Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » Externalised taunts
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Re: Externalised taunts[message #328720]
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Sat, 30 November 2013 16:13
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hrvg |
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Messages:158
Registered:August 2012 Location: France |
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Hi,
EnemyTaunts.xml file.
572) Oh
[Updated on: Wed, 11 December 2013 16:47] by Moderator Report message to a moderator
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Staff Sergeant
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Re: Externalised taunts[message #329119]
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Fri, 20 December 2013 19:56
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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This is great. Thanks anv for improving this neat feature.
I agree with the criticism though, I hate reading bad taunts. A lot of swearing, lots of unnecessary cringy bits. Fuck fuckedi fucklefucker shit. The problem is not the family filter issue, it's the bad writing style. I'd appreciate them to be more Arulcan or British. More taunty, less insulty. Random ones are great, too. They just need a bit of style in order to avoid being detrimental to the game like the WF mercs. I know it's hard but I think the suggestions just need to be filtered.
Can strings be added?
"My name is %s. You killed my father. Prepare to die.", nameofsorts
Suggestion: Add an tag for:
"Don't forget to save your progress. Oh snap!"
Also, random cheese.
Orcs Must Die: "Can't we all just get along?"
Monkey Island: "How appropriate, you fight like a cow."
Arnie Shwayze: "To be or not to be? ... Not to be!"
Wish you all a merry Christmas. Thanks for making my holidays.
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Re: Externalised taunts[message #329154]
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Sat, 21 December 2013 19:28
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anv |
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Messages:258
Registered:March 2013 |
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LootFraggI agree with the criticism though, I hate reading bad taunts. A lot of swearing, lots of unnecessary cringy bits. Fuck fuckedi fucklefucker shit. The problem is not the family filter issue, it's the bad writing style. I'll give a try to major correction, hunting down worst offenders and adding lighter alternatives.
LootFraggThe problem is not the family filter issue, it's the bad writing style. I'd appreciate them to be more Arulcan or British. About enemies' personalities concept - I was thinking about Thief games. It's a stealth game where player is usually supposed to avoid direct conflict, so you have good chance to move around just listening to guards' conversations and mumblings. They're voiced by different, easily recognizable actors - of course, there's more of enemies in levels than actors, so they have to repeat occasionally or be used in different roles, but still there's enough material to give every character some personality. Like, you listen through the wall, and hear some half-drunk, raspy voice whining about his superiors, and you immediately know "oh, that's the guy patrolling between the gate and basement, that means nervous guy didn't leave front yard, time to move".
1.13 already adds come continuity to enemies - ranks, profiles, etc., so figured, why not extend it on their quotes and add them some basic archetypes too.
That's why I divided quotes depending on their AI attitude:
Aggresive - blood-thirsty lunatic and sadist, who enjoys hurting innocents. Main proof Arulcan army is evil. Taunts - threats and insults without any finesse ("I'll rip you head off!").
Brave - arrogant asshole who thinks he's better than others. Queen's loyalist, craves for respect and honours. Taunts - self-indulgent insults ("You suck, I'm better than you!").
Cunning - can't treat anything seriously. Skeptic about army and his superior's orders. Genre savvy. Taunts - cheesy ("I'm too beautiful to die!").
Defensive - only sane man, who's in it for a paycheck. Prefers to shoot opponents than waste his time on arguing with them. Taunts - half-spirited and non-spiteful ("Everybody stay calm, and we'll make it through.").
Notice that these personalities are connected with the in-game behaviour - agressive charges head on, cunning is trying to flank enemy without endangering himself and defensive just tries to keep his position. It's possible to further differentiate brave and cunning attitudes for aid/solo (e.g. brave aid bosses other soldiers around).
For more specific nationalities - we can assume admins and army are locals and elites are foreign mercs. Any Arulco specific things like mentioning cities or country history should be limited to the former, recognising our mercs - to the latter. Arulco seems to be a geographically ambiguous, so giving army and admins specific dialect wouldn't make sense. Not sure about elites being British, but they could just use more or less sophisticated language depending on their attitude too. There are no accents written in text, so no problem there. Country specific slang should be rather avoided.
While militia shares most of a taunt pool with army, they just need to abstain from using most villainous lines and some more about fighting against Deidranna. Also, all militia is less differentiated than enemies - they all are Arulcans.
Last thing I was thinking about was adding conversations between guards basing on taunts system while not alerted. They could betray enemy positions while sneaking around enemy controlled territory but also expand upon certain plot proceedings (also in mods). For example, conversations between two stationary army soldiers:
Toggle SpoilerC[unning] Hey, listen, I have a question for you: if you'd own a pickup truck in Tenesse, what would you keep in the back? A. Semiautomatic rifle-
D[efensive] The hell? Are you printed out another one of these stupid online surveys?
C Yeah, I'm going to set you up a profile on this new cool website.
D It's obviously just another scam. You waste your time answering all the questions, and at the end they'll ask to send them money for results.
C Come on! It will be fun!
D No. And you really should be careful whom you give you credit information to.
C OK. I'll just mark F: two crates of butthurt medicine...
D What the- Hey! Show me that!
[if progress is high enough]
C[unning] Hey, man. Looks like we're losing this war.
B[rave] Nonsense. Things are about to get better any moment.
C Yeah. Right. Point is, we might be the last men standing between mercenaries and the Queen.
B We might be. It would be an honour.
C Sure. I'd just want to let you know, if anything else fails, you can lead the final charge.
B Oh, my. Really? After all this time, you finally acknowledge my superior leadership skills?
C Why, of course. You just give the order and run towards them. Me and the rest of the guys will be juuust behind you.
C Man, aren't you a bit uncomfortable wearing this uniform?
B What? How dare you! We are Queen's army for crying out loud! We wear our uniforms with pride.
C No, I don't mean symbolics and stuff. I'm talking specifically about our shirts.
B What's the problem with them? They're good for any weather, material is soft, come in different sizes...
C They're red. Aren't military uniforms supposed to help you blend in with the enviroment?
B You're missing the point. Red makes you stand out, so your commander will know your position, and can order squad around more effectively. Plus, you're less likely to get shot by accident - you know, like hunters wearing orange vests?
C Hmm, I can't shake a feeling there's a fatal flaw in your reasoning, but I just can't put my finger on it.
B See, that's why you're not in charge. You can't see a big picture.
[if progress is high enough and sci-fi is on]
B Have you heard what those so-called "elites" got?
D Can't say I have.
B Rocket rifles, that's what! These cretins get all the coolest toys, and we're stuck with the second-hand junk!
D Rocket rifles? As in: rifles, that use actual rockets as ammunition? That's ridiculous and obviously untrue. How would this even work?
B I don't know, they're prototypes. Cutting edge technology, with some British scientist in charge. But apparently we don't deserve to use them!
D Calm down. You listen too much propaganda. Rocket rifles, what next? Rocket shotguns? Rocket machineguns?
B Yeah, yeah. See what you will tell when rebels kill one of black shirts, take it from a corpse and use it against us. Bet all those eggheads didn't even consider putting any authentification system on it, so any moron can pick one up and pull the trigger.
D I'll start to worry when I see rockets flying over my head.
[sci-fi is on]
C Have you heard these stories about those giant man-eating worms?
D No, I have not. Also, that's ridiculous.
C No, it's not. All our squads that got lost without trace... what do you think happened to them?
D Um, oh gee, I don't know, maybe they got killed by goddamn mercenaries we're supposed to look out for?
C And no corpses left behind? Come on! They got eaten by these monsters.
D You watch too many bad movies. Where would these worms come from?
C Why, Queen ordered her scientists to bioengineer them as an ultimate weapon. But then they went out of control, and now they devour anything they stumble upon!
D OK, so even if they do exist, which is dubious to say at best, how would these supposedly "giant" worms move across Arulco without being seen?
C They use underground tunnels. Whole network, running throughout entire country.
D Bullshit.
C Yeah. And then when they sense some small patrol or lone soldier moving around - the dig themselves up from the ground, snatch people alive and drag them back to their lair to feed their younglings!
D Come on.
C But that's not all. I heard from one guy in... Wait, what was that?! Did you feel that too?
D What? What?!
C I could swear ground moved under my feet!
D Oh, stop messing around!
And greetings between patroling enemies (when they get close enough to each other to talk):
Toggle SpoilerD Everything's alright?
B Yeah. They're probably scared of us.
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Re: Externalised taunts[message #329159]
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Sat, 21 December 2013 20:48
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anv |
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Messages:258
Registered:March 2013 |
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For merc relations feedback I was planning to reintroduce JA1/DG snitch trait, so Leon or Buzz could keep player informed by "NAME is whining about you lack of progress","NAME is whining about OTHER_NAME".
Problem is, new mercs don't have their names recorded. I am able to edit "Bernie"+"Larry"="Barry", but some names are unachievable, so they would be silent: "... whines about ...", with specific names only in subtitles.
Character development - since entire content of MercOpinions.xml is already put in the save files, with only change ever being learn to like/hate, I tought
it could be possible to introduce more dynamic relationships - merc's opinion of another increasing when they together win a battle, mercs being thankful for first aid, for killing enemy shooting at them, etc., while decreasing when they suppress or accidently hurt their own - with slowly getting back to default while nothing happens. It would promote synergy by keeping same teams instead of shuffling mercs around.
More serious character development, like Biff becoming self-assured badass on 9 exp. level? Probably impossible without original voice actors + it would probably tamper too far with original game.
Player's mercs using taunts to voice their opinions in tactical is possible.
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Re: Externalised taunts[message #329171]
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Sun, 22 December 2013 01:59
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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Well, sounds is a problem we can hardly solve. I was thinking of using the normal style - talking face in upper left corner + text - but without sound. Maybe with the 2nd merc appearing next to that, so we can 'see' how they interact.
Definitely 'YES!' on the character development. Not sure if longer dialogue exchanges - like the examples you posted - will be feasible. They'd add a lot to characters, but the sheer amount for lines needed...
The dynamic relationship part seems easy enough (though the need to add an INT8 sDynamicOpinion[255] to every profile irks me a bit). Hmm. Have you already started coding this part? If not, I could do that, if you're okay with that, so you could do the speech and text part. No pressure though.
Anyway, do go on with this :cheerleader: :bunny:
Edit 1: Forget adding a new array. As you said, we can use the xml data as 'basic' relationship and alter bMercOpinion in the profile as we please, we only need to store the special learning opinion.
[Updated on: Sun, 22 December 2013 02:29] by Moderator Report message to a moderator
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Re: Externalised taunts[message #330243]
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Fri, 31 January 2014 22:11
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anv |
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Messages:258
Registered:March 2013 |
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Made some corrections to taunts:
- using Maalstroom's division, divided taunts into 28 files (instead of 57) with same theme in the same file,
- no empty files,
- full taunt scheme only in first xml,
- no taunt duplicates between few files,
- replaced some more obnoxious taunts,
- added censored versions to be used with TAUNT_CENSORED_MODE on.
Taunts Download
Version with old taunt numbers in comments intact (for faster translation).
Download
Also uploaded copy of files to Google Docs, all files are open for edition - if anyone makes some even minor corrections for his own use, please don't keep them for yourselves, but share them so everyone can profit from the changes. Also feel free to comment on specific taunts and how can they be improved (right click > comment).
Public version open for editions
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Re: Externalised taunts[message #330700]
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Wed, 19 February 2014 06:24
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Slax |
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Messages:1411
Registered:July 2006 Location: People riding polar bears... |
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Figure I'll make some cheesy action stuff up. Hopefully something worth adding comes up.
C'mere, I'll snuff ya!
Get stitched, asshole!
No chance, bitch! No chance!
One two, fuck you!
Can't believe they're paying me for this.
Bang! BANG BANG! YOU DIE!
I'll end you right here!
Wrong turn, dipshit!
Get some!
Eat it!
I frighten you, I know.
Should've walked away, bastard!
Got paid to die, fool!
I smell your fear!
And some retreat stuff.
God no, not again!
N-no no! Get away!
Enough. I'm out!
G-give up, you don't s-stand a chance...
No no no NO NO!
Let me live, please!
Not like this. Not like this!
Stop it! I don't wanna die!
:whistle:
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