Character voice taunts

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Character voice taunts

Postby MirceaKitsune » Thu Dec 18, 2008 12:24 am

I've thought about this for a while now and other players certainly have as well. Will there ever be a voice taunt system in Nexuiz for each player model that would be played every time someone frags another person? I really like the UT system where you can have any bot who frags you say something in the radio... makes the game much more lively and the maps feel more populated when you also hear people talking.

From what I'm seeing the most difficult task would be asking everyone who made voices and player sounds until now to record a few jokes, insults, etc. for when a player or bot frags. Model-based voices are already there as proved by the friendly fire ones. 30-35 taunts or so for each character would be a great count imho, so people wouldn't get bored of the same ones too easily (of course possible to turn taunts on / off from the Audio menu).

I remember having a whole lot of fun making my own voice packs in UT2k4 for my characters and playing with them and listening to them... really made things much brighter. I'm not talking about frag taunts only, I was also thinking about voice messages informing the team when someone captured / returned the flag, captured keys, is under attack and needs team help, etc. Currently the only ones in the game are the friendly fire voices, but I personally think there really need to be more and frag taunts are through the first in priority in my view.

So what do you think? Will there ever be such a thing in the game for us players who want to hear others saying something when they frag? This would be awesome if anyone would ever implement it in SVN someday :)
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Re: Character voice taunts

Postby ai » Thu Dec 18, 2008 6:44 am

MirceaKitsune wrote:I'm not talking about frag taunts only, I was also thinking about voice messages informing the team when someone captured / returned the flag, captured keys, is under attack and needs team help, etc.

There already are some of these. Forgot the command to listen to them though.
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Re: Character voice taunts

Postby MirceaKitsune » Thu Dec 18, 2008 12:25 pm

ai wrote:There already are some of these. Forgot the command to listen to them though.


Checked out the sound\player folders.. I see there are indeed many voices then the team ones and a few taunts as well which rocks. Are they implemented to work in-game as well so far? I'd love to check out that command if anyone knows it.
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Postby MirceaKitsune » Tue Jan 06, 2009 1:38 am

Thought to post this update here as well. I made a patch today which I posted in this topic that allows automatic taunts the way they should be like. Only problem is that the system's implemented server side and not client side as it's preferred, but apart from that it can make anyone who scores a frag taunt accordingly over a probability factor. Please test the patch and if the devs agree maybe it will get in, I'm sure many would love it.
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Postby divVerent » Tue Jan 06, 2009 7:54 am

It was really frowned upon by the UT guys... as in, "only lamers use auto taunts".

If it could be turned into a client preference whether you want to hear them, it'd be fine.
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Postby MirceaKitsune » Tue Jan 06, 2009 11:07 am

divVerent wrote:It was really frowned upon by the UT guys... as in, "only lamers use auto taunts".

If it could be turned into a client preference whether you want to hear them, it'd be fine.


That is what I've been trying to do, but from what I seen it's really difficult as there doesn't seem to be code client-side to see when someone fragged someone else and who the attacker is. I guess I can try to do that but I'm not sure if that's possible or not... it would be sad not to implement this one way or another now.

Anyway if I may get into the coding part here, it would be of great help if someone with knowledge in the code could find a spot in the client code which triggers every time someone (anyone on the map) frags someone else and where the attacker's player id (entity) is specified every frag. If so I could try to move the code there and so an on / off cvar would act locally for everyone. A second way would be to leave the code to sending the taunts server-side but implement a switch client side separately.
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Postby ai » Tue Jan 06, 2009 1:10 pm

What's the probability factor of taunts playing when someone frags someone else? If having those on and the factor is too high (of course this could be tested out) it would get noisy and annoying I believe. So a rather low probability factor would be best suited, but yeah, once and if this can work (client-side or some other solution) this could be tested out.

By the way. Why does the UT guys frown upon that? Also are these guys the community you mean or the actual developers? I see nothing wrong with automatic taunts as long as it's done tastefully.
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Postby MirceaKitsune » Tue Jan 06, 2009 2:43 pm

ai wrote:What's the probability factor of taunts playing when someone frags someone else? If having those on and the factor is too high (of course this could be tested out) it would get noisy and annoying I believe. So a rather low probability factor would be best suited, but yeah, once and if this can work (client-side or some other solution) this could be tested out.

By the way. Why does the UT guys frown upon that? Also are these guys the community you mean or the actual developers? I see nothing wrong with automatic taunts as long as it's done tastefully.


I set the probability factor to default at 65% based on how many taunt voices currently exist per player. After testing with 4 other bots locally in tight arenas I got to the conclusion this is the best probability factor for such a thing right now. And I see nothing wrong with taunts either and never found auto-taunts annoying in UT. Actually I never played a single game with bots without having all voices and taunts fully enabled as well, but it never annoyed me in any way.

Apart from that I have good news: I finally managed to get the feature working client-side so anyone can individually enable / disable automatic taunts. The code remains in the server part but voices are only played to those who have the cvar above 0 and even keeps the probability factor individual for each. Half of the credit for this change goes to MrBougo as he guided me on IRC on how to setup the code for this. If you find any bugs or mistakes in the patch please feel free to fix them and resubmit it or apply. Re-download patches from THIS POST.
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Postby Alien » Wed Jan 07, 2009 8:16 am

ai wrote:By the way. Why does the UT guys frown upon that? Also are these guys the community you mean or the actual developers? I see nothing wrong with automatic taunts as long as it's done tastefully.

http://www.madhookup.com/main/ut.shtml
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Postby ai » Wed Jan 07, 2009 9:56 am

Alien wrote:
ai wrote:By the way. Why does the UT guys frown upon that? Also are these guys the community you mean or the actual developers? I see nothing wrong with automatic taunts as long as it's done tastefully.

http://www.madhookup.com/main/ut.shtml

I've taken a look at that now and to be honest, his reason for auto taunts off is not a valid one. This is a personal preference and he obviously doesn't like it. I loved the auto taunts in UT and felt like the game was more 'alive' so to speak. Having a total mute game can throw off the experience, at least for me. So it all boils down to personal preference.
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