View Issue Details

IDProjectCategoryView StatusLast Update
0003866The Dark ModSoundpublic10.02.2019 18:58
ReporterSpringheelAssigned ToSpringheel 
PrioritynormalSeveritynormalReproducibilityhave not tried
Status resolvedResolutionfixed 
Product VersionTDM 2.03 
Target VersionTDM 2.08Fixed in Version 
Summary0003866: Barks for getting help not used
DescriptionWe currently have two barks for AI returning with help that aren't used by the code anywhere. Make vocaldefs for them (and perhaps "requesting help" as well).


TagsNo tags attached.

Relationships

has duplicate 0003872 assignedgrayman Unused "return_with_help*" barks 

Activities

grayman

grayman

10.10.2014 18:00

administrator   ~0007068

Are these the same barks called out in 0003872?
Springheel

Springheel

10.10.2014 23:52

administrator   ~0007069

Yes, they're the same ones.
Springheel

Springheel

04.02.2019 00:33

administrator   ~0011539

Last edited: 10.02.2019 15:14

View 9 revisions

Got a start on this. Added 3 new barks to vocal_sets_base:

"snd_return_with_help"
"snd_return_with_help_escaped"
"snd_request_help"

Now adding to all vocal sets and creating new vocals where necessary. So far, completed:

pro
lord
drunk
thug
grumbler
simpleton
jack
critic
commander
cynic
moor
builder2
builder3
builder4
wench
lady02
maiden

Springheel

Springheel

10.02.2019 18:55

administrator   ~0011570

Last edited: 10.02.2019 18:57

View 3 revisions

Ok, the addition is complete for all humanoid sets (monsters don't need these barks).

Full description of when these barks would be appropriate:

"snd_request_help" -- this is played by an AI that was in flee state, found a friendly guard, and is currently requesting that the guard follow them back to the player's location. Ex. "Follow me!"

"snd_return_with_help" -- this is played by an AI that was in flee state, found a friendly guard, is being followed by that friendly guard, and then spots the player. Ex "See, I told you! There he is!"

"snd_return_with_help_escaped" -- this is played by an AI that was in flee state, found a friendly guard, is being followed by that friendly guard, returns to the spot where the player was last seen, but the player can no longer be seen. Ex. "He was right here, I swear."

Issue History

Date Modified Username Field Change
04.10.2014 15:06 Springheel New Issue
04.10.2014 15:06 Springheel Status new => assigned
04.10.2014 15:06 Springheel Assigned To => Springheel
10.10.2014 18:00 grayman Note Added: 0007068
10.10.2014 23:52 Springheel Note Added: 0007069
21.01.2019 01:26 Springheel Relationship added has duplicate 0003872
23.01.2019 01:40 Springheel Target Version => TDM 2.08
04.02.2019 00:33 Springheel Note Added: 0011539
04.02.2019 00:41 Springheel Note Edited: 0011539 View Revisions
09.02.2019 17:01 Springheel Note Edited: 0011539 View Revisions
09.02.2019 17:08 Springheel Note Edited: 0011539 View Revisions
09.02.2019 18:58 Springheel Note Edited: 0011539 View Revisions
09.02.2019 19:06 Springheel Note Edited: 0011539 View Revisions
10.02.2019 02:42 Springheel Note Edited: 0011539 View Revisions
10.02.2019 03:03 Springheel Note Edited: 0011539 View Revisions
10.02.2019 15:14 Springheel Note Edited: 0011539 View Revisions
10.02.2019 18:55 Springheel Note Added: 0011570
10.02.2019 18:56 Springheel Note Edited: 0011570 View Revisions
10.02.2019 18:57 Springheel Note Edited: 0011570 View Revisions
10.02.2019 18:58 Springheel Status assigned => resolved
10.02.2019 18:58 Springheel Resolution open => fixed