eezstreet Posted September 5, 2014 Posted September 5, 2014 Hi, Through some rather convoluted means, I finally acquired the master copy of the chars/ folder for both JK2 and JKA. My Fixed VChat mod makes use of dialogue in the master copy which is missing in the original game. There are still many other things which I can fix in the base game (missing jump and land sounds for Jawa), however I am concerned about what we can do with this mod. As you are probably aware, Raven recorded multiple versions of different lines. These versions could involve different emphasis or just be phrased differently. Some will be included in this mod as alternate dialogue which is picked randomly. There's a few other interesting things, which I will discuss... So, Kejim Post. Remember how Kyle has to find three codes to proceed to Kejim Base? He'll say stuff like "Looks like an imperial code" etc. Interesting thing is...those lines are recorded for both Kyle and Jan. Make of that what you will. Secondly, I wanted to implement a callout system similar to PAYDAY or Left 4 Dead. The player can call out enemies and the AI will target them specifically. Depending on position, some missing dialogue would play ("Jan, behind you!" "More of them, over there!"). Jan can also call out enemies behind you. Third, I wanted to implement an idle system. When you visit Jan at computers, she may ask you how you're doing ("How are you doing?" "Are you ok, Kyle?") and Kyle will respond based on his health. Fourth, when finishing killing a group of enemies with Jan, I wanted to make her either praise you or gloat, based on how many enemies each of you killed. ("What would you do without me?" "Nice shooting, Kyle!") Fifth, there's dialogue for when an NPC is blocked. They'll say something to signal the NPC to move ("Make way!" "Excuse me.." "Get out of the way!") Dusty, Barricade24, Bek and 15 others like this
Dusty Posted September 5, 2014 Posted September 5, 2014 I like those bits of interaction with NPCs in JK2 that I feel you miss out on in JA. Moreover I liked how NPCs would work with you in missions more too. I remember having to quickly hurry back and rescue Jan in the beginning of the Kejim Post mission, and when being teamed up with her I would try to do better than her taking out more stormtroopers but it was hard because her aim was so good. Other times I can think of are... Nar Shadaa with Lando, Bespin carrying those Bespin cops around with you (I felt responsible for them too, didn't want them all getting blasted to bits on my watch), protecting the R5 unit on Bespin, rescuing and fighting with the prisoners on Artus Prime, fighting with the Jedi on Yavin. In JA you get this in small bits which is nice, but nowhere near enough. Fighting alongside, competing with, and defending allies is fun. One thing that would've made Rosh more likeable in my opinion, is if you got to fight with him. LucyTheAlien and Bek like this
Boothand Posted September 5, 2014 Posted September 5, 2014 I love your ideas. Would be a total rebirth to have these elements in the campaign.
eezstreet Posted September 5, 2014 Author Posted September 5, 2014 There might be missing lines like that for JA. I haven't documented JA fully.
eezstreet Posted September 5, 2014 Author Posted September 5, 2014 I do know that Kothos twins have VERY cool unused lines, these should be implemented for sure. I have no idea why they were cut. therfiles and LucyTheAlien like this
Tempust85 Posted September 5, 2014 Posted September 5, 2014 Very interesting ideas you have. On kejim when jam unlocks that door, you could choose who goes off to find those codes. Then you both meet at the centre thing to input codes so then you resume as Kyle to punch them in and check out one last area. Makes me wonder what other source files you can get your hands on. If we had the source to all of JK2's maps...... Sithani and Stoiss like this
eezstreet Posted September 5, 2014 Author Posted September 5, 2014 pls more weapon models + animations tho D: Tempust85 likes this
minilogoguy18 Posted September 5, 2014 Posted September 5, 2014 With the in level dialogue for Jan it makes it sound as if they considered letting her be a optional playable character for say the first six levels.
Tempust85 Posted September 6, 2014 Posted September 6, 2014 Play the game from Jan's point of view, now that would be fun and new. Jan campaign option anyone? Cerez likes this
eezstreet Posted September 6, 2014 Author Posted September 6, 2014 I'll make an excel-friendly spreadsheet of everything I have. That should hopefully give you guts a better idea. Tempust85 likes this
Bek Posted September 6, 2014 Posted September 6, 2014 Is there missing Dialogue for Jaden? I've uncovered some when I would do certain things in Jka.
Bek Posted September 6, 2014 Posted September 6, 2014 I just realized something, the voice actor for Rosh is the same voice actor as Brejkk in Kotor, maybe we can chop some lines from him and give them to Rosh?
Tempust85 Posted September 6, 2014 Posted September 6, 2014 FUS-RO-JADEN! HEY I'M STUCK! Bek, Rooxon and AshuraDX like this
Sithani Posted September 6, 2014 Posted September 6, 2014 I just realized something, the voice actor for Rosh is the same voice actor as Brejkk in Kotor, maybe we can chop some lines from him and give them to Rosh?Also Dustil Onasi Cerez and Bek like this
Bek Posted September 6, 2014 Posted September 6, 2014 Here we go, http://en.wikipedia.org/wiki/Jason_MarsdenSorry a bit off topic I know..
Tempust85 Posted September 7, 2014 Posted September 7, 2014 I think we should make Rosh's voice a little more deep & give him a better model. Who knows, this might make players less stab-happy towards him. Omicron likes this
Bek Posted September 7, 2014 Posted September 7, 2014 I tend to use this version of Rosh (http://jkhub.org/files/file/1054-improved-rosh-penin/), I just find that greased hairstyle ridiculous especially for a Jedi. http://img3.wikia.nocookie.net/__cb20080730200730/starwars/images/9/90/JKAhs_rosh.png
eezstreet Posted September 7, 2014 Author Posted September 7, 2014 Anyway, I have managed to get a few alternate lines into the game successfully using simple ICARUS manipulation. I'll keep you posted on my progress. EDIT: So far, Lando has 8 lines of dialogue restored. hhunter6, Bek and minilogoguy18 like this
eezstreet Posted September 7, 2014 Author Posted September 7, 2014 Progress tickers... Kyle:7 / 88 7.9%7.9% Jan:10 / 46 21.7%21.7% Lando:9 / 11 81.8%81.8% Desann:0 / 7 0%0% Luke:0 / 24(NOTE: Luke has 2 extra lines of dialogue which will require map editing to make sense) 0%0% Bartender:0 / 11 0%0% Stormtroopers:3 / 70 4.2%4.2% Imperials:0 / 4 0%0% Rodians:0 / 13 0%0% Weequay:0 / 51 0%0% Gran:0 / 12 0%0% Trandoshans:0 / 27 0%0% Imperial Workers:0 / 5 0%0% Soundsets:prisoner3: Not startedreborn4: Not startedrebel3: Not startedrodian3: Not startedtrandoshan2: Not started I might also wind up backporting some stuff from JA to give better variety in the Jedi Academy. Rooxon, Circa, Keyten and 2 others like this
eezstreet Posted September 8, 2014 Author Posted September 8, 2014 Updated with stats now from kejim_post. I figured I'd talk a little about how the randomized dialogue system works.Let's take a pool of dialogue about a situation (about to enter kejim_base) for instance: 01kyk029 ("Jan, prep the ship for takeoff, I just wanna check out one last area.") 02kyk001 ("Looks like another level here, Jan. I'm going to check it out.") 02kyk002 ("No, stay with the ship. I'll call you if I run into trouble.") 01jao069 ("Meet you at the ship.") 02jao001 ("Want me to come down there?") 02jao002 ("Be careful, Kyle.") In ICARUS, there are if() statements which you can have things occur at random. Knowing this, we have two potential starting points for the dialogue: 01kyk029 and 02kyk001. All three responses by Jan are valid here, so there's 6 potential options. The two options that exist with Jan saying "Want me to come down there?" open up an additional response from Kyle ("No, stay with the ship. I'll call you if I run into trouble."). From there, there's three more options (01jao069, 02jao002 or nothing at all). Therefore, we can add 6 more options to the original 4 that didn't open up any dialogue.So in all, we wind up with 10 different potential scenarios to unfold, in a previous situation that would have only played one static dialogue exchange. I call that refreshing. So for the pseudocode of the dialogue... if(random(0, 1) < 0.5) { play 01kyk029 } else { play 02kyk001 } if(random(0, 1) < 0.5) { play 02jao001 play 02kyk002 if(random(0, 1) < 0.3) { dowait endingJanDialogue } } else { task endingJanDialogue: if(random(0, 1) < 0.5) { play 01jao069 } else { play 02jao002 } } Tempust85, Bek and therfiles like this
Dusty Posted September 20, 2014 Posted September 20, 2014 Any cut dialogue for Rosh? Out of any character in either game he needs it the most.
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