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Briefings for coop, in myth 2?
Posted: Thu Aug 31, 2006 8:15 pm
by CowTower
So, I want to play through Myth 2 and The Fallen Levels with some friends who have never played either game. We're playing on a LAN.
For ambience, I want to have the narrator's briefings played between levels.
I know that this isn't doable in and of itself, but since we're all going to be in the same room, I figured I could just play them on my machine. My first idea for a work-around was to have a second copy of the game running in the background, so I could switch to it (my computer should easily be able to cope with the load) between levels, load up the next level, play the narration, exit the level, and tab back. Unfortunately, the game doesn't let me run two copies simultaneously, so this is out. The next thing I want to do is to just have all the narrations's audio in a directory, and play through them using a media player between matches - unfortunately, I can't figure out how to extract the breifing's audio.
Can anyone tell me how to extract the audio used for the briefings from both Myth 2 and The Fallen Levels? Alternately, can anyone tell me of a way to run the mission briefings between levels another way?
Posted: Thu Aug 31, 2006 10:12 pm
by ducky
if you're on a mac, check this out:
http://www.ambrosiasw.com/utilities/wiretap/
you might be able to get away with extracting all the audio with just the demo (if there is a demo. i havne't tried it)
good luck!
ps- hi everyone!
Posted: Thu Aug 31, 2006 11:23 pm
by TarousZars
Look for Narrations. Myth TFL and Myth II are there
http://mythaddict.atvcowboy.com/?downloads=true
Posted: Fri Sep 01, 2006 6:38 am
by lank
you might be able to get away with copying your myth folder (sans superfluous plugins) and running that in the background to play the narrations, as they will both be accessing different folders to test if myth or any tools are running. therefore, no error shouting about it already running.
Posted: Tue Mar 11, 2008 2:04 pm
by Tireces
Heh I doubt CowTower and his friends are still around but Im working on M2 Campaign with Narrations for co-op.
Narration for each level will be simple played during first minute of co-op online game. I've cheked this on few levels and it works well enough. On some levels will be delayed few seconds to not interrupt players units dialogues - f.e. between journeyman and Garrick in first seconds of Gonens Birdge levels.
Right now I'm converting TZ's narations mp3 back to wav PCM files ( this time in mono and with changed frequency ). Ill upload plug soon.
Posted: Tue Mar 11, 2008 3:31 pm
by TarousZars
Sounds cool tireces. Although I don't think you should have to reconvert the audio. It is already in the tags. You just need to make it play during the game.
Posted: Tue Mar 11, 2008 3:42 pm
by Tireces
Hehe yea, as lazzy dog No1 Ive tried that @ start
- but unfortunatly original narrations in tags are stereo and have diffirent frequency ( solo levels requires mono and lower frequency than pregame narrations on main menu music - THX for tips gugusm btw
) - that make em play in slowmotion during levels. Something like:
"Mooooooooooooondeeeeeeeeeeeeeey 20-Oooooooooonnnnnnnnnnneeeeeeeeeee, neeeeeeeeeeear Goooooooooooonneeeeeens Briiiiiiiiiiiiidgeeeeeeeeeeeee" hehehehe
Ive reconvereted em all already - now implementung.
BTW: TZ could you extract TSG ( and maybe also Chimera narrations ) narrations and convert em to MP3 2 when you have some time plz plz plz
?
Posted: Tue Mar 11, 2008 9:00 pm
by Pyro
I think this is not a good idea. Do I hate the narrations? No, but there is a reason you don't have them in multiplayer. If you are going to add them at least script it so there is a way to turn it off. Like have a script that tests for a unit to taunt in the beginning of the level or something.
Posted: Wed Mar 12, 2008 7:45 am
by Tireces
Hehehe dont worry Pyro I doubt it will be implemented in 1.7
Its definitly for small groups of ppl. Yea tounting thingy is good idea I was thinking about this 2 - tho you could just turn the plug off instead hehe.
Anyways Im not sure if i will release this couse got problems with narrations on some levels. Thats what exactly happens:
In first seconds of level narration start and plays till the end nice if nothing big happens but... if 2 or more duff bombs explode in same times or if we will hear "casualty" or to many other voices during narratiobn then it turns off in the middle
:/ argh
Is there any way to prevent narration from tuning off suddenly?
I am implementing "sound action" - expiration mode "on successfull executoin": tirgger time (1 to 1 on most levels ) and ve also checked "Initially active"
Gugusm gave me a tip to implement it rather by ambient sounds rather than sounds action. But is there a way to use "sounds action" and not let it to auto turn off ?
Posted: Wed Mar 12, 2008 9:54 am
by Death's Avatar
I think I remember ChrisP and jag encountered something similar to this with Mazz. I don't remember the exact details, but I think the basic idea was that a continuing background sound (like music, narration) can get extremely flaky when there is a lot of other noise.
-DA
Posted: Wed Mar 12, 2008 10:00 am
by Tireces
Yea exactly
Any ideas how they fixed this in Mazz4? Mazz4 uses sound action ( not ambient sound ) and music never stop - even if I throw 6 bottles in same time or kill half of my own men during first minute - so Ive set evertyhing exactly like it is in Mazz4 but unfortunatly it didnt help and shit (aka music turn off
) still happens to me on campaing levels with much noise. ARGH
HELP PLZ
Posted: Wed Mar 12, 2008 11:03 am
by vinylrake
Couldn't you just create a net plug/map that just played the narrations? That way you could 'play' a narration level with your group of friends on a LAN then play the actual level. You would still be able to hear it whenever you wanted, and it would be simpler if you don't want to bother with scripting a unit to taunt to turn the pregame narration on and off.
Posted: Wed Mar 12, 2008 11:13 am
by Tireces
Hmmm thats a good idea Vinyl - I think ill do this
Nothing can interrupt narration on empty map hehehe.
Tho you must know that was rly cool to enter Barons Keep while drums beats loud and narrator tellis us what Cruniacs done few minutes ago ( shame that this narrations fades everytime I bomb anything with duffs on this level
) or watch SB's units troops enetering Covenat and listen furious strings and story bout Garricks raport.
To honest I would like to give ppl choice betwen both options
Of course is still need help with "sound action" in loathing couse I would like to implement some sweet music in my other plugs.
Posted: Wed Mar 12, 2008 12:59 pm
by vinylrake
Tireces wrote:Hmmm thats a good idea Vinyl - I think ill do this
Nothing can interrupt narration on empty map hehehe.
Tho you must know that was rly cool to enter Barons Keep while drums beats loud and narrator tellis us what Cruniacs done few minutes ago ( shame that this narrations fades everytime I bomb anything with duffs on this level
) or watch SB's units troops enetering Covenat and listen furious strings and story bout Garricks raport...
Well the other thing I was wondering was whether you could link a narration-only-map to an existing Bungie map so you could play the Bungie level automatically as soon as the narration is finished, but I don't think map linking works in multiplayer the way it does in solo campaigns anyways so that's probably not possible.
Posted: Wed Mar 12, 2008 1:47 pm
by Pyro
Tireces wrote:Hehehe dont worry Pyro I doubt it will be implemented in 1.7...
Why would I worry. I'm 100% positive no one would ever think of adding that to 1.7. It is a terrible idea which has no benefit what so ever. I meant it about your possible plugin, not 1.7.