Because I still inexplicably like wading through tons of other game's soundfiles to rename and use them out of context, we now have yet another merc: Angela "Mercy" Ziegler from Overwatch. Somewhat following the lore, she is a brilliant medical researcher and field medic. After spending several years in UN relief efforts, she has now joined AIM, bringing along her superior medical and limited combat abilities.
Considering she is about the only Overwatch character who often has no need to personnally fight an entire game, she thus gets the lowest marksmanship of all AIM mercs by far (even at MERC there aren't many worse contenders). So you have to decide whether you want to make the effort to train her, simply use her for indescriminate suppressive fire or just leave her patching up the wounded in previously taken territory. Her gear kits somewhat reflect that - the "Hospital" kit has no gun, but about every medical equipment you'll ever need.
She has a rather positive outlook and is a pacifist. Due to sound file selection, she has no buddies or hatreds yet - that might change in the future, but I'm not that hopeful.
As seen in the video, she heavily uses additional dialogue. Of special interest will be that she comments every time she bandages someone - there was a wide variety of files to choose from, thus using her as a field medic will yield many unique sounds (it also makes sense as her Doctor trait and individual background gives her an impressive bandaging speed).
Note that since all of the fuckton of characters in Overwatch mostly have about the same amount of dialogue, this serves as a proof that we can create new mercenaries from Overwatch characters in principle. As that game has 29 full voiced characters and is likely to get more, that is quite the reservoir to fishing in. You don't even need to own the game, as helpful people have already uploaded the dialogue for each character in youtube videos. It is notable that most of these characters have a nationality and a personal 'stick', which can be good or bad for our endeavour. My notes on whether that is feasible and sensible in individual cases:
Ana: Markswoman, leader, doctor. Also a grizzled old egyptian lady with regrets. Would work very well. How often do you see a playable old arab lady in games?
Ashe: Has the same voice actress as Shepard, so not exactly needed. Has a notable 'wild west' tonal thingy, which wouldn't mesh well with stock Shepard. But from what she says it isn't different enough to justify an alternative persona like for Larry and Buns - stock Shepard shoots you in the face, Ashe shoots you in the face and says 'Howdy'. Maybe extract just her 'Bob' lines?
Bastion: ...
Brigitte: Swedish knight girl who is all about heroics and helping and all that. Hmm.
D.Va.: Meh. If we decide we need underage korean meme-droppers in a battlefield, visit her, I guess.
Doomfist: Now we're talking! A black african martial artist who is rather arrogant and villaneous? Sounds very promising.
Genji: Japanese ninja, I guess. Quite a few japanese lines we can use as placeholders for missing dialogue, unless someone with an understanding of the language objects :-)
Hanzo: Genji's brother. Would be neat to have both, since they tried to off each other, though all that talk about dragons and honour is tiresome.
Junkrat: Eh. Maybe as a nutty explosive expert, but we aren't exactly short on those.
Lucio: A battlefield... DJ? I feel too old for this.
McCree: Cowboy. Would work, but... bland.
Mei: Chinese cryosciene lady (yeah, not sure how to translate that into traits, give her cryo ammo in her gearkits?). All her bubbly positivity is off-putting.
Mercy: works, as you are witnessing. Many doctor-related lines, which work stupid well.
Moira: Extremely arrogant scientist/commando lady. More dialogue from an ingame event. Like Shepard, if Shepard was more arrogant, ruthless, irish and looked like David Bowie. As this game is called Jagged Alliance, we could use someone who tells others the deaths of their friends were useful from a scientific standpoint. Would work very well, methinks.
Orisa: Added when Blizzard realized they could just add whatever shit they made up and the fanbase would love it. Voice is way to robotic to be useful.
Pharah: Daughter of the above-mentioned old arab lady. Useful in principle, though a lot of her talk about air superiority and JUSTICE!!! might not be that useful.
Reaper: Baby'y first edgelord would be useful if it weren't for that stupid voice. Hmm. Maybe we could say in his bio his throat was burned in combat? His callsign is already in use...
Reinhardt: This is what one ends up with if all german you ever hear is from parodies, or something. All that dialogue about HONOUR and GLORY and SMASHING THE ENEMY wouldn't fit that well.
Roadhog: The voice is barely understandable. Nope.
Soldier: 76: A grizzled aging veteran full of regrets and bitterness, who tells people to get off his lawn? Would work rather well.
Sombra: All her hacking and stealth dialogue might or might not work. I'm rather neutral on this, but a spanish-speaking lady is something we lack.
Symmetra: Indian scientist lady. Rather cold, though all her talk about tech and turrets and teleporters is not useable.
Torbjörn: Meh. All those lines about turrets and robots and armour doesn't sound good for us.
Tracer: If we can sell MERC using british ADHD child soldiers on cocaine, maybe.
Widowmaker: A french sexy sniper lady with has a spider theme. Emotionally stunted and maybe a bit dead. Would work. (Why are french women always seductresses? Flo almost counts as a unique trope subversion at this point.)
Winston: Too many science/ape related lines, perhaps?
Wrecking Ball: Is it a robot? No, it's a hamster piloting a ball with machineguns. The notion that Blizzard is throwing shit at the wall is fake news. Noooope.
Zarya: Patriotic russian lady who is all about strength and russia and bears and mother russia. Would work.
Zenyatta: Robo-monk who throws his balls at people. Too robotic to use methinks.
As you can also learn from the video, I've finally used the Max Payne 1 sound files calu kindly gave me. The tonal difference to MP3 is striking - Max in MP1 is a brooding man on a downward spiral, Max in MP3 is a violent thug swallowing in self-pity spouting one-liners. Those one-liners sadly often fit the game better than 1's long musings, additionally many lines in 1 come from scenes with background noise. That meant I didn't get to replace many lines, though I got to add many, many lines of additional dialogue. Also, Max has buddies and relations now:
He knows Turtle back from his cop days in the NYPD.
Igor made quite an impression on him. Considering the nature of Max' russian acquaintances, one has to wonder whether Chechnya was the only foreign action Igor saw...
Throughout the game, Max essentially paints every woman he meets as saints, prostitutes or killers (sometimes several choices at the same time). It's easy to see him putting those he's attracted to on a pedestal, like Mercy, Fox and Mouse, which... can get a tad creepy, as seen in the video.
He hates Vinny. It would be bizarre if he didn't.
At some point, he was doublecrossed by Bruce "Skitz" Bonner. Look, I'm grasping at straws here, and if I can make a connection merely by initials, I'll do it :-)
Just like Shepard, he's doesn't think someone who had a psychotic breakdown from the stress of delivering mail can be relied on in a battle situation, so Postie is on his bad list.
Just as he sees some women as saints, others are seen as evil killers for whatever reason, which Sara will find out.
He's the first merc to specifically hate chaotic Buns.
Also, of minor interest, this posts kinda serves as a "I'm still alive and all that, no need to send an extraction team to Bavaria" post. Though I don't have and won't have much time for coding in the future...
[Updated on: Mon, 21 January 2019 23:45]
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.
@crackwise: According to the internet the voice actress is german though, so...
@edmortimer: Yup, though that's only a fraction. Speaking of that, what mercs have you or are you planning to create? Wouldn't want to needlessly do the same work twice after all. That reminds me, she has slot #216 in case you want to use her.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.
Messages:1533
Registered:January 2015 Location: Home Free
Quote:
Yup, though that's only a fraction. Speaking of that, what mercs have you or are you planning to create? Wouldn't want to needlessly do the same work twice after all. That reminds me, she has slot #216 in case you want to use her.
I'm using Sevenfm's EXE so AV doesn't have all the extra voice file options in the current EXE so what we do will be different. I probably will try to put the Soldier voice files to use, and I agree with you we need a Spanish-speaking character - so I'll try to use those. And probably will try to get the Indian voice files to work. I might opt to make one an IMP voice set . . . maybe the Soldier.
Soldier 76, Sombra, Symmetra, got it.
Though I'd advise to at least keep the files you are not using around, I could kick myself for not extracting and labelling all sound files when I creates Shepard from ME1-3, because if I want to fully do the additional dialogue for her, I have to extract and label all the files again.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.
I love the additional voice lines and the additional mercs. They are something I really look forward to each time you add one. You do a great job selecting the voices, the comments, the additional dialogs, and creating the stats on these mercs. They are top notch.
But here is my problem. In the past, after every new build, we have to decide whether or not to update things like the Overhead.lua file, to make everything work with your new mercs again and the new build.
Is there anyway that when a new build requires a new directory, that somehow this could be coordinated so that your wonderful additional mercs could work automatically with the new builds, either by simultaneous updates to all the needed files ... sigh ... or worse case ... having a tutorial made on how to do this.
Because it always becomes a choice. In the past, TownLTU updated the Overhead.LUA for it once, and that worked great.
Perhaps if the procedure was documented as to what exactly needs to be done in some post somewhere, then we could do it ourselves with 100% success.
Not to complain, just trying to keep up with the Jones'es.
That has always been a problem whenever one wants to merge several mods. I mean, I could put the stuff in a separate Data-whatever folder, but that doesn't solve the problem - you have two versions of files and want data from both in one. I see no easy solution apart from going over both and doing the merge.
It's a fundamental result of our xml and data design. I see no solution to make that easier without throwing out our entire data and doing something radically different.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.
using build 8681, downloaded this mod, copied the Data-113 folder into my JA2 folder. not using any other mod currently.
problem:
Loaded my savegame, opened the AIM website, Called Mercy,Lara and Shepard everything worked fine. Called Sara and Scott, both show only static on the video. did i installed wrong?
ps: i dont really know if i am installing this correctly, cant find any install guide on the downloaded zip file so i just copy paste everything into the JA2 folder.
May I ask which Editors you used for creating the .npc and .edt Files?
I use NPCEdit 1.0.0.4 by Batman for npc-Files and Edt Mega Editor v0.5 by Bugmonster for edt-Files. Mostly because those where the two I was able to run on my machine (downloaded and tested a bunch out of kermis archive).
On standard files in JA2 and JA2-1.13 I can view the files and do changes with them.
However, those Editors aren't able to open your files in the new additional mercs. So I assumed you might have used a better/newer Editor to create those.
If you, by chance, read this I'd be happy if you could tell me which Editors I should use and where to get them. Same for anybody else who might know this.
LOL. Just saw this video again. This is some of the most amazing and hilarious banter I've ever seen. It juxtaposes in so many ways because it is just vague enough to fit any situation, the voiceovers by the Max actor are just amazing along with Sara (and her comment on Lara on arrival is just so cool as a retort). As someone only slightly joked above, this SHOULD HAVE been Max Payne 3. Unbelievable stuff.
Also, when they find and add Max, and then Shepard's alternating lines to Max's -- just the best stuff. This is what JA2 character interplay at its best was all about. It just shows how good it is because you can imagine the lines delivered in a different order even with other characters and it would still make you wonder what they really mean. Works great with any active imagination. I've now watched this video twice today and at least 6 times overall, it's just an amazing display of how voices can add stuff when used correctly as flavor in the right game. Well chosen clips, Flugente, this really is amazing stuff. I'd watch a movie made from this stuff, I really would, even in theatres with having to pay admission.
There are problems at the moment when using Additional Dialogue for the Additional Mercs:
1) The Kermi Server Link is down, supposedly permanently. This means that unless another Link is made, this will be a problem for at least Mercy.
2) A definition in the Overhead.lua (in /Jagged Alliance 2/Data-1.13/Scripts/ ) for a variable or parameter was renamed -- this is going to likely cause issues between older LUAs or Merged LUAs for the Additional Dialog or Triggered Events and the current set-up.
3) The definition was called ADE_OMERTA_ENTRY . It is now called ADE_MERC_ARRIVES . This means that older Overhead.LUAs should convert all instances of ADE_OMERTA_ENTRY replacing it with ADE_MERC_ARRIVES. In this way, it is possible to keep all the current definitions current and build on future changes (although one could convert back to the older name, as long as one is consistent and adds the other changes to the Overhead.LUA done for the various Flugente Additional Mercs which use Additional Dialog, etc.)
4) The newer Overhead.lua also adds more types of events as triggers for such dialog (and possibly events). These Flugente delineated above. I will list them right here below:
ADE_WITNESS_GOOD = 17, -- similar to comment upon buddy doing good. aData1 is the profile of person, aData2 is 0 if we saw a kill, 1 if they passed a skill check (and we're less than 15 tiles away)
ADE_BANDAGE_PERFORM_BEGIN = 18, -- we bandage someone, aData1 is the profile of person
ADE_BANDAGE_PERFORM_END = 19, -- we finished bandaging someone, aData1 is the profile of person
ADE_BANDAGE_RECEIVE_BEGIN = 20, -- someone bandages us, aData1 is the profile of person
ADE_BANDAGE_RECEIVE_END = 21, -- someone finished bandaging us, aData1 is the profile of person
ADE_ZOMBIESRISE = 22, -- a new wave of zombies is spawned from corpses
}
5)In addition, in the Profil section, which is early on, there is a list of Character Names, and several have been added. This might be an important declaration needed later in the file. The difference is made towards the end of the Merc Names List, provided below:
In 8646 for example with a Merged Lua, this snippet of my old result made courtesy of TownLTU (much thanks), every Character Name above LAURA (Colin) seems identical in each, but double-check for yourself):
LAURA = 175,
RUDOLF = 177,
SKITZ = 179,
NO_PROFILE = 200,
LARA = 211,
SARA = 212,
SCOTT = 213,
MAX = 214,
BUNS_CHAOTIC = 215,
MOUSE = 245,
STELLA = 248,
SHEPARD = 254,
}
In GAMEDIR 2476 (which is in the SCI for r8684), the end of the Character Names List has more names and is changed to this below:
LAURA = 175,
GRACE = 176,
RUDOLF = 177,
SKITZ = 179,
BUNS_CHAOTIC = 215,
6) MERGE the two Overhead.lua Character Name Lists, as one knows of some new quests, and the other knows the old code, once it has been revised for the changed DEFINITION or VARIABLE names as enumerated in earlier step.
7) There may be other changes I missed, but I did not see any that I remember at this time.
8) As I had once posted and predicted, the problem here is that Adding Mercs may add some code, but if the GAMEDIR luas change, then neither knows about the other. Unless the repository for the Additional Mercs is kept up to date with the ongoing SCI GAMEDIR REVISIONS this will likely happen. This isn't to fault anyone, it just seems that here it is worsened by a change in a DEFINITION or VARIABLE with a new name, which then also means a simple merge is not going to cut it. You will have to do as in the steps above.
@ KNN
Perhaps this will help you to some degree. It isn't hard to do all this, it is just rather tedious.
In the interim, we will need a new link to the various Additional Mercs with its Additional Dialog Overhead.lua to be able to create all the new dialog and/or events. I have an older version, which I will merge and use in the meantime with the new GAMEDIR Overhead.lua , but it may not have all the latest revisions. I am also going to post this, or a link to it, in the Additional Dialog thread as a heads-up.
Found the new link to a backup server for the Kermi Server that had the files. The files are also more up to date (dated as modified only 20 days ago). There are, as before on Kermi Server, plenty of other files here as well worth browsing thru. It is organized similarly to the OneDrive Server, but has many other files. Here is the direct URL for Flugente's Additional Mercs (you can also find it off the Flugente folder, there are other mods here as well):
I am currently downloading it. But since it took me some time to find the info, I figured I'd place it in the necessary Thread here and in Additional Dialog features on the Flugente Magicka Workshop.
There is also an archive of previous versions of the file for those using other release versions of JA2v113.
Yes, that post does indicate I'm planning to eventually add most of Talon to my mercs (not sure about edgelordMcDumbvoice and brainwashed floating dutchman though). It will in all likelihood be quite a while before Sombra and Doomfist get added, because I've planned something special with them.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.
An up-to-date version can be found at here, though it's only the few above mentioned changes to the scripts and tiny tweaks in Backgrounds.xml.
It'll likely also be on http://s.go.ro/qiste soon, which is the new kermi's as I've been told.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.