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Author Topic: I need:  (Read 1121 times)
AdmiralTigerclaw
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« on: December 28, 2008, 06:04:25 PM »

I need the COMPLETE list of event messages that are viewed in game... prefferably sorted. 

This will help me figure out how I want to set up radio crackle messages.

The way I see radio messages, they will be quiet, but nearly constant 'communications chatter' that if you actually pay attention to, give you some idea as to what's going on.

So I want a list of every message, and 'who says them' .

As an example, I want to be able to adjust the 'radio', as it's called to hear messages.

TRIVIAL:

Colony departing Luna for say, Vespa.

"CTS 47118, leaving controlled space with heavy in tow."

Docking or orbiting established

"Roger that spacecraft, clearance granted, your approach is one point four meters per second and stable, power down and prepare for mooring lines."

"CTS 47118 settling into standard orbit, drives powering down."


DISTRESS:

Ship under attack, and response from ships that automatically go to defense.

"CTS engaged by hostiles, we need backup, anyone who can help us, please respond."

"Stand by.  Cruiser inbound."
--
"This isn't looking good, we've taken multiple hits... shields critical..."

"Carrier task force responding to distress signal, fighter support inbound."

CRITICALS:  (Ships destroyed)

"Mayday! Mayday!  We've lost most of our systems, reactor critical, systems failing!"

"We can't take much more of this... Hull integrity... failing!"

"Reactor taking critical damage!  Pressure bottle-*STATIC*"


I'd like to set up a nice, functional, but unobtrusive radio system.
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« Reply #1 on: December 28, 2008, 10:36:12 PM »

There isn't a distinctive list of messages. They are scattered throughout the code with various templates for formatting.

I see 252 instances of PostGameMessage in trek.cpp and engine.cpp. You may want to just search for them in the code and look around them for the strings they pass in. If you're not familiar with code, this will not be fruitful Wink
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AdmiralTigerclaw
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« Reply #2 on: December 29, 2008, 12:25:43 AM »

I'm not familliar with the code.  I'm the sound engineer and brainstormer.  I leave the coding to the guys who can wrap their heads around it and do my thing as best as I can.
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« Reply #3 on: December 29, 2008, 09:16:24 AM »

A lot of the messages are also going to relate to random events that occur in the game by only AI players, I will attempt to get you the listing as soon as I'm done working on the web player management interface... say maybe 5 days?

- Mobious
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AdmiralTigerclaw
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« Reply #4 on: December 29, 2008, 09:35:53 AM »

Thanks.  Event chatter is something I liked from homeworld.  Bringing that feel of being there and having things that go on around you makes things interesting.
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« Reply #5 on: December 29, 2008, 04:42:37 PM »

Let me know when you have that ATC... I'll do some random samples from the list with cool edit pro
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« Reply #6 on: December 29, 2008, 04:44:44 PM »

I have a nice home studio setup that puts out some very clean audio - I'd be happy to do some voicework.
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AdmiralTigerclaw
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« Reply #7 on: December 29, 2008, 05:32:52 PM »

See the voices thread as well guys.  That's where we're going to build voice script list.
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« Reply #8 on: January 06, 2009, 12:59:36 PM »

Ok So here is the compiled list of main messages sent in trek.cpp and gameenginepp.cpp

These should make for a good amount of chatter over the radio...

« Last Edit: January 06, 2009, 01:30:51 PM by Mobious » Report to moderator   Logged

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AdmiralTigerclaw
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« Reply #9 on: January 06, 2009, 03:01:36 PM »

I still need the list of event messages like what appear in the lower corner of the screen.

For example:
"Colony departing <planet> for <planet>."

In order to functionally generate the background chatter, I need everything so I can determine what gets the messages.   A lot of the First Officer messages aren't even what I'm talking about.
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« Reply #10 on: January 06, 2009, 05:01:35 PM »

Well, whatever your rank is you're the commanding office in the ship, so your first officer tells you stuff like such (the compilation).

What we would need to do is to create a list of events outside of those the first officer tells you. Maybe a 2nd list of events which would really need audio (docking/undocking, critical shields, abandon ship, colony picked up, hostile spotted, etc.) to start then sampling voices and see which voice works better for every race. Also we can try to change the vioces with some FX to make it more suitable for every race (chatter static for terran, distortion for drengin, chorus for arcean, radio clicks for pirates, etc.)
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AdmiralTigerclaw
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« Reply #11 on: January 06, 2009, 05:23:45 PM »

Well...   a lot of the messages I'm looking to introduce as radio traffic are more the AI's events.

Things like the AI responding automatically when you shoot something.

Remember that?  There is no 'message' for that, and that's what I mean by list of events and messages really.  The radio chatter is really more or less a personification of the AI's program messages.  Because in space travel, those messages would be this almost droning comm chatter.
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« Reply #12 on: January 07, 2009, 09:17:30 AM »

In terms of the messages that are displayed in the lower left, there really arn't that many during the course of a game. While many of hte messages there apply to responses from the "first officer" these messages technically are sent to every player, including AI when something happens like this to them. From that you can really make chatter just by listening to what the "AI are hearing". Also to be fair - we could create chatter for any event that you wanted to happen. I would just say be creative with it or post a listing of suggestions and I could let you know if they would be implementable.
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« Reply #13 on: January 07, 2009, 10:13:29 AM »

In terms of the messages that are displayed in the lower left, there really arn't that many during the course of a game. While many of hte messages there apply to responses from the "first officer" these messages technically are sent to every player, including AI when something happens like this to them. From that you can really make chatter just by listening to what the "AI are hearing". Also to be fair - we could create chatter for any event that you wanted to happen. I would just say be creative with it or post a listing of suggestions and I could let you know if they would be implementable.

Yeah true for this. The bottom left is more just departing/player/ai leaving/player/ai sawning/and some minor things like ship/colony is under attack, press etc to respond(distress calls)..

I think in general its

Departing Player/AI
Spawning Player/AI  (as in connecting)
Colony under attack
Player under attack
(Basicly distress calls..)
Colony Defect
Colony Departing
Promotions/Demotions
Colony under siege
XXX(ship) design now available
A system-wide revolution has occurred! (win)
Colony Surrenders

Otherwise, I don't see anything else that relates to the bottom left. And like Mobo said, just have some suggestions and can be done, It's like one line to add a wav file to play, anyways.

Issue is, I'm worried and yeah we did talk about this, the spam level voices will create. 60 AI will cause alot of ruckas.
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