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New Creator Theme: Elders! - posted on 1st Sep 2018 at 11:43 AM
Replies: 23 (Who?), Viewed: 4257 times.
Lab Assistant
Original Poster
#1 Old 17th Mar 2018 at 11:02 PM Last edited by whiteman-Dara : 19th Mar 2018 at 6:09 PM.
Default action "Haunt" bug
Hello, there is a problem, the fact is that the ghosts when use action "Haunt", both male and female, is playing male voice, i found this sound resource "vo_react_death_enmylaugha_ma" but in the code of references to it I did not find. I hope that among you there are those who can help me. thank you advance
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Lab Assistant
Original Poster
#2 Old 21st Mar 2018 at 4:43 AM
I re-searched for all the code files, but unsuccessfully.
Puffin McMuffin
staff: administrator
#3 Old 21st Mar 2018 at 10:22 PM
With that you probably mean you checked in the Jazz files to find it right? Usually they're mentioned in the stateMachine code, so that's a way to refer it in your own code So I'd look for the original script, look at the statemachine code and see if they mention the same name (or something close to that)
Lab Assistant
Original Poster
#4 Old 22nd Mar 2018 at 4:46 AM
Quote:
Originally Posted by Lyralei
With that you probably mean you checked in the Jazz files to find it right? Usually they're mentioned in the stateMachine code, so that's a way to refer it in your own code So I'd look for the original script, look at the statemachine code and see if they mention the same name (or something close to that)

No! basics file is Sims3GameplaySystems.dll and the additional are Sims3GameplayObjects.dll, UI.dll, Metadata.dll, Scriptcore.dll, SimIFace.dll, mscorlib.dll, System.dll, Systemxml.dll. In the given files I did not find it: vo_react_death_enmylaugha_ma, a as sound resource only this file was mentioned: ghost_haunt_obj_float_obj. In the stateMachine code and StateMachineClient also nothing like.
Instructor
#5 Old 23rd Mar 2018 at 12:32 AM
Have you checked the animation itself? Check the event in the animation with S3PE grid view. The sound in an animation is directly added in the animation clip not in the C#.
Lab Assistant
Original Poster
#6 Old 23rd Mar 2018 at 12:33 PM Last edited by whiteman-Dara : 23rd Mar 2018 at 1:13 PM.
SkyDome, Thanks, now I went to the file "a2o_ghost_haunt_object_rise_x" But here is not of division on age and gender .
Quote:
Unknown01: 0x00000000
Unknown02: 0x00000001
--- IKTargetTable: IKTargetInfo ---
--- IKChainList: IKChains (0x5) ---
--- IKChains[0] ---
--- IKTargetList: IKTargets (0x1) ---
--- IKTargets[0] ---
Index: 0x00000000
TargetNamespace: x
TargetName: b__L_ThighTarget_slot
---
--- IKChains[1] ---
--- IKTargetList: IKTargets (0x1) ---
--- IKTargets[0] ---
Index: 0x00000000
TargetNamespace: x
TargetName: b__R_ThighTarget_slot
---
--- IKChains[2] ---
--- IKTargetList: IKTargets (0x1) ---
--- IKTargets[0] ---
Index: 0x00000000
TargetNamespace: x
TargetName: L_footWorld
---
--- IKChains[3] ---
--- IKTargetList: IKTargets (0x1) ---
--- IKTargets[0] ---
Index: 0x00000000
TargetNamespace: x
TargetName: R_footWorld
---
--- IKChains[4] ---
--- IKTargetList: IKTargets (0x1) ---
--- IKTargets[0] ---
Index: 0x00000000
TargetNamespace: x
TargetName: rootWorld
---
---
---
ActorName: x
--- EventTable: EventSection ---
Version: 0x00000103
--- EventList: Events (0x4) ---
--- Events[0] ---
EventName:
Float01: -1,0000
Float02: -1,0000
Id: 0x00000003
Int01: 0x00000003
Short01: 0xC1E4
Timecode: 0,8000
Visibility: 0,0000
Type: 0x00000006 (Visibility)
--- Events[1] ---
EventName:
Float01: -1,0000
Float02: -1,0000
Id: 0x00000004
Int01: 0x00000003
Short01: 0xC1E4
Timecode: 0,0000
Visibility: 1,0000
Type: 0x00000006 (Visibility)
--- Events[2] ---
EventName: jump
Float01: -1,0000
Float02: -1,0000
Id: 0x00000064
Int01: 0x00000007
Short01: 0xC1E4
Timecode: 0,8000
Type: 0x00000004 (Script)
--- Events[3] ---
EventName: vo_react_death_enmylaughA
Float01: -1,0000
Float02: -1,0000
Id: 0x00000002
Int01: 0x00000003
Short01: 0xC1E4
Timecode: 0,0000
SoundName: vo_react_death_enmylaughA
Type: 0x00000003 (Sound)
---
---
--- ClipEndSection: EndSection ---
X: 0,0000
Y: 0,0000
Z: 0,0000
W: 1,0000
---
Instructor
#7 Old 23rd Mar 2018 at 4:09 PM
Quote:
Originally Posted by whiteman-Dara
SkyDome, Thanks, now I went to the file "a2o_ghost_haunt_object_rise_x" But here is not of division on age and gender .

Age restrictions are in the animation itself. a2o means adult to object animation. c2o means child to object animation. I have not seen gender restrictions in animations. I think the male and female voices are referenced in the same sound event.
I think that the reason it's only playing male voice is because that was the only voice recorded or something.
Lab Assistant
Original Poster
#8 Old 23rd Mar 2018 at 11:29 PM
skydome, There is a bug with the fact that the calculate to hash of the clip file name does not give the same hash as in the file itself. And children-ghost at use action "haunt" they
of noiseless.At this game There is all voices.
Instructor
#9 Old 24th Mar 2018 at 12:05 AM Last edited by skydome : 24th Mar 2018 at 2:39 PM.
Quote:
Originally Posted by whiteman-Dara
skydome, There is a bug with the fact that the calculate to hash of the clip file name does not give the same hash as in the file itself. And children-ghost at use action "haunt" they
of noiseless.At this game There is all voices.

Look for an animation called a2o_ghost_haunt_object_rise_x for the child haunting animation and check the sound event there. The clip files are hashed using clipid not fnv64 hash, maybe that's why they don't match. I'm guessing that the voices are not playing because of the voice actors for women and children didn't make the voices for this interaction.
Instructor
#10 Old 24th Mar 2018 at 12:06 AM
I'll check the animation myself too.
Lab Assistant
Original Poster
#11 Old 24th Mar 2018 at 2:33 PM
skydome, this is the event
Quote:
ActorName: x
--- EventTable: EventSection ---
Version: 0x00000103
--- EventList: Events (0x4) ---
--- Events[0] ---
EventName:
Float01: -1,0000
Float02: -1,0000
Id: 0x00000003
Int01: 0x00000003
Short01: 0xC1E4
Timecode: 0,8000
Visibility: 0,0000
Type: 0x00000006 (Visibility)
--- Events[1] ---
EventName:
Float01: -1,0000
Float02: -1,0000
Id: 0x00000004
Int01: 0x00000003
Short01: 0xC1E4
Timecode: 0,0000
Visibility: 1,0000
Type: 0x00000006 (Visibility)
--- Events[2] ---
EventName: jump
Float01: -1,0000
Float02: -1,0000
Id: 0x00000064
Int01: 0x00000007
Short01: 0xC1E4
Timecode: 0,8000
Type: 0x00000004 (Script)
--- Events[3] ---
EventName: vo_react_death_enmylaughC
Float01: -1,0000
Float02: -1,0000
Id: 0x00000001
Int01: 0x00000003
Short01: 0xC1E4
Timecode: 0,0000
SoundName: vo_react_death_enmylaughC
Type: 0x00000003 (Sound)
---
---

somewhere there is a file with this name that maybe written this: ma, mb, mc, fa, fb, fc, ca, cb.
Instructor
#12 Old 24th Mar 2018 at 2:39 PM
Sorry I made a mistake. I meant look for an animation called c2o_ghost_haunt_object_rise_x I wrote a2o by mistake.
Lab Assistant
Original Poster
#13 Old 24th Mar 2018 at 7:34 PM
skydome, What other files are there after "C#" between Clip and Audt?
Instructor
#14 Old 24th Mar 2018 at 11:04 PM
Quote:
Originally Posted by whiteman-Dara
skydome, What other files are there after "C#" between Clip and Audt?

Mmm C# has the main script. Clip is the animation. Audt is the sound. Then there's XML and Itun. Not all interactions have itun files and in this case ituns are useless. There is an XML file that contains all the base game interactions, I forgot the name of that file though I will try to find it.
Lab Assistant
Original Poster
#15 Old 25th Mar 2018 at 11:32 PM
skydome, the developers deliberately made a mistake, because in the base game ghosts instead of voice sounds the netherworld, and so the developers had to make one voice.
Instructor
#16 Old 28th Mar 2018 at 6:17 PM
Quote:
Originally Posted by whiteman-Dara
skydome, the developers deliberately made a mistake, because in the base game ghosts instead of voice sounds the netherworld, and so the developers had to make one voice.


Yes that's what I think as well.
Puffin McMuffin
staff: administrator
#17 Old 30th Mar 2018 at 1:03 PM
To be honest I think a big part of that is due to the fact that you can now (with supernatural of course) change the occults in CAS. So it's either defined there and unfinished at the bits you guys are looking into I've seen a few 'spooky scripts' myself and noticed that those are pretty modified to a point that i'm wondering if they even work correctly. Probably because of the release of supernatural and having it to work for both the EP and occult. Same can be found when looking for vampire stuff, because it already existed
Lab Assistant
Original Poster
#18 Old 26th Apr 2018 at 10:59 PM
skydome, But with a clip file "bug" or with that which is addressed to this the clip during the game.
Instructor
#19 Old 29th Apr 2018 at 3:00 PM
Quote:
Originally Posted by whiteman-Dara
skydome, But with a clip file "bug" or with that which is addressed to this the clip during the game.


I'm not sure what you mean. I think the problem is that they didn't record the sound for women and children and simply added the male sound for them.
Lab Assistant
Original Poster
#20 Old 30th Apr 2018 at 8:42 AM
skydome, I also thought so at the beginning, but when I extracted and converted the sounds of the voice of women and children were, listen here:
I do not understand where the error that disables VoiceVariationType. The game is played only Vo_react_death_enmylaughA_ma, others do not see
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File Type: zip m.zip (1.29 MB, 2 downloads)
Instructor
#21 Old 30th Apr 2018 at 8:14 PM
Oh really? Does the clip file sound event has the other voice included?
Lab Assistant
Original Poster
#22 Old 1st May 2018 at 9:12 PM
skydome, No,sound events addressed to audt resource: vo_react_death_enmylaughA, no hint of VoiceVariationType
Puffin McMuffin
staff: administrator
#23 Old 2nd May 2018 at 3:18 PM
Check the CLIP files, they have the audio (or AUDT resources) referenced in there
Lab Assistant
Original Poster
#24 Old 7th May 2018 at 1:15 AM
Lyralei, Clip files here are correct, I checked clip from the action where there is VoiceVariation, and vice versa, in the action Haunt from ofther clip VoiceVariation was not, and in another action from the clip "haunt" VoiceVariation remained.
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