Darkwind
Scripts v.194, Gentlemen, start your engines!

*sam*


Posted Jun 5, 2008, 4:13 pm
* Fixes the messed-up arena combat scoreboard bug
* Adds voice alerts when an event you?re in is about to start (thanks to JD Basher, our voice talent!), plus some commentator-style dialogue in certain situations. If these are popular we can add more of them ;-)
* Also adds an audio alert when you receive an IM
* The AI ?bumblebee dance? at the start of wilderness events is improved (hopefully).
* The AI pathfinding code is now live again; yesterday?s bug appears to be fixed (we still had two end-of-event crashes during the night, due to something related.. I?m keeping a close eye on it).
Jansan


Posted Jun 5, 2008, 6:16 pm
Commentator style dialogue? That reminds me of this:

http://www.youtube.com/watch?v=1sPrZW2wXP4
*Zothen*


Posted Jun 5, 2008, 7:40 pm
Thanks Sam, nice features and hope you can sleep better, now that youve found the crash-bug. I like the new features very much, but the IM-sound is very, very awful. Also thanks to JD - nice vocals and your voice fits nicely into the setting.
But where is the Directors Cut? I mean, I hoped for something like "Get your ass over here - your event is starting!"
Come on, Sam, we want the Directors Cut or a least a special version! Its a question of immersion! :rolleyes:
*sam*


Posted Jun 5, 2008, 9:46 pm
Quote:
the IM-sound is very, very awful


Too loud, or just awful?

Quote:
thanks to JD - nice vocals and your voice fits nicely into the setting.
But where is the Directors Cut? I mean, I hoped for something like "Get your ass over here - your event is starting!"
Come on, Sam, we want the Directors Cut or a least a special version! Its a question of immersion!


Yeah, he has a good voice for it. Originally the idea was for taskmasterpeace to do some too, and to run it like a two-guy commentary, referring to each other by name etc. But task has gone AWOL. There's plenty of room for new comments from JD though, the more we get in the less quickly they'll get boring..

Parapsycho


Posted Jun 5, 2008, 9:52 pm
Cool!

2 questions:

1. Can we replace the IM.ogg file with one of our choosing?

2. Is there any way for a player to turn off the commentary? Maybe there could be a 'commentary volume' control.


Edit: If you need someone for the 2-man commentaries, I'd be more than happy to help.
*sam*


Posted Jun 5, 2008, 9:55 pm
Quote:
1. Can we replace the IM.ogg file with one of our choosing?


No, because Darkwind expects encrypted ogg files. If you can find any free ones that are better than what I put in, let me know and I can replace it.

Quote:
2. Is there any way for a player to turn off the commentary? Maybe there could be a 'commentary volume' control.


Not at the moment, but it makes good sense, of course.
*JD_Basher*
jd.basher@charter.net

Posted Jun 5, 2008, 10:05 pm
Thanks for the positive response on the Voice-overs/alerts.

I'd be happy to supply more "Directors cut" commentary for specific actions in racing events. Not sure the scouting events need commentary though.

Hope to hear from more players too.

Thanks again!
JD
Valiance


Posted Jun 5, 2008, 10:58 pm
Interested in hearing what we've got.

I think it would be great to get some regional variety as well: Irish, French, Italian, British, New England, Canadian, Aussie...
Acierocolotl


Posted Jun 5, 2008, 11:23 pm
I'm a sucker for that sort of thing, providing a bit of regional dialect and all.

Bear in mind that it will almost assuredly want folk to turn off my consarned voice!
*Zothen*


Posted Jun 5, 2008, 11:35 pm
*sam* said:
Quote:
the IM-sound is very, very awful


Too loud, or just awful?


Just awful! Like an alien invasion from the 50s movies.... the worse ones, hehe!

Variable soundfiles would be neat. Too sad the engine didnt allow this...
*viKKing*


Posted Jun 6, 2008, 7:38 am
Quote:
No, because Darkwind expects encrypted ogg files. If you can find any free ones that are better than what I put in, let me know and I can replace it.

And what about offering a solution to players to customize those sounds?
An alternate checkbox that would lead the engine to search in an other directory with none encrypted files?
Not sure how difficult this is to integrate though.
Alocalypse


Posted Jun 6, 2008, 9:02 am
Another random event server crash at 9am server time. (Thuogh this one worked out in my favour :P)
*sam*


Posted Jun 6, 2008, 10:24 am
Sigh... there were 4 during the night in fact alo. But it happened at precisely the same place in each, and the extra logging I put in yesterday narrows it down nicely so it should be ok to fix.. looking into it now.
*sam*


Posted Jun 6, 2008, 11:23 am
OK, I'm pretty sure I have it fixed, sorry to anyone inconvenienced.
*Zothen*


Posted Jun 7, 2008, 12:26 pm
Sam, the bumblebee dance problem has become much better. Sometimes they still do a turn but its not 2-3 circles like before.

What really bothers me about the new AI stuff is the fact that they slow down their cars when they get closer to an enemy. As mentioned somewhere else it leads to a "Sitting Duck" problem, cos they sometimes stop right in front of you (speed down to maybe 3-11mph). Once they are slowed down that much they are easy prey for us. I know that you tried to counter the "mindless full speed rushs" but once they are between their enemies they cant do anything without speed (turn, move out of LOS, get own LOS, etc.)


PS: I got used to the IM sound know! Guess my aestetic nerves got killed, so its fine for me now! =)
Lord Foul


Posted Jun 7, 2008, 10:48 pm
Good job with the AI regrouping Sam. There were 4 cars left in a recent scout and 2 were taking fire from me, the 2 taking fire fell back to their buddies and regrouped to turn and face me as 4 instead of 2.

It made me expose my cars as I thought they were trying to escape, which helped the NPC cars get off more shots and do more damage to my cars. :)
*sam*


Posted Jun 9, 2008, 10:25 am
Quote:
What really bothers me about the new AI stuff is the fact that they slow down their cars when they get closer to an enemy. As mentioned somewhere else it leads to a "Sitting Duck" problem, cos they sometimes stop right in front of you


OK, I'll have a look at that, thanks Zothen.

Quote:
There were 4 cars left in a recent scout and 2 were taking fire from me, the 2 taking fire fell back to their buddies and regrouped to turn and face me as 4 instead of 2.


Cool, I'm pleased to hear that worked well LF..
Alocalypse


Posted Jun 9, 2008, 12:06 pm
Quote:
What really bothers me about the new AI stuff is the fact that they slow down their cars when they get closer to an enemy. As mentioned somewhere else it leads to a "Sitting Duck" problem, cos they sometimes stop right in front of you


I also noticed that a marauder once stopped to fire its side MG; Side weapons should be excluded from this because with those it's best to strafe and in the case of the marauder it should only stop to fire it's most powerful weapon, the rocket launchers.

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