View Full Version : Question about sounds
Why the game never plays some speech sounds like amazing.wav, brilliant.wav, excellent.wav, perfect.wav etc?
Explorer
24 Aug 2009, 16:01
Why the game never plays some speech sounds like amazing.wav, brilliant.wav, excellent.wav, perfect.wav etc?
You'll get the answer if you read the beta readme carefully.
In the v3.6.29.0 Beta Update (http://worms2d.info/Worms_Armageddon_ReadMe_%28English%29/v3.6.29.0_Beta_Update) section, it says:
(Fixes)
The sounds "Perfect", "Amazing", "Excellent" and "Brilliant" were being played inappropriately. Due to a bug, they were never being played as they were intended to - but enabling the "correct" functionality caused them to be played after every turn where the total damage dealt from an exploding projectile was greater than 50% of the maximum damage possible from such an explosion, thus altering the gameplay too much. They have been currently completely disabled.
Would it be possible to fix that bug in some way?
Explorer
24 Aug 2009, 16:12
Would it be possible to fix that bug in some way?
It used to be fixed, but the fix is now disabled in 3.6.29.0.
double post edit
By the way, I wish that these sounds could be played again in the new updates - if the total damage dealt is 100% of the maximum.
Explorer
25 Aug 2009, 13:50
I wish it too :)
I've sent a suggestion to http://feedback.worms2d.info/
(thread link (http://feedback.worms2d.info/pages/5998-worms-armageddon/suggestions/297237-allow-amazing-brilliant-sounds-to-be-played-when-maximum-damage-is-dealt-?ref=title))
DragonQ
27 Aug 2009, 11:37
I really hope this is fixed in the next beta. It can't be hard to make it only happen in certain situations like killing more than 2 worms at a time or only when doing 100% of the possible damage or hurting 4+ worms in one go, etc.
Out of the suggestions in this thread so far, I only really like the one where these sounds would play when you do a near maximum amount of damage for the weapon you've used. But this could be less than easy to implement since:
You never ever do 100% of the programmed maximum anyway; that would require hitting a worm into the heart, which is somewhat tricky with WA's physics.
It would probably have to be done so it only takes the worm that took the most damage into account and ignore the rest of the worms hit.
It would probably have to be done so it doesn't take fall damage as well as mine/barrel damage into account.
Sure you could make the sounds trigger at 95% of possible damage, but then you'd end up hearing them pretty much every time someone uses a Shotgun. :-/
Sure you could make the sounds trigger at 95% of possible damage, but then you'd end up hearing them pretty much every time someone uses a Shotgun. :-/
Limit it to exploding projectiles?
Would make BnG much more intense :)
Explorer
28 Aug 2009, 13:43
Limit it to exploding projectiles?
Would make BnG much more intense :)
Maybe, yes.
Other weapons like shotgun or air strikes will be either too easy or too hard to achieve this.
double post edit
Sure you could make the sounds trigger at 95% of possible damage,
It's a good idea if reaching 100% is too difficult.
double post edit (again)
By the way, I found that these sound are not completely disabled. When I was playing a shopper game on WormNet, the "amazing" word was said after I killed the last enemy worm with a grenade.
(Actually, the game was emulating 3.6.28.0)
I think that Leavemealone.wav is never played either :o
Why not play the sounds when you multi-kill? (As in, you kill 2 or more enemy worms that turn). This doesn't happen very often in most schemes and it helps make the special occasion more awesome. I'd imagine it would be pretty easy to implement too, none of this crazy math nonsense required.
none of this crazy math nonsense required.
The feature is already implemented, just idle.
But nice idea! I like it
i<3worms:)
20 Oct 2009, 00:41
I think that Leavemealone.wav is never played either :o
This and all the disabled speeches should be brought back in the next update, need to add stuff and not reduce it :(
i<3worms:)
28 Oct 2009, 22:17
Sorry for double post but CyberShadow could these disabled speeches be enabled again? The feature suggestion site is not frequentd by too many people and its very hard to gather support there, only a few hardcore fans may even know about that site.
I really want to hear that sweet "good work soldier" speech when my worm kills multiple enemy..please
:(
CyberShadow
28 Oct 2009, 22:39
Maybe it's just because most people think it's not what W:A needs the most at the moment - with which I'm inclined to agree, there are more important things to do than cosmetic things like soundbanks. This is not to mention the challenge of coming up with sane and not too intrusive conditions to play these sounds - and implementing them.
i<3worms:)
29 Oct 2009, 02:40
Well, then why was it disabled in the first place? If Speech banks are such a small matter then how come they affect the gameplay so much that you felt the need to disable them. Talk about trying to fix something which wasnt even broke and break it. I wonder if any player even noticed this "bug".
CyberShadow
29 Oct 2009, 04:19
Well, then why was it disabled in the first place? If Speech banks are such a small matter then how come they affect the gameplay so much that you felt the need to disable them. Talk about trying to fix something which wasnt even broke and break it. I wonder if any player even noticed this "bug".Maybe you should re-check the ReadMe and have another look at the reason why they were "disabled".
i<3worms:)
29 Oct 2009, 06:01
I understand very well why you have done what you have done. As you wish.
Ouch.wav also never played :o
i<3worms:)
12 Nov 2009, 00:39
Ouch.wav also never played :o
:(
Speeches not played apart from those listed in that readme, add if you know more Jarzka
1- Ouch.wav
2- Leave me alone.wav
3- Flawless.wav
4-Goaway.wav
5-Uh-Oh.wav
I think that these wavs are never played for some reason:
- amazing.wav
- brilliant.wav
- excellent.wav
- flawless.wav
- goaway.wav
- leavemealone.wav
- ouch.wav
- perfect.wav
So, lots of speeches never played in the game. It would be really awesome if all of those would be enabled (again) :)
And by the way I noticed that on the WA CD there are some English-only speeches, never played and not used in other soundbanks. If you want to check you can find them from Data\User\Speech\English
For example:
- uh-oh.wav
- wobble.wav
- hmm.wav
etc.
What are those?
Look at worms 2 for your answers, most of the unused sounds in W:A are indeed used in Worms 2 and aren't out of place at all :/
Explorer
12 Nov 2009, 12:02
I think that these wavs are never played for some reason:
- amazing.wav
- brilliant.wav
- excellent.wav
- flawless.wav
- goaway.wav
- leavemealone.wav
- ouch.wav
- perfect.wav
Flawless.wav is played in WA, when a team wins with no damage taken to its worms.
Flawless.wav is played in WA, when a team wins with no damage is taken to its worms.
Wow, cool :D
i<3worms:)
15 Nov 2009, 21:58
Wow, cool :D
lol but i dont think it is played tbh, not in 3.29
wobble.wav
This is the same sound used in W1, W:R and WU.
Those games had an animation where the worm wobbled for a few seconds after taking a high fall. The worm made that confused, wobbling sound during that animation before continuing its turn.
Since worms lose their turn after a high fall and such an animation doesn't exist, this sound is obsolete now.
b1llygo4t
16 Nov 2009, 14:03
...this sound is obsolete now.
unless deadcode implements that if/when he adds rubber worm options into the game. with ruberworm "loss of control doesnt end turn" the only way to lose your turn is to take a big fall while walking or jumping. could still use the sound without the animation.
EDIT:: hmm.wav could be used for the T hotkey
MihaiS_v2
16 Nov 2009, 23:07
EDIT:: hmm.wav could be used for the T hotkey
I'd abuse that.
b1llygo4t
17 Nov 2009, 04:56
I'd abuse that.
half the point
i<3worms:)
18 Nov 2009, 00:15
I'v also had instances where Worms wont say anything when they die, anyone else have this issue?
hmm.wav could be used for the T hotkey
good idea
I'd abuse that.
Of course you would. Who if not you? ;)
Seriously though, a /mute command would need to come with such an implementation, to be able to mute such a sound separately for each player.
b1llygo4t
20 Nov 2009, 00:32
Of course you would. Who if not you? ;)
Seriously though, a /mute command would need to come with such an implementation, to be able to mute such a sound separately for each player.
or set an amount of time that must pass before the sound can be played again.
i<3worms:)
20 Nov 2009, 04:32
or set an amount of time that must pass before the sound can be played again.
*slow clap*
Second great idea, now this can really be done if CS and DC want :cool:
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