The Black Wyrm Lair Forums
The Black Wyrm's Lair Terms of Use Help Search Members Calendar

Welcome Guest ( Log In | Register )

> Extended list of BG1 character sound offset names, BG1 TotSC
Baronius
post Jul 12 2005, 11:45 PM
Post #1


Master of energies
Group Icon

Council Member
Posts: 3327
Joined: 9-July 04
From: Magyarország




CLICK HERE TO SEE THE COMPARISON CHART

The first part of my additions belongs to sound slots which function has already been obvious for everyone (SELECT_ACTION 1,2,3, SELECT_RARE 1,2,3,4 etc.). The other part contains a few novelties (IDLE 1,2, BIOGRAPHY_TEXT, etc.).

I have written a short description for each new/changed offset name. Naturally the new names are arbitrary. They are as follows:

BATTLE_CRY_1 (9)
BATTLE_CRY_2 (10)

I changed BATTLE_CRY to BATTLE_CRY_1, and added BATTLE_CRY_2.

ATTACK_1 (14)
ATTACK_2 (15)

I changed ATTACK to ATTACK_1, and added ATTACK_2.

SELECT_COMMON_1 (26)
SELECT_COMMON_2 (27)
SELECT_COMMON_3 (28)

I changed SELECT_COMMON to SELECT_COMMON_1, and added SELECT_COMMON_2 and SELECT_COMMON_3.

SELECT_ACTION_1 (32)
SELECT_ACTION_2 (33)
SELECT_ACTION_3 (34)

I changed SELECT_ACTION to SELECT_ACTION_1, and added SELECT_ACTION_2 and SELECT_ACTION_3.

SELECT_RARE_1 (35)
SELECT_RARE_2 (36)
SELECT_RARE_3 (37)
SELECT_RARE_4 (38)

I changed SELECT_RARE to SELECT_RARE_1, and added SELECT_RARE_2, SELECT_RARE_3 and SELECT_RARE_4.

INTERACTION_1 (39)
INTERACTION_2 (40)
INTERACTION_3 (41)
INTERACTION_DIALOG (or INTERACTION_4) (42)
INTERACTION_5 (43)

Interactions with other party members. They are usually said to the same NPC. They are more often negative statements than positive ones. INTERACTION_DIALOG usually opens a dialogue window with the other NPC, while the others are typically spontaneous statements (with immediate reply from the partner, but without dialogue window).

INSULT_1 (44)
INSULT_2 (45)

I changed INSULT to INSULT_1, and added INSULT_2.

POST_TEXT (69)
Text without sound resource. Its trigger in the game is unknown. It is used only in case of Branwen and Ajantis. Very rarely, but it occurs indeed when playing with these NPCs in the party.

IDLE_1 (69)
IDLE_2 (70)
IDLE_3 (71)
IDLE_4 (72)
IDLE_5 (73)
These sounds are played when the creature is idle and is in normal state. It is used in case of Spiders and Helmed Horrors for example. IDLE_5 seems to be used by the Town Crier of Beregost. (Thanks to Zed Nocear for the information on IDLE_3-IDLE5.)

BIOGRAPHY_TEXT (74)
Text without sound resource (obviously). It stores the NPC's biography.

This post has been edited by Baronius: Sep 24 2008, 02:52 PM


--------------------
Mental harmony dispels the darkness.
Go to the top of the page
 
Quote Post
 
Start new topic
Replies
Baronius
post Jul 13 2005, 08:41 PM
Post #2


Master of energies
Group Icon

Council Member
Posts: 3327
Joined: 9-July 04
From: Magyarország




Thank you for your reaction, Avenger.

QUOTE
Both NI and DLTCEP use the engine's original sndslot.ids or soundoff.ids

Before writing the new slot names, I had supposed exactly the same, in fact I had been sure that they use the IDS files. Then something confused me, and I was silly enough not to look into it more seriously:

I use NI only for a few tasks, so when checking SOUNDOFF.IDS (BG1 has no SNDSLOT.IDS), the most comfortable way was to open it in DLTCEP.

I don't know if the same happens for others too, but DLTCEP doesn't display INITIAL_MEETING. I found it strange that it was missing from the IDS, but I trusted ItemChecker, and didn't check the IDS manually or in NI. So I believed that INITIAL_MEETING is added by DLTCEP. When I ran NI, I was checking the slots of CRE files only, I didn't check SOUNDOFF.IDS with it (I did it only today, after reading your post). (This is SOUNDOFF.IDS in Near Infinity)
Any idea?

I didn't mean to blame the editors, I was just surprised why their list was outdated (based on those written above, it looked like that...).

Eventually, since the CRE file editor isn't an IDS browser, I think that (starter) modders wouldn't mind if the soundslots had arbitrary names in the dropdown list of the Soundsets page in DLTCEP -- at least if there was an option (e.g. checkbox) to switch between "IDS mode" and "arbitrary mode". It could be a bit more user-friendly in this way.


--------------------
Mental harmony dispels the darkness.
Go to the top of the page
 
Quote Post

Posts in this topic
Baronius   Extended list of BG1 character sound offset names   Jul 12 2005, 11:45 PM
igi   NULL   Jul 13 2005, 11:54 AM
Baronius   NULL   Jul 13 2005, 02:14 PM
Avenger_teambg   NULL   Jul 13 2005, 05:46 PM
Baronius   NULL   Jul 13 2005, 08:41 PM
Avenger_teambg   NULL   Jul 14 2005, 02:11 PM
Zed Nocear   RESPONSE_TO_COMPLIMENT and MISCELLANEOUS have the ...   Sep 10 2008, 11:48 PM
Baronius   Thanks for the information on indices 71-73. Wha...   Sep 10 2008, 11:59 PM
Zed Nocear   Yes, you are right, for running game nothing, only...   Sep 11 2008, 12:29 AM
Baronius   Not necessarily. IDS files define a (sometimes adm...   Sep 11 2008, 10:49 AM
devSin   Near Infinity and WeiDU are not fooled by multiple...   Sep 11 2008, 03:58 PM
Baronius   Thank you for the additions and explanations, devS...   Sep 12 2008, 02:58 PM


Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:



- Lo-Fi Version Time is now: 7th October 2025 - 03:44 AM