Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - sphr

Pages: [1] 2 3 ... 27
1
Want to share this great open source util audacity I use this to edit many sounds I use with soundsense.

Cut/Paste/Merge/Split audio files.  import/export mp3 direct with plugin.
Apply effects, change pitch etc.. make elven voices more dwarven for example ;)
Quite intuitive to use to.. at least I find it manageable without reading any manuals/readme whatever, just by exploring the menu and app ui.

enjoy
sphr

Edit:
For some reason I hear no combat sounds, but when the dwarf dies I hear the wilhelm scream. I use sphr's battle sounds. DF version .08.
don't put my name in front... it's just a demo ;)

Trying to help: when you load soundsense, you should be able to see any errors when it tries to parse the xml.  check whether the battle.xml is loaded successfully and whether the mp3 files are verified. might give you hint on possible solutions.  Also, check that you have no other rules that traps combat log messages, coz currently, SoundSense will STOP processing after it finds a match.  so If you have say a log pattern trapping most/all combat events that does not play any sound that gets loaded before the sounds in the demo pack I put up, the log patterns I use will never be reached, hence no sound played.


2
I can't get this thing to work for the life of me. =/

I placed it in the main directory in it's own folder, but nothing happens, even if I click the .cmd file. =/

Might be path to java bin problem.  If your system environment does not include the path to java.exe, you may need to modify the .cmd file to include the full path..

e.g.
original
Quote
java.exe -cp .\;lib\jl1.0.1.jar;soundSense.jar cz.zweistein.df.soundsense.SoundSense ../gamelog.txt packs/

full path (actual path depends on your os/java installation/version etc)
Quote
"C:\Program Files (x86)\Java\jre6\bin\java.exe" -cp .\;lib\jl1.0.1.jar;soundSense.jar cz.zweistein.df.soundsense.SoundSense ../gamelog.txt packs/

3
DF Gameplay Questions / Re: Getting magma and using it
« on: June 30, 2010, 02:23:34 pm »
I think magma works is more for fun.  If you are looking for utility, I find sticking to fuel-based smelters and forges is more practical, though they are more troublesome to manage.  Then again, that "troublesome" when compared to digging 100+ levels down, brave the dangers of "underdark", then try to find some way to pump the red blood of earth 100+ levels up again....

I admit, I like the challenge, but probably more for fun, after I outfit the military in old-fashion fuel-smelted iron/steel ;)

4
DF Gameplay Questions / Re: Military setup
« on: June 30, 2010, 01:16:50 am »
I don't think separate barracks matters that much for sleeping, individual and squad equipment, at least for me.  4 squads share the same 10-bed barracks with 10 chests, some cabinets, a couple of armorstands and weaponracks.  The axedwarves train in another 2 separate barracks made out of an armorstand and weaponrack, while the marksdwarves train in 4 archery ranges each made up of 1 archery target (positioned such that they are guarding the main gate at the same time while training).  all seem to be training regularly without getting stuck.

BTW, I think civil labor DOES matter.  The rate of training increases when I gave them no jobs at all.  Also, to get around markdwarves not shooting at enemies, need to on the hunting labor. (off hunting labor, recruit to a squad with equipment set to replace clothing, then some time later, on hunting labor again.  Note that recruiting them will make them drop their clothings, so you may want to position them before you make them drop their stuff.).

5
DF Gameplay Questions / Re: Military, Hospital and Burrows
« on: June 29, 2010, 09:23:10 pm »
have you tried activating them via (s)quad - (m)ove then cancer (o)rder later?  sometimes it resets things.  also, do you have barracks setup?  just for comparison, I have 1 with bed and chests and armor stands/racks stuff set to ZIQ (sleep, indiv/squad equipment) and two other "sparring" barracks made up of one of each of armor stand and weapon rack, both set to Train.

Worse comes to worst, I find an alternative training program of captured wild animals/goblins will help and perhaps be even more effective than stalled training, especially if your dwarves are not using edged weapons.  it takes quite a while even, for 10 dwarves to "bruise" a naked goblin to death.

BTW, not sure if it is related, but I don't mess much with squad uniform after set up.  i.e. create the uniform first, then create a new squad with the uniform.  The only "manual" thing I did was to individually set all the training axes to steel axes for a squad (coz it was reported that changing uniform for entire squad may be problematic)

6
DF Gameplay Questions / Re: Military, Hospital and Burrows
« on: June 29, 2010, 05:14:47 pm »
I have one suggestion : Turn off most if not all labor.  I find that if I leave them idle enough the organized training seems to work fine (have had many cases where it got pass the "waiting for ???" to  actually "watching ??? demonstration"

I also managed to get training and attacking markdwarves... not sure exactly how, but I'm happy.... :)

7
DF Gameplay Questions / Re: Archers wont train
« on: June 29, 2010, 05:09:49 pm »
hmm I ACTUALLY got my markdwarves working... sort of...

hope this could be useful to somebody:
This is what I did:  I created markdwarves squad out of hunters.  (all with all animal/hunting skills enabled, and no hauling labor, so that they are inclined to train/upgrade equipment.)  I actually created that squad after they work as hunters for a while, so their having crossbow skill may help or not.

1) Created military uniform with steel breastplate, mail shirt, greaves, gauntlets, high boots, helm, shield and crossbow
2) Use Replace clothing option and Exact match
3) Created a new squad with the uniform just created and assign the leader.  Then went to ammunition screen and assigned 1000 wooden bolts for Training only and 1000 steel bolts for Combat (wasteful, but it was more of an experiment).  I also assigned 1000 wooden bolts and 1000 bone bolts for hunters.
4) Draft in the dwarves (you are advised to do this in the range of an atomizer since they'll start stripping and leave their old clothing around never to be picked up again.)  Make sure you have an Arsenal Dwarf in office.
5) Left them alone (but make sure hunting labor still on).  It may take a while, but they'll eventually grab a quiver.  They may still behave like hunters without armor. 
6) Activated them now and then (I made an "Alert" alert that make them guard a burrow which is "Gate 1 -Battlements", above the main gate.  I also created some Archery ranges on the second story so that they will be directly behind the fortifications when they use the range, and hostiles appear during their practice, they'll practice on live targets instead.. but wood ammo useless against armored goblins
7) A few times, I used the (s)quad-..-(m)ove command to station all 10 dwarves in squad near enemies across moat.  Not all dwarves have quivers and not all quivers have bolts, but those who have will fire... after they use up ammo, i just cancel their order and let them do whatever they want (and switch alert back to inactive).
8) As time goes on, more and more dwarves will be armored and supplied when I activate them.

So my markdwarves train and attack enemies.  I don't know if it is the bolt material, but things seems to work out after I splurged on steel bolts for the experiment...

8
corrected some stuff and put up a more "complete" battle sound pack.. for "demo" purposes only (no updated guaranteed, just something to get people started)

http://dffd.wimbli.com/file.php?id=2600

included some sounds I edited together from the originals in soundbible.  prob won't recognize them... can replace with your own while keeping the rules in xml.

Features:

a) able to tell how well an attack goes : an attack that is blocked will sound different from an attack that lands which will be different from one that crushes bone.  Used best if you use soundsense as a log reader (prob for people with large screens or >1 monitors).  You will then be delighted by the almost TOTAL INEFFECTIVENESS of non-metal ammo vs armored goblins.  I was informed by soundsense of the ONLY attack I EVER had working against goblins using wood/bone ammo, is when it got lucky and shot off a ear.

b) also features some nasty irritation when you have lots of melee combat going on on a fast machine/game.  Ranged seems better paced prob due to "need to reload".  Melee could have a lot of attacks happening in a short while.  If you have problem, you are either recommented to comment out some rules from battle.xml, or replace the mp3 with even shorter/quieter or even silent sounds.

If you find this useful/fun, thank zwei, not me :)

9
Would it be possible to add specific placeholder tags for use in the XML files, like [dwarf] or [animal] or [enemy]? I'd like to play a wilhelm scream whenever a dwarf dies, but I can't without it also playing when I butcher an animal. Similarly, I'd like to play a ca-ching sound whenever I strike gems or gold or silver, but not when I strike mica or something.

former is hard, since stuff are named.  Unless you consistently name your dwarves in a fashion that is identifiable from the rest.

the latter is easy.
use the pattern "You have struck ($$$)!"
replace $$$ with the stuff you want kac-ching... multiple separate using |

e.g.
Quote
   <sound logPattern="You have struck (diamond|sapphire|levin opal|native gold|native aluminium)!">
      <!-- http://soundbible.com/333-Cash-Register-Cha-Ching.html -->
      <soundFile fileName="./mp3/Cash Register Cha Ching-SoundBible.com-184076484.mp3" />
   </sound>

@zwei Thanks for the alternate dl!

10
DT is one of the most useful open source programs I have seen in years... with the exception of open office of course.

I actually see DT as an integral part of DF for me... no DT (or similar predecessors like foreman), no DF... at least I'll actually wait before playing the latest version, even with the unfixed bugs.

The only other "integral" thing that happened to be recently is soundSense by zwei.  After using these two utils, you'll think back and wonder how did you live through those days in DF without them....

Here's another BIG thank you for chmod!

btw:
is there any other "official" place to make suggestions? fttb, I'll just post it here:
One thing I always find with DT is that the list of labor is too long to fit on shorter monitor (I actually run DF on a smaller monitor and use my wide monitor so that DT can show the whole labor list without a scroll bar).  Scrolling right will lose the main name column.  I was thinking either separate the name column out into non-scrollable column, or could be useful if the labor categories can be potentially collapsed,  (E.g. collapse columns in "farmer" category will collapse all farmer labor roles into one "compound" grid-cell (which just shows green if active for all farmer labor, or clear if none, or grey if mixed), so that I can get both name column and see see the column for Architecture.

11
Yeah.  This is another tool that really really helps bring attentions to events, so that I can actually do something else like browse web while I left DF running elsewhere...

My favorite is a kitty alert I set to play a kitten's meow when a kitten is born.... so that it can be caged... keeps cats from taking over the colony.  And also improved my own battle sounds to catch more attack types... lol... really helps to bring attention to combat somewhere.

One thing, if I may suggest: separate the core files (with possibly sample xml + a few sample files) from the sound "theme" pack.  That should make it possible to host the core file somewhere other than rapidshare.... which I had problems with...

gimme r3... (or newer version??)

Another possible suggestion: maybe it's time to put in an options file to set the base for some user options (e.g. customize the logger to display or hide debug messages (or just display the line from log file as is) which may not be of interest to those who use the run window as a real-time log viewer, like me!! ;) )  Also : the quality symbols sometimes messes up the console display... may want to escape/replace the string before output to console...

Edit: AHHHHH forgot the most improtant thing!!!!
An excellent job well done, zwei! You've provided an innovative avenue to significant improvements to the DF experience!

12
DF Gameplay Questions / Re: Archers wont train
« on: June 28, 2010, 05:37:18 am »
It is.  But I was hoping for something of a workaround.
After experimenting a little, i DID get a marksdwarf to start training... not sure which steps I took that actually does the trick...


1) dwarf have had hunting labor ON and not in any squads.  (I've previously cleared out their clothing using a "replace clothing" option with some uniform earlier.  not sure if this has any effects).
2) turn OFF hunting (not sure if need to wait for a while)
3) Add dwarf to a squad (with steel breastplate, mail shirt, greaves, helm, guantlets, high boots, shield and crossbow)
dwarf will take his own time to collect equipment (I helped him along by turning off almost all civil labor). 
4) Assign ammo in the military screen (I set metal bolts and wooden bolts each to 1000, former for Combat and latter for Training).  Assigned barracks for sleep, individual and squad equipement.  Then assigned one armor stand and one weapon rack barracks for training.  Later assigned 3 Archer ranges for training for this squad as well.

And after that, he picked up a bunch of wooden bolts and start shooting in "Archery practice"

In the squad of 10, 4 went for Individual Combat Drill while 3 went for Go to Archery Practice.  Will probably need to observe more to see if this will last, and also whether they will actually shoot at real enemies...

Previously, when I had stuck marksdwarf stationed across a moat near enemies (with hunting OFF), I can get him to shoot off one quiver by switching hunting ON, but sort of lost track of stuff later... that was before I successfully got them to train via above.  Any more info from other "researchers" will be appreciated.  Until it is fixed, let us see if there is some workarounds...

confirmed from an earlier savegame that the above will allow archery practice... however, they still won't fire at enemies, UNTIL I turn the hunting labor on....

13
DF Gameplay Questions / Re: Archers wont train
« on: June 27, 2010, 09:56:23 pm »
I might be wrong, but there could be some workaround with the hunter profession.  Basically, the markdwarves I assigned won't use their range attacks.... but once I on the hunter profession, the entire quiver is emptied before I knew it...  I don't know if the guy would continue to shoot or must I on and off the hunting labor like a safety switch....  Then again, would  be cool if I can get a squad to hold fire until the enemies are closer.... then which on click (on Dwarf Therapist that is), I can set all their hunting labor on and watch them rain death....

BTW, not sure if it is related, but the game I had a working marksdwarf crashed a while after the quiver emptied.....

14
Lol.. i did a quick try on combat sounds.....  the result is.... interesting.... (I just chose loops anyhow from the soundbible site included in the original config file...)  It's not exhaustive, but at least now when somebody "strikes" (there are other verbs which I did not include) or shoots a projectile, some sound will roll...

test run combat sounds
Spoiler (click to show/hide)

Intruders (less siege, coz siege not logged somehow..... strange....)
Spoiler (click to show/hide)

Mandates (demands not included)
Spoiler (click to show/hide)

something reach adulthood (animals or dwarves) + manager task or masterpiece compelted
Spoiler (click to show/hide)

Strange mood.... (love the evil laugh cackle... LOL)
Spoiler (click to show/hide)

Deaths (very incomplete.... so many ways to die in DF...)
Spoiler (click to show/hide)

Seasons
Spoiler (click to show/hide)

15
Interesting, and potentially useful as well.  (at the least, on a dual monitor, it can function as a log reader! LOL)

Just a thought, using the log reader as a core, it could potentially be redesigned as a general framework log reader, which parses the log messages back into events, and allow other modules to add resource actions (like playsound, run an indepedent hack util to pause game, or run a special script that sends out analog system via the old serial port pins which will make your coffee-maker brew a new cup of code-fuel).

Then a settings profile is a map of certain events to certain actions, where a general interface (even edit text file will do) could be provided to allow user to easily add/modify hookups (a single event could invoke multiple actions, just as different events could invoke the same action)

It definitely has potential

following is an example of what I meant.... (via mock ups)

And event file describes the parsing of messages into events.  This is large static for common events(but can have user-customized events)
Spoiler (click to show/hide)

Event mappings maps events to actions, with potential advance conditions, or just a simply just a event vs action matrix of checkbox
Spoiler (click to show/hide)

actions e.g. "playsound" or "pausegame" are either supplied by the core app, or potentially via external "plugins" or even just via executing system commands directly to hack-utils that have command-line mode


Pages: [1] 2 3 ... 27