I see that Disintegrate has no sound. Ray of Clumsiness is another darmagon original, I believe, with a ToEE sound added by Allyx. And I've found that Heal, a game original, has no sound. I'll do up sounds for Heal and Disintegrate, and I'll keep searching for other lost souls. Furthermore I detected a typo in snd_spells that was preventing the 'spell over' sound from being played for Cat's Grace. Plus I redid the spell sound for Bear's Endurance, which for some reason didn't have any bear type sound in it, unlike the other 5 stat buffing spells. Lastly, the mass buff spell sounds are basically done. Edit: Found - Miracle, Finger of Death. No sounds.
PM me with an e-mail address, and I'll send along some new sounds for you to check out...maybe there's a few you can use.
Paladin Holy Sword also has no sound and I am in search a good sounds for: Iron Body (a good solid metallic clang would do I think); Time Stop, and Warp Wood (a creaking door or some such maybe). Found this which is a repository of (you guessed it) freesounds. All kinds of stuff there.... Darmagon
Gaear - since Heal was only ever meant to work from scroll/potion, is there maybe a sound in there for the scroll?
Ted - I'll take a closer look tonight. darmagon - Are these new spells you're making? If so, let me know when they're done. I need to see the spell animations in-game to make the sounds seem right. Otherwise duly noted, thanks. Spike - thanks for the sounds. Some of them might be useful. :thumbsup: Oh yeah, I'll have a changed snd_spells when all this is done that will have to be integrated in some way, just so you know. Is that something whereby I need to keep track of all the changes I've made so that someone can re-add them to a 'master' copy later, or will it magically coalesce with existing files somehow? Edit: meant to add - I'm actually pretty long in source material here at the illustrious Gaear command center studios, midwest USA division ; I mainly need to know what needs fiddling.
1) yes they are new spells I am working on right now. I will be looking for new sounds for them on my own but you can have a crack at changing what I make or find if you have a mind to.. 2) no magic coalescence will take place. We will have to make sure that we have the latest snd_spells.mes file to integrate your changes with (probably the one with Allyx'/Ceruleans Summon familiar spell) before we release (and to avoid 'stepping on toes' (sorry again Allyx) we should probably ask to make sure that no one has a snd_spell.mes file in the pipeline that might be messed up by the changes. ) It shouldn't be a big deal unless someone is working in secret developing a whole bunch of spells that use the same numbers I have used for the mass buff and mass heal spells. and if necessary we can use a 'diff utility' (a program for finding differences between files) to figure things out. I think it will be more straghtforward than that 'tho. Darmagon
To the best of my knowledge, no-one else is fiddling with snd_spells - Allyx is surely the only other suspect. So hack yourself silly, Gaear! Errr, judging by photos, that'll b sillier...
No sounds at all for Heal. Thinking of it, when you heal Bing with a scroll or potion, you hear (you guessed it) eerie silence. No big deal, Heal will soon be audible. So will Mass Heal. Okay cool. Also, noted about snd_spells. Thank you. Update: Finger of Death and Miracle are now soundful spells. Plus, having changed the Bear's Endurance sound to something with a bear in it, I appropriated its old sound (sp_endurance) for Analyze Dweomer. Works fine, as it was sort of neutral sounding anyway. Waste not want not!
@ Gaear, I got my hands full with dlg's I need to write at the moment, so I'm not touching spells just yet, but if Darmagon and yourself want to rework the power word spells I wrote, to make them more rules compliant... you won't find me complaining
Question: would it be wise to assign a fixed delay for Delayed Blast Fireball? I can't see our more challenged users being able to go through the neccesary maneuvers to get it to work. Or has Brad figured out the radial menu yet? Update: Spell sounds are basically done on my end.
But what should it be? DBF offers more than just the delay thing as an advantage, the potential hitdice of damage is increased from a max of 10 to a max of 20. As you say some people may not get it, or may not read the documentation or whatever. They will also not get the ability to pick the spell object up and take it to wherever they want. If we set the default at zero they will get max damage but no delay. If we set it at 5(or any other numbe for that matter) they are going to be waiting without knowing when it will go off. by the time it does go off all the creatures they wanted to affect may have moved out of the area of effect and they won't know how to fix that by moving the spell object (a potentially risky proposition but still important.) The default has to be set at something, but my question is: what should it be? I do not believe that Bradrinwi has gotten any results with the radial menus as yet, so that is no solution. If he gets anywhere with it then a lot of things will change...... Darmagon
I'm happy with the default being zero, the delay (while too clever for me to script) is perhaps self destructive to n00bs who don't realize that the spell HAS in fact worked, but beaten the enemies in the meantime and moved into the area to loot when the delay expires!
I could see 0, but, well, the spell name is *delayed* blast fireball, maybe a default of 1 makes sense? That way it's not sitting around forever, but the connection between the casting and the explosion will still be transparent enough for inference. :shrug: Just a thought. </delurk>