be... well, expensive.
  6. Detailed overview of the cultural and political interchange around ancient Nubia, and recent archaeological discoveries. Presented by Stuart Tyson Smith, UC Santa Barbara at the Oriental Institute.
  7. Ita vero, but that is something for translation, not a matter for a master list. For example, translating 'Yes?' into Latin might read more literally as "What is it?" (Quid est?). They have the same connotation/contextual meaning in language, but are localized to fit in the grammar and culture of each language. All good translations are not just simple word-for-word swaps, but rather translate the meaning behind the words above the actual text. Regardless, my main issue with the proposed restructuring is that it infers we will be specifically hiring or casting people for specific roles. I just don't think this will happen. Perhaps someone will perform some lines and sound like a hero or something, and we will then implement those lines as 'hero' lines, but I don't think we will be able to actively plan ahead different voices or even different sets of lines for different units beyond simple exceptions and additions. As it stands right now, I think we'll be very lucky to have at least one male & one female voice in each language within the next two years, especially the more extinct languages. I think anyone showing up on the 0AD project, wishing to record voices, just wants to see a list. They don't want to scroll through spreadsheets, dig through forums, pick a unit, have a debate, etc.. They just want to be told "here are the 20-30 lines you should record", and judging by how few voices we've had implemented and recorded so far, I think we need to simplify this process rather than make it any more complicated. So, while this restructure isn't a bad idea, it is my opinion that there is nothing broken about our current list that makes it so we must replace it, we just need more terms added and translated and clean up a few that aren't relevant, then standardize it and put it somewhere everyone can see/access, updating instructions to simplify the process and comply with our current workflow. Right now the information is there, it's just scattered and not all in agreement.
  8. This list is a good idea, but I do not know how practical it is. Remember that there is no promise we can get different voice actors for each type of unit. People will probably continue to show up, record a bunch of lines, then leave. It's not like we have a chance to "audition" people for certain voice characteristics- whatever people choose to give to the project is what we have to work with for voices. Also keep in mind that there are many different replies currently used when a unit is selected, such as- Hello My Lord/King/Liege Yes? What is it? Similarly, when ordered to move, several different replies may occur: Yes. My Lord/King/Liege I will go The way these switch is randomly decided in the game, so it makes the voices much more enjoyable than them just saying one thing when you order the unit around. Similarly easy and practical would be to record more than one inflection of the same word, which also adds variation. I think the easiest thing for people would be just a numbered, standardized list of all the words we need recorded, which is then translated as needed into each language. I do not think we should have more than, maybe 30 lines, to keep it from being too complex. To determine that list, we first need to identify every interaction the player may have with a unit, and then determine if that interaction warrants having a separate term for it. For example, if the player orders some units to change formation, should they say something like "We will assume the formation" or is a simple "Yes, my king!" enough? Other interactions may even need several terms if they happen frequently. You have already done a good job listing most of these interactions. So, the interactions as you have listed already in your sheet: Selection Gather Food Hunt Fish Forage Farm Stone (mine) Wood (cut) Metal (mine/gather) Build Repair Garrison Building Ship (Embark) Siege Weapon/Unit Attack Move Capture Guard Patrol Special (only used by a small number of units, so they can be of less priority) Heal Trade Pack/Disassemble Unpack/Set Up Keeping in mind that Selection, Move, and Attack will account for about 50% of the gameplay experience, they should be prioritized with variation of at least 3 different lines each. The remaining lines (19) probably only need one line each. For example: Selection Yes? At your command My lord! What do you need? Move Yes! By your command I will go Attack I will attack! Charge/Advance! [localized battle-cry] For [Rome/hearth/family/the King/Kingdom, etc.]! [localized battle-cry] I will hunt I will fish I will forage/gather food I will farm I will mine stone I will cut wood I will mine/gather metal I will build I will repair I will garrison I will embark I will occupy [the siege weapon (unit)] I will capture [the building] I will guard I will patrol I will heal I will trade I will pack/prepare to move I will unpack/set up the weapon So not to make things too repetitive (although it probably makes translations harder), it might also be good to substitute the wording of a phrase or two for something more interesting or culturally/historically relevant. For example, 'I will heal' may be replaced by 'The gods will grant good health', 'I will repair' by 'It will be fixed', etc. So then someone would basically just have to take this list and translate it, then people can record straight down the list in the language(s) they choose. This makes it easy for people who just want to know what to record.
  9. Currently on vacation recording some waves & ambiances. Still haven't had time to finish processing the horse, cow, and chicken sounds, but I should be able to work on those before the end of the year and into January.
  10. The explicit list of sounds for when you click on a unit can be found in '\audio\voice\[language]\civ\civ_[gender]_select.xml'- Latin: <Sound>civ_female_what_is_it_1.ogg</Sound> <Sound>civ_female_hello_1.ogg</Sound> <Sound>civ_male_what_is_it_1.ogg</Sound> <Sound>civ_male_hello_1.ogg</Sound> Greek: <Sound>civ_female_what_is_it_1.ogg</Sound> <Sound>civ_female_what_is_it_2.ogg</Sound> <Sound>civ_female_what_is_it_3.ogg</Sound> <Sound>civ_female_my_lord_1.ogg</Sound> <Sound>civ_female_my_lord_2.ogg</Sound> <Sound>civ_male_yes_1.ogg</Sound> In the same folder, you will also find 'civ_[gender]_walk.xml' which is used for telling units to go places, and 'civ_[gender]_attack.xml' which is used when ordering to attack. There are also files for gathering and building, but implementation is spotty/dependent entirely on what lines were recorded in the first place. The attachment of which lines are played in which events is determined by whomever implemented the lines and is of course open to discussion and revision.
  11. In the future, it is easier to just open the .xml files and see which <sound> files are listed. The game 'asks' the .xml files which sounds to play, so that will show you what is used where. Whether or not the .xml file is actually 'asked' by the game or not is a whole different issue of implementation that needs the input of designers/programmers to resolve, which we should address as well. Due to the haphazard nature of open development, some people don't provide all of the translations or sounds (after all, when many of these translations or recordings were provided, it is very likely there were significant differences in features/design, so they probably didn't have even had the same list we have now!). As a result, even minor changes in design as alpha testing progresses will continually result in certain voice lines being no longer used, or others being added long after the original recordings were done (e.g. capturing buildings, which has no dedicated phrase translated for any language yet- i.e. 'prendam' or 'aedificium prendam' for Latin have not been recorded or even listed). I believe things like missing words or "close enough" fits (which are very common in the current Greek audio) are okay for now until the rate of adding new big features is less. Chances are, in a year or two, there will be 2-3 more phrases added anyway. In my mind, most of the voice recordings we are doing here, even now, are probably just going to be placeholders unless the recording quality is really impressive. Most important I believe is ensuring that we have more up to date dialogue choices and translations available for voice actors so we can get all the phrases we need going forward, and none of the ones that are no longer needed. Much of that discussion needs to take place with the people responsible for designing the game and implementing the references to the .xml files, to re-examine what phrases may be no longer used and what phrases should be added. I think we would need to settle that at least before we can talk about any sort of semi-permanent implementation of voices or lots of tweaks, or else things will just continue to drift farther out between the list and the build. Part of the problem might even be that programmers have been reluctant to utilize the more specific lines because they are not available in all languages, and in some cases, not translated. Thoughts? @dmzerocold As for 'I will Work', there is no 'I will work' used in the other languages as recorded (e.g. 'laborabo'), but there is 'I will work [land/fields]' included in the Latin (agrum colam, lit. "I will cultivate the field"). I have only put 'I will work' there for now in the XML because it was just the closest fit, and whether or not you should consider re-recording is something that needs to be determined by more than any one of us.
  12. Here are the finished files. I also re-processed some of the Greek and Latin voices to remove noise, normalize, and improve the tone a little, so all the languages should be a little more consistent with each other. These belong in the 'audio' folder within a folder called 'voice'. If you want a really quick and dirty way to try out the Persian voices, replace the Latin or Greek .ogg files with the Persian .ogg files, they should overwrite. However, there are a number of lines not used by one language compared to the other, so the result will be messy. If someone wants to go ahead and mod the Persian voices into the game, I already went through the trouble of creating .xml files for all of the lines, matching the other languages as closely as I could. Let me know if there are any issues, although I do not know how much help I can be with implementation beyond this point. voice.zip
  13. I'll do the edits to the voice files now- rename and batch convert so they match the existing voices. Give me 1-2 hours.
  14. Sure, I'll take care of it when I get the chance.
  15. Thank you! It depends on when someone will implement the voices into the game. I can't make any promises, but hopefully the next major version.
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