PlayFlavor and animations

Discussions of the design and development of in-game content.

Moderator: Team Members

User avatar
Gangrenous
Posts: 812
Joined: Sun Apr 24, 2016 6:54 am
Characters: Dinsmoor

PlayFlavor and animations

Post by Gangrenous » Mon Dec 12, 2016 8:51 pm

I am curious, how does one go about finding the exact animations and flavors, lets take a FrostfangSea one that is already done.

Code: Select all

function killed(NPC, Spawn)
	PlayAnimation(NPC, 10893)
    PlayAnimation(Spawn, 18414)
	local choice = math.random(1,6)
	if choice == 1 then
		PlayFlavor(NPC, "voiceover/english/dwarf_base_1/ft/dwarf/dwarf_base_1_1_aggro_gm_23b35126.mp3", "Where do ya think you're going?", "", 706272128, 909565004, Spawn)
	elseif choice == 2 then
		PlayFlavor(NPC, "voiceover/english/dwarf_base_1/ft/dwarf/dwarf_base_1_1_aggro_gm_9de55a3e.mp3", "There they are! Let's get em!", "", 3246206943, 366784514, Spawn)
	elseif choice == 3 then
		PlayFlavor(NPC, "voiceover/english/dwarf_base_1/ft/dwarf/dwarf_base_1_1_aggro_gm_ab9057d3.mp3", "Looking for me? ", "", 438949611, 3910736957, Spawn)
	elseif choice == 4 then
		PlayFlavor(NPC, "voiceover/english/dwarf_base_1/ft/dwarf/dwarf_base_1_1_victory_gm_4a1ceaef.mp3", "Ha! I'm not done yet. Get back up!", "", 458619926, 239663782, Spawn)
	elseif choice == 5 then
		PlayFlavor(NPC, "voiceover/english/dwarf_base_1/ft/dwarf/dwarf_base_1_1_victory_gm_d6c773c7.mp3", "I didn't think I hit em that hard.", "", 3680771732, 663911723, Spawn)
	else
		PlayFlavor(NPC, "voiceover/english/dwarf_base_1/ft/dwarf/dwarf_base_1_1_victory_gm_d6c773c7.mp3", "I didn't think I hit em that hard.", "", 3680771732, 663911723, Spawn)
	end
end
Resident Dirty Hippy

User avatar
Cynnar
Project Leader
Posts: 738
Joined: Sat Sep 27, 2014 1:22 am
EQ2Emu Server: Eq2emulator
Characters: Vlash
Veinlash
Taragak
Cynnar

Re: PlayFlavor and animations

Post by Cynnar » Tue Dec 13, 2016 12:35 pm

If I'm not mistaken you get the animation from the visuals table. To see the animation you have to try it in script. I don't think we have any videos or anything that show the animation.

Edit: flavors are things like wave or dance. Best I have come up with is a website that list them. I will post it in later. Have to find it again. The bookmark is on my home PC.
[ 01000011 01111001 01101110 01101110 01100001 01110010 ]

Follow on:
Twitter Facebook

Contact me:
PM Discord chat email

Hardware: the parts of a computer that can be kicked

User avatar
Cynnar
Project Leader
Posts: 738
Joined: Sat Sep 27, 2014 1:22 am
EQ2Emu Server: Eq2emulator
Characters: Vlash
Veinlash
Taragak
Cynnar

Re: PlayFlavor and animations

Post by Cynnar » Tue Dec 13, 2016 12:47 pm

There are a few emotes listed in the slash commands section that works.

Also these are visuals as well so there may be a lot more you can find in that table as well.
[ 01000011 01111001 01101110 01101110 01100001 01110010 ]

Follow on:
Twitter Facebook

Contact me:
PM Discord chat email

Hardware: the parts of a computer that can be kicked

User avatar
Gangrenous
Posts: 812
Joined: Sun Apr 24, 2016 6:54 am
Characters: Dinsmoor

Re: PlayFlavor and animations

Post by Gangrenous » Tue Dec 13, 2016 1:27 pm

Yeah, that website may help.
Resident Dirty Hippy

Jabantiz
Lead Developer
Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: PlayFlavor and animations

Post by Jabantiz » Tue Dec 13, 2016 4:44 pm

There is /animtest that you can test animations in game, however not all models have all animations so some animations will do nothing on the player character. PlayFlavor() will use emotes for the parameter that handles the animation, the rest of PlayFlavor is usually grabbed from packet logs as there is no way to get the mp3 keys any other way currently.

User avatar
Gangrenous
Posts: 812
Joined: Sun Apr 24, 2016 6:54 am
Characters: Dinsmoor

Re: PlayFlavor and animations

Post by Gangrenous » Tue Dec 13, 2016 5:49 pm

Can we currently do that though? I know I can packet capture, you can always do that...but can you translate the information currently?
Resident Dirty Hippy

Jabantiz
Lead Developer
Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: PlayFlavor and animations

Post by Jabantiz » Tue Dec 13, 2016 7:18 pm

We have a large amount of data from logs we already captured. Currently the collector doesn't work due to some change they made with the client, probably where the encryption key is stored.

User avatar
Gangrenous
Posts: 812
Joined: Sun Apr 24, 2016 6:54 am
Characters: Dinsmoor

Re: PlayFlavor and animations

Post by Gangrenous » Tue Dec 20, 2016 10:13 am

It seems most of FrostfangSea has this correct. I am sure someone went through and figured out all of it, I am just curious of that persons procedure.
Resident Dirty Hippy

User avatar
Gangrenous
Posts: 812
Joined: Sun Apr 24, 2016 6:54 am
Characters: Dinsmoor

Re: PlayFlavor and animations

Post by Gangrenous » Tue Dec 20, 2016 12:54 pm

I guess this thread is misnamed. What I am really looking for is a list of the NPC voiceovers. Meaning how do you get a listing of all of them? Take this one for instance.

Code: Select all

voiceover/english/captain_varlos/boat_06p_tutorial02/varlos_0_027.mp3
How did someone know the pattern?
Resident Dirty Hippy

Jabantiz
Lead Developer
Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: PlayFlavor and animations

Post by Jabantiz » Tue Dec 20, 2016 4:41 pm

Those are just file paths and names, you can find them all with the vpk viewer. They key is what we are unable to get on our side, we need to pull it from packets. There is no global list of voiceovers and keys yet, and sadly any voiceover that got removed before getting collected we will probably never be able to use on the emu.

User avatar
Gangrenous
Posts: 812
Joined: Sun Apr 24, 2016 6:54 am
Characters: Dinsmoor

Re: PlayFlavor and animations

Post by Gangrenous » Tue Dec 20, 2016 9:48 pm

That is still a big help. I can figure the rest of it out. It just all takes time.
Resident Dirty Hippy

User avatar
Gangrenous
Posts: 812
Joined: Sun Apr 24, 2016 6:54 am
Characters: Dinsmoor

Re: PlayFlavor and animations

Post by Gangrenous » Wed Dec 21, 2016 7:13 am

Almost there Jabantiz. Where do I get the mp3 key1 and key2? I see from a past thread they were obtained at some point?
Resident Dirty Hippy

Jabantiz
Lead Developer
Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: PlayFlavor and animations

Post by Jabantiz » Wed Dec 21, 2016 7:48 am

Those are the key's that come from packet logs, no one has discovered a way to get that from the client yet so the only source for those are the packet logs.

User avatar
Gangrenous
Posts: 812
Joined: Sun Apr 24, 2016 6:54 am
Characters: Dinsmoor

Re: PlayFlavor and animations

Post by Gangrenous » Wed Dec 21, 2016 8:30 am

And the only way we have those is if someone went around hailing every NPC.
Resident Dirty Hippy

User avatar
Cynnar
Project Leader
Posts: 738
Joined: Sat Sep 27, 2014 1:22 am
EQ2Emu Server: Eq2emulator
Characters: Vlash
Veinlash
Taragak
Cynnar

Re: PlayFlavor and animations

Post by Cynnar » Wed Dec 21, 2016 2:08 pm

I'm going to show my ignorance here, but doesn't the client have make a call to compare the key supplied against the original key so it can make sure they match?

If so would it be possible to extract that from memory? Maybe even a program that can do it for us?

It's probably far more complex than that, but I remember the good old softice days when you could debug programs and find those checks and find the key you needed to unlock the program.
[ 01000011 01111001 01101110 01101110 01100001 01110010 ]

Follow on:
Twitter Facebook

Contact me:
PM Discord chat email

Hardware: the parts of a computer that can be kicked

Post Reply

Who is online

Users browsing this forum: No registered users and 0 guests