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Them's Fightin' Herds

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Title Screen

Them's Fightin' Herds

Developer: Mane6, Inc.
Publisher: Modus Games
Platforms: Windows, Mac OS X, Linux, Nintendo Switch, Xbox One, PlayStation 4, PlayStation 5
Released internationally: May 1, 2020


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.


PrereleaseIcon.png This game has a prerelease article

Them's Fightin' Herds is a fighting game about cute animals beating each other up.

The game started development as a My Little Pony: Friendship is Magic fangame called "Fighting is Magic", only to be canned after getting slapped with a cease-and-desist letter by Hasbro. TFH is the reworked version of the project under a new concept, being financially supported through crowdfunding and with graphic design headed by Friendship is Magic creator Lauren Faust herself.

Hmmm...
To do:
  • There's some unused single-player content.
    • There are three NPCs in story mode that cannot be accessed without modifying the game, with written dialogue.
      • Madison, another NPC, also has inaccessible dialogue related to approaching from water.
    • The characters are: A reindeer on an island within Reine City who talks about a "Target Smash minigame booth", an alpaca in the Highlands that says something different if you stand next to them, and Tarragon, an alpaca outside of the normal bounds of where the player can walk in single-player.
  • There is an inaccessible section of Paprika's online pixel lobby map, possibly originally intended to be a "Nappyrat" room.
  • Pom's stage was removed and re-made in Early Access patch 18; the "rainy" variant was not re-made (but the Day and Night versions were). A section or sub-page covering this removed content could be created.
    • The other 6 starting stages were also remade at this time, but not as drastically as Pom's.
  • Unused NPC on Shanty's stage; "hanging_goat".
  • The Mane6 staff said that there is quite a bit of leftover content pertaining to Skullgirls within the game's files. Some has been found; check to see if there are other files.
  • Investigate the Xbox/PS4/PS5/Switch ports.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info

Early Tutorial Graphics

Present in the files for the tutorial section are these two images which were most likely used as a placeholder. They are found in Scripts/tutorial_images.

Character Menu Test Sprites

Tester

Located in dev/temp/ui/win/output/textures/buckcharselect is an image of Tianhuo named "tester", likely used for testing out the character select menu.

TFH-Testerrrr.png

Unknown Character Icon

A fallback image for if a character doesn't have an assigned icon.

Salt Mines

Unused Icons

Version 1.0 had these early icons for the Salt Mines 2.0 update, implying that there were originally going to be status effects or powerups.

ThemsFightinHerds EarlySaltMinesIcons.png

Unused Maps

Within Scripts/src/Farm/resources/lobbymaps_prod.tfhres, there are unused map files/graphics for the salt mines, which may have been used for early testing before coming up with the final design(s).

Early Character Portraits

Present in the folder Scripts/portrait_prototypes and its subfolder StoryModePortraits are early sketches of character portraits.

portrait_prototypes

StoryModePortraits

Insect Sprite

Present in Scripts\src is this spritesheet of a crawling insect with the filename gif_name@animated@x4.png. Probably used as a test, as it doesn't seem like it'd fit anywhere in the current game. It's possible it may have been intended for Salt Mines 1.0, before the update.

Story Mode Sketches

Scripts\src\Farm\Media\UI\Textures\BuckLobby\Story contains some sketches for story mode cutscenes.

Unused Character Lines

Found in /data01/characters-win/characters-win.gfs (at least on Windows). These are lines that have been recorded by the voice actors for DLC characters, but the original 7 cast members for the starting 6 characters have not recorded their triggers or responses.

Tianhuo

Tianhuo is the only non-DLC character to have any unused lines. Her only unused line is directed at Fred (FHTNG).

Name Clip Subtitle
Tianhuo_IntroVSFred3
Care for a reminder of your fiery home?

Shanty

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Notes: Someone with an understanding of Patois who can transcribe what Shanty says to Paprika should take a listen to that line.
Name Clip Subtitle
Shanty_intro_vs_Arizona3
Kid?!? I'm older than you!
Shanty_intro_vs_Paprika3
What's so funny?
Shanty_intro_vs_Paprika3_ALT
Awa sweejusuh! (This is not accurate; please fix.)
Shanty_intro_vs_Pom2
Two against one? I can take ya!
Shanty_intro_vs_Pom3
I'll show you a cutlass!
Shanty_intro_vs_Velvet2
You mean they beat you, too?
Shanty_intro_vs_Velvet3
Ya? Can a hooligan do this?

Texas

Name Clip Subtitle
Texas_intro_vs_Paprika1
Hey... [laughs] I didn't even get to the punchline!
Texas_intro_vs_Paprika_Alt1
Yer a real basketcase, huh?
Texas_intro_vs_Paprika_Alt1edit
Yer a real basketcase, huh? [different delivery]
Texas_intro_vs_Paprika3
Hey! Where'd this tumbleweed come from?
Texas_intro_vs_Shanty1
Aw. Well ain't that cute?
Texas_intro_vs_Shanty2
Well I'll be. You're just a little kid!
Texas_intro_vs_Shanty4
(A) Life of crime don't suit you, kid.
Texas_intro_vs_Tianhuo1
Whaddya call a fly with no wings, eh? [laughs] A walk!
Texas_intro_vs_Velvet1_Alt2
Pride goeth before a heiny whoopin’!
Texas_intro_vs_Velvet2_Alt2
Givin' me the cold shoulder, uh?
Texas_intro_vs_Velvet3
Y'all've seen my daughter anywheres?

Stronghoof

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Notes: Someone with an understanding of Swedish who can transcribe what Stronghoof says to his daughter (Velvet) should take a listen to these.
Name Clip Subtitle
Stronghoof_intro_vs_Arizona1)_take02
Hoho, your spirit sings with valor! Come, let us match mettles!
Stronghoof_intro_vs_Arizona2)_amalg
Your muscles ripple with conviction! Let us test whose might is strongest.
Stronghoof_intro_vs_Arizona4_take02
Hm! I see the apple doesn't fall far from the tree.
Stronghoof_intro_vs_Oleander1)_take02
Ugh, you bear a terrible curse, child. See that it does not consume your soul.
Stronghoof_intro_vs_Oleander2)_take01
You keep ill company, child! Let me free you from this corruption.
Stronghoof_intro_vs_Paprika1)_take01
Hm. I, too, have nothing.
Stronghoof_intro_vs_Paprika2)_take01
Yes, uh, quite an oddity.
Stronghoof_intro_vs_Paprika4)_take02
Tch! I'll be sure to wash my hooves after this one.
Stronghoof_intro_vs_Pom1)_take02
Hoo! You're shaking like a leaf! Where's your pride, little lamb?
Stronghoof_intro_vs_Pom2)_take01
This battlefield is no place for children. I will end this swiftly!
Stronghoof_intro_vs_Pom3)_amalg
A whole pack, hm? At least it's a fair fight.
Stronghoof_intro_vs_Shanty1)_take02
I'll show you how we deal with ruffians in Reine!
Stronghoof_intro_vs_Shanty2)_take01
She sends children to do her fighting! Dishonorable!
Stronghoof_intro_vs_Shanty3)_take02
I've heard about your "cutlass"! Show me!
Stronghoof_intro_vs_Tianhuo1)_take01
At last, a warrior worthy of attention!
Stronghoof_intro_vs_Tianhuo2)_amalg
Captain Tianhuo of the Imperial Guard! Back for a rematch, are you?
Stronghoof_intro_vs_Velvet1)_take01
Show me the might of a Hoofstrong!
Stronghoof_intro_vs_Velvet3)_take02
Watch the floof, smalcrum!(?)
Stronghoof_intro_vs_Velvet4)_take01
Watch the floof, snoovish.(?)
Stronghoof_intro_vs_Velvet5)_take01
Watch the floof, sconsa.(?)

Unused Announcer Lines

Present in Scripts/Announcer and its subfolders, alongside all the used sound files.

Unused Announcer Names

The folder CselVersus contains character selection voice lines for the Predators and Fred/FTHNG (who aren't playable) and The Devourer (who doesn't appear at all in the current version), as well as some gender pronouns.

Name Clip Subtitle
Announcer_CancelChar1
On second thought...
Announcer_CancelChar2
On second thought...
Announcer_NamesDevourer1
The Devourer
Announcer_NamesDevourer2
The Devourer
Announcer_NamesFelineScout1
Feline Scout
Announcer_NamesFelineScout2
Feline Scout
Announcer_NamesFred1
Fred
Announcer_NamesFred2
FTHNG
Announcer_NamesHerself1
Herself
Announcer_NamesHimself1
Himself
Announcer_NamesLupineScout1
Lupine Scout
Announcer_NamesLupineScout2
Lupine Scout
Announcer_NamesSerpentineScout1
Serpentine Scout
Announcer_NamesSerpentineScout2
Serpentine Scout
Announcer_NamesShadowScout1
Shadow Scout
Announcer_NamesShadowScout2
Shadow Scout
Announcer_NamesUrsineScout1
Ursine Scout
Announcer_NamesUrsineScout2
Ursine Scout

The following unused files are found in the root "Announcer" folder:

Name Clip Subtitle
Announcer_NamesWho1.wav
Who's this, now?
Announcer_Title1
Them's Fightin' Herds!
Announcer_Title2
Them's Fightin' Herds!
Super_Jump_1.wav
[sound effect]

The Super_Jump_1.wav sound is currently used in Pixel Lobbies when matchmaking finds the player a match, or if the administrator of a server makes a text-based announcement, which appears at the top of the screen for all connected players (or just the player if a match is found via matchmaking). It is not used in the expected or original way it was intended, though. Official servers almost never make use of this feature (as that would require a developer to be connected); it is mostly used in certain community servers. Instructions for how to make such an announcement are detailed at the bottom of this[1] post.

Unused Round Calls

Present in Rounds are lines for Rounds 10, 11, and 12. In-game, the maximum number of rounds per match is 9. The lines for Round 9 are not heard due to this. "Finally1" presumably is used for the final round if more than nine rounds are played.

Name Clip Subtitle
Announcer_Round9-1
Round... eh... another round!
Announcer_Round9-2
[identical to 9-1]
Announcer_Round10-1
It's at least round ten.
Announcer_Round10-2
It's at least round ten.
Announcer_Round11-1
You just keep going, don't you?
Announcer_Round11-2
You just keep going, don't you?
Announcer_Round12-1
Pshh… Ummm… like, round one hundred?
Announcer_Round12-2
Bhhh… Uhh… like, round one hundred!
Announcer_RoundFinally1
Finally! I- I mean, final round!

Unused Victory Announcements

Stored in EndMatch with the other "X Wins!" audio files. From their filenames, they were meant to play when The Devourer or the Predators win, but The Devourer currently isn't in the game, and the announcer doesn't say anything when you lose against the Predators in Arcade, Story, or Salt Mines.

Name Clip Subtitle
Announcer_WinsDevourer1
That wasn't meant to happen!
Announcer_WinsDevourer2
That wasn't meant to happen.
Announcer_WinsPredator1
And that was it.
Announcer_WinsPredator2
And that was it.
Announcer_WinsFred1
Yes, and you, Fred!

Unused Stage Selection Lines

The Stage Select folder seems to be completely unused. In-game, the announcer doesn't talk while choosing a stage, since the stage selection menu appears while she's still saying Player 2's character's name.

Most of the lines give the stages different names, implying that they were recorded early in development, and "Limbo" and "The Hold" are also mentioned despite not currently being in the game.

Name Clip Subtitle
Announcer_StageArizona1
The prairie
Announcer_StageLimbo1
In-between
Announcer_StageLimbo2
Limbo
Announcer_StageOleander1
The forest
Announcer_StagePaprika1
The mountains
Announcer_StagePom1
The meadow
Announcer_StageRandom1
Eeny-meeny-miney-moe
Announcer_StageSelect1
Pick a place
Announcer_StageSelect2
Pick a stage
Announcer_StageSelect3
Pick an arena
Announcer_StageSelect4
Where are we going?
Announcer_StageTheHold1
The Hold
Announcer_StageTheHold2
Not a good place
Announcer_StageTianhuo1
The volcano
Announcer_StageTraining1
Where is this?
Announcer_StageTraining2
Who knows where?
Announcer_StageVelvet1
The tundra

Unused Training Lines

Name Clip Subtitle
Announcer_TrainingBad1
Not so good...
Announcer_TrainingComplete1
Complete.
Announcer_TrainingComplete2
Complete!
Announcer_TrainingComplete3
And we're done!
Announcer_TrainingComplete4
Challenge complete!
Announcer_TrainingGood1
Good!
Announcer_TrainingGreat2
Great!
Announcer_TrainingNegative1
Tough luck.
Announcer_TrainingNegative2
There's always next time!
Announcer_TrainingNegative3
That's unfortunate.../It's unfortunate...
Announcer_TrainingNo1
No.
Announcer_TrainingNo2
[alternate delivery] No.
Announcer_TrainingOkay1
Okay!
Announcer_TrainingOkay2
[alternate delivery] Okay!
Announcer_TrainingPerfect1
Perfect!
Announcer_TrainingPerfect2
[alternate delivery] Perfect!
Announcer_TrainingPositive1
That's the way!
Announcer_TrainingPositive2
Well done!
Announcer_TrainingPositive3
Nicely done!
Announcer_TrainingSkip1
Let's move on.
Announcer_TrainingSkip2
Moving on then!
Announcer_TrainingTerrible1
Um...
Announcer_TrainingTryAgain1
Try again?
Announcer_TrainingYes1
Yes!
Announcer_TrainingYes2
[alternate delivery] Yes!

Unused Pause Lines

Found in the "PauseUnpause" folder.

Name Clip Subtitle
Announcer_PauseCancel1
Moving on...
Announcer_PauseCancel2
Let's continue.
Announcer_PauseCancel3
Where were we?

Unused EndMatch Lines

Name Clip Subtitle
Announcer_LoseYou1
You lose.
Announcer_MatchCancel1
Some other time.
Announcer_PerfectLoss1
That didn't go well!
Announcer_Rematch1
Maybe one more try?
Announcer_Rematch3
Maybe one more try!
Announcer_Timeout
Finally!

Unused Stage NPCs

A character is found underneath the Tianhuo Festival Stage, not visible in normal gameplay, a depressed alpaca with fake fire wings, waving a sparkler. The sprite sheet for this and other stage NPCs are found in /data01/levels.gfs/levels/temp/levels/textures.

"festival_superfan"

Stage Textures

Previously located in /data01/levels.gfs/levels/temp/levels/textures, these translucent textures were later used in the "Restricted Section" stage, a library in the Woodlands where Oleander is from. These particular files are no longer in the game, but the textures are now fully incorporated into "library_AO.dds", "library_AO_story.dds", and "library_ceiling.dds"

Unused miscellaneous sounds

In Scripts/src/Farm/Media/sound/Jingles, there are a number of sound effects, sometimes mixed with music. Some are unused, listed in the table below. The following sounds in the bulleted list are used as follows:

  • Obtaining a cosmetic item from Cashmere's shop or a chest in the salt mines (specificity needs to be checked):
    • Jingle02_hat_get_long_high
    • Jingle03_hat_get_long_low
    • Jingle04_hat_get_high
    • Jingle05_hat_get_low
  • Jingle14_gambodylike - used in story mode
  • Jingle17 - used in story mode when turning off a light (salt mine caves or the Temple of the Ancestors)
  • Jingle18 - used in story mode when turning on a light (ditto)
Name Clip
Cash0.wav
Cash1.wav
Cash2.wav
Cash3.wav
Cash4.wav
Cash5.wav
Cash6.wav
Cash7.wav
Cash8.wav
Cash9.wav
Crowd1.wav
Crowd2.wav
Jingle01_predator_fight_victory.wav
Jingle06.wav
Jingle07.wav
Jingle08.wav
Jingle09.wav
Jingle10.wav
Jingle11.wav
Jingle12.wav
Jingle13.wav
Jingle15.wav
Jingle16.wav
Jingle19.wav
Jingle20.wav

Scripts/src/Farm/Media/sound/ambiance contains some ambient sound not currently used in any pixel lobbies or story mode.

Name Clip
Seaside_Long.ogg
Seaside_Short.ogg
Windy_Seaside_Long.ogg
Windy_Seaside_Short.ogg

/Scripts/src/Farm/Media contains two sound files. "Super_Jump_1.wav" appears to be unused, and is also found in Scripts/Announcer (see above). "theme.wav" is the chiptune version of Velvet's theme found here, but the version used in the game (Story mode, chapter 1, section 2, "Reine City") has added "real" instruments.

Unused Music

Moods

The folder Scripts/src/Farm/Media/sound/Moods has many of the music tracks used in story mode and in pixel lobbies, but some files are currently not used. Some are WAV files, and others are MOO files, which function identically to OGG files (at least in this folder; in other folders of the game, .moo files store data other than audio).

Mood1.wav

Mood2.wav

Mood3.wav


Mood3 was originally used in the first version of the Salt Mines. When the player approached the goblet to enter the mines, this theme would play.

Mood4.wav

Mood5.wav

Mood6.wav

Mood7.wav

silence.wav
Idential to Mood7.wav
Heroic_Theme_Loop.moo

Other music

/Scripts/src/Farm/Media/sound/Jingles contains a mixture of sounds and music. "mystery_cave_tense.ogg" appears to be an alternate and shorter version of the music that plays in story mode when predators are in the same room.
mystery_cave_tense.ogg

The folder Scripts/static_music contains most of the playable stage fighting music, lacking any dynamic variations; for the viewing of replays, for use in training mode, or for those who opt to turn off dynamic music in fights. However, one file is currently unused:

TFHThemeDirtyLoop.ogg

Currently, the full main theme of the game is only heard on the album, or at the beginning of the credits, which is heard as "Credits-Medley.ogg" (found in the same static_music folder).

Dynamic Music System Test Files

The folder dev/temp/dms_music contains two short music tracks, which were used as placeholders for Velvet's Dynamic Music battle intro in early builds of the game.[2] These particular clips are meant to be paired with the Training Stage theme.

P1_Intro_80s.wav

P2_Intro_80s.wav

Test Hat

Scripts\items\items.lua, which contains the data for the many accessories you can wear in the Pixel Lobby, has a test hat commented out:

	--test_hat = 
	--{
	--	class = "accessory",
	--	subclass = "hat", slot_index = 0,
	--	spriter_texture = 'Scripts/playaround/antlers.png',
	--	otter_path = "Textures/BuckLobby/CosmeticSprites/test-item.png",
	--	body_parts_off = "horns:ears",
	--	dsp_name = "Test",
	--	joke_desc = "+1 Test",
	--	addendum = "Testity test test ",
	--	rarity = 1, guid = 123
	--},

Leftover Skullgirls data

In the folder data01, in the package dev.gfs, there are a number of files that seem to be left over from Skullgirls. Given that these assets are owned by another company and have nothing to do with Them's Fightin' Herds, they will not be uploaded to this page, nor fully documented. (At least not by this user.)

In data01/dev.gfs/temp/storymode/filia, there are the following configuration settings:

  • filia1.ini
  • filiageneric_cathedral.ini
  • filiageneric_innsmouth.ini
  • filiageneric_lab.ini
  • filiageneric_maplecrest.ini
  • filiageneric_tower.ini
  • filiascene1.ini
  • filiascene2.ini
  • filiavpeacock.ini

In storymode/cere, there are these files:

  • cere1.ini
  • cerehard.ini
  • cerescene2.ini

In dev/temp/storymode, there are these files:

  • Cerebella.stm
  • Filia.stm
  • Ms.Fortune.stm
  • Painwheel.stm
  • Parasoul.stm
  • Peacock.stm

In dev/temp/arcade/story, there are these files that mention the name of a character from Skullgirls:

  • Cerebella.stm
  • Cerebella_CinematicsOnly.stm
  • Cerebella_Legacy_Ending.ini
  • Cerebella_Legacy_Intro.ini
  • et cetera...
  • Other characters mentioned in files in this folder include:
    • MsFortune
    • Painwheel
    • Parasoul
    • Peacock
    • Valentine
    • Filia

References