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Thread: What's Kraken, Dr. Zoidberg?

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  1. #1
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    What's Kraken, Dr. Zoidberg?

    WOOP WOOP WOOP WOOP WOOP WOOP WOOP

    What's Kraken, Dr. Zoidberg ?


    - "woop woop woop" when using the rushing 2nd skill, just like Zoidberg escaping~ =D
    - a ton of variety of sounds so you don't get sick of them too quickly
    - pretty funny quotes when repeatedly clicking Kraken ("select_flavour" files).

    You can hear all the sounds systematically (even the rarely triggered ones too) by openning the s2z in a zip program and clicking each ogg sound file manually.


    DOWNLOAD:
    1) Download Dr. Zoidberg!

    2) Place the downloaded file in:
    Windows: C:\Program Files\Heroes of Newerth\game
    Linux: /home/<username>/HoN/game/
    Mac:


    * To remove, simply delete the file and you will have the original sounds back.

    *This mod does NOT overwrite or conflict with any files or mods

    Changelog:

    1.0 initial release


    Coming (not so) Soon:

    - youtube sample
    - clips talking over another to be fixed (having trouble finding how to do this. if u have solution plz do share)
    - balance out volumes
    - space out sound triggering (add silence to the end of files)
    Last edited by gwho; 01-03-2010 at 12:41 AM.

  2. #2
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    the .s2z mod has to be with numbers... not a name.

  3. #3
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    i already tried renaming it to "resources3333.s2z"



    do the naming for ability sounds have to fit a certain format depending on whether it is passive, autocast, or regular cast?

    if there are "extra" sound file names, as mentioned, does that cause a problem, or willl HoN just ignore it and not utilize each misnamed file individually?
    Last edited by gwho; 11-22-2009 at 03:06 AM.

  4. #4
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    The compression you used to create the .s2z wasn't right. You need to right-click on the heroes folder, and then Send To -> Compressed (zipped) folder. You can't use any programs like 7-zip or WinRar to do it, cause they just screw up the compression. I just tested it myself and that's what fixed it.

  5. #5
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    thx i'll try that. is "yes" all i have to click or is there more to it afterwards?\

    looks like that was it. thx for nailing it. now to work on the sounds. the common ones are kidn of long and they need to be shorter.
    Last edited by gwho; 11-22-2009 at 04:43 AM.

  6. #6
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    Finished, and downloadable. Enjoy!
    Please do tell how you like it


    subsequent updates will be for minor stuff like volume leveling, a couple of extra sounds and rearranging.

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    A youtube example video would be sweet.

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    yeah. i do want to get around to doing that.

    one thing is there are so many different sounds (9-10 per action, as opposed to the normal 2-4), that i would want to present a systematic view of all the sounds. a soundboard is what i'll do.

    but actually a video would still be nice, for a few samples, and the main highlights
    Last edited by gwho; 11-22-2009 at 09:54 PM.

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    A video where you just show off all the sounds is better in my opinion because you see which sounds are triggered when.

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    vid is definitely to come. i guess for the less activated sounds i can do a manual preview of some sorts.

    hey max, i can't convert ogg to mp3. i tried downloading that "Lame" component, but the specificed

    do you know how to activate sounds that are assigned to "auto_attack", "ill_advised"? also, if u didn't preorder HoN, u can't taunt right?
    Last edited by gwho; 11-22-2009 at 10:51 PM.

  11. #11
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    auto_attack doesn't have a use yet, S2 said it themselves. I'm not sure what ill_advised is tho.

    The lame_enc.dll should go in the audacity plugins folder.
    http://audacity.sourceforge.net/help...&item=lame-mp3

  12. #12
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    Sounds in the ability folders are sound effects for the skills themselves, not voices.
    yeah i have the skill sounds and the "attack" (voice) sounds in separate folders. i understand they can act independently, but why are both triggered with the same single click (the click that casts the spell)? nymphora casing zeal doesnt trigger her regular voice, and same with every other hero (am i mistaken?).
    Last edited by gwho; 11-22-2009 at 11:10 PM.

  13. #13
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    Quote Originally Posted by gwho View Post
    yeah i have the skill sounds and the "attack" (voice) sounds in separate folders. i understand they can act independently, but why do both trigger with one click (the click that casts the spell)?
    Go read that again, I edited it/added more info.

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    k read. corrrect me if i'm not understnading it correctly, but even so, clicking to use the spell should only activate the spell sound. like the wya it is, if you cast your spell, and ten immediately give another command, then both sounds will play. but in that case two commands were given (1 for the spell, 1 for the next command). Shouldn't it only play the "attack_#.ogg" only if you give another attack command after the cast spell? what i'm saying is both sounds trigger with one click, when it shouldn't.

    anyways, the solution to that would be to.... err i dont know. rename it to soemting other than cast or impact right?. what file names should i change it to?
    Last edited by gwho; 11-22-2009 at 11:42 PM.

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    I already told you. You CAN NOT have voices in cast.ogg or impact.ogg. Those are SOUND EFFECTS. Like kraken's anchor when he splashes for example. Like I said in the other thread, look at how HiM` made his mods. Look in his ability folders. You'll find ability_1_grunt.ogg, which is the voice that should be said when a spell is cast.

  16. #16
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    i already told you i understnad the first part. i'm asking what i should name it to. ability_1_grunt.ogg is not guaranteed to work for kraken.what is recognized and not recognized is all based off of the original code, which is reflected by what kinds of existing sound files there are. that is what i need to know. i searched thru kraken and i didn't see an "ability_1_grunt.ogg". i can speculate but i'm asking what i should name it to. or something that will allow me to know for sure what to name it to.

    i went a head and tested and answered the question u didnt myself. clicking a spell, and then casting it treats it as if you gave the attack command. so since that's built into hon u juts have to work around that. so

    the only thing left is "what to name that file into", from cast/impact
    Last edited by gwho; 11-23-2009 at 01:44 AM.

  17. #17
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    *******.

    Win.

    That is all.

    EDIT: Actually there's a bit of a bug. Then you use Whirlpool or Football charge, you get both a selection sound and the skill sound. They kinda talk over each other.
    Last edited by Triumph117; 11-23-2009 at 01:32 AM.

  18. #18
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    Quote Originally Posted by gwho View Post
    i already told you i understnad the first part. i'm asking what i should name it to. ability_1_grunt.ogg is not guaranteed to work for kraken.what is recognized and not recognized is all based off of the original code, which is reflected by what kinds of existing sound files there are. that is what i need to know. i searched thru kraken and i didn't see an "ability_1_grunt.ogg". i can speculate but i'm asking what i should name it to. or something that will allow me to know for sure what to name it to.
    Why don't you just try it out first...

    If it doesn't work, just give up on it and get rid of the cast.oggs and impact.ogg.
    Last edited by MaxGhost; 11-23-2009 at 01:36 AM.

  19. #19
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    Quote Originally Posted by Triumph117 View Post
    *******.

    Win.

    That is all.

    EDIT: Actually there's a bit of a bug. Then you use Whirlpool or Football charge, you get both a selection sound and the skill sound. They kinda talk over each other.
    yeah, that's what max is helping me resolve. it will be fixed soon


    Quote Originally Posted by MaxGhost View Post
    Why don't you just try it out first...

    If it doesn't work, just give up on it and get rid of the cast.oggs and impact.ogg.
    will do.

    im gonna try hard to make it works cz i think the current skills sounds are so awesomely fitting. thx.


    edit: tried renaming the files attack_0#_grunt.ogg. didn't work. and it disabled some other sounds, while allowing others. very strange. anyways. HiM' had an xml file for hammer storm that basically told the prog to copy the sound files. what does that do?
    Last edited by gwho; 11-23-2009 at 02:21 AM.

  20. #20
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    Heh, that Futurama reference. It was only a matter of time... ;p

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