FD, please consider giving NPCs a voice

Is that file saved every (few) frame(s)? If its only saved on exit that wont work well. ;)
I'm almost certain it's real time, or as close to real time as makes no difference for this purpose. The Journal manual strongly suggests this too (but as with a lot of FD info it's not explicit) and it's an offshoot of the network log which definitely writes "live" because I used to monitor it with SnakeTail during play.
 
You know what else would be nice (and optional of course)?

Having the nav beacon in the destination system send you an automated audio message to welcome you, and the message sent would vary depending on who owns the system, and the state of the system.

So, if you drop into a Aising Duval system which is suffering from a civil war:

Welcome, Commander. Be advised that Imperial Slaves are illegal within this system. This is a war zone so watch your six.
 
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Eh, Star Citizen has fully voiced pirates and it gets old fast.

If NPCs speak with some degree of intelligence (no stupid lines before the interdiction) and refrain from using cliché expressions, it could add a lot to the game.
If we can get rid of the SMS style comms while we're at it, I am all for it.
 
When iam using my regular headset, I cant hear any NPC com chatter but when I use the oculus rift and the inbuilt headset, I can hear a lot of coms chatter. Special around stations. And it add a lot to the emersion.
Dunno why I can hear it on the Rift but not on my other headset.

When it comes to the text the pirates address, I would like to se more variation to their threats. As it is now. Its just the same old record. And on top of that. Why on earth can we se text messages from the passenger liners? Flight attendant, 1% top of the line, delays in schedule etc. Why broadcast it to an entire system?

Will I have those text message as voice? No thank you. It would have driven me mad to listen to and I would have muted it before it even started.
 
Eh, Star Citizen has fully voiced pirates and it gets old fast. I'd rather they spend the time and effort on voice acting for special NPCs like engineers or heads of powers, or others that move the story forward.

Agreed. While it would be nice to hear radio chatter once in a while, hearing some NPC state "I used to be an explorer like you. Then I took a laser to the knee" would get old really fast.

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I agree that voice messages could get old/repetitive very quickly. Perhaps the low-volume, distorted voice comms you get around stations would be better. If there are lots of NPCs around, you can hear voice comms even if you can't make out exactly what they're saying. It'd give the feeling of a populated universe, without the endless repetition.

^^^^^^^^^^^^^^^^
This.
 
I have wrote this very app. It uses recorded dialogue for the most part and text to speech for anything missing, I'm just missing too many lines to release it yet as TTS is rubbish....

My app allows for people to record the dialogue lines themselves and share them with the community also. Basically, the more voice packs you have, the more variation of voices you get, with each NPC you encounter getting assigned a voice. I approached FDEV about it and asked for NPC lines I'm missing, they turned me down and said they wanted to do it themselves. Which is good news..

To prevent repetitiveness it also supports variations of the same line... All bases covered!

Anyway I can release it, my only concern is that due to the incomplete dialogue any voice packs you guys make will be incomplete also...

Oh, it also plays any missing lines using text to speech and outputs the missing line in text to a file for recording at a later date. So to complete the project is all about data collection, something Spook00 and myself have been doing for months now! You honestly wouldn't believe how much there is and we're only concentrating on pirate NPCs at the moment.

So yeah, if you want it I can make it happen, I just need people to record voice packs so every NPC doesn't sound the same and be willing to record additional lines as we find them as a community. I have some VAs lined up as well.
 
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I'm gonna boil you up!


Ha :D I was just thinking about that and how comical it could be to have some crazy sounding pirate doing these ridiculous messages. Also the 'I didn't think it was going to be like this' and 'Oh I thought you were some one else' as they boost away.

They could use a real voice, then tweak it to sound a bit different (pitch ect.) and add static levels to make one voiced line sound like many different characters.
 
"Come closer. CLOSER TO MY LASERS" I really am imagining so mustache twirling bond villian flying these ships...or a 12 year old. Would be awkward with a voice.

I wouldn't mind, but they need a lot of different voices. It worked in other games (the freelancer game did it very well.) But they would need a LOT better dialogue. Again, look at Freelancer. GOod dialogue and voices that enhanced the game.
 
I agree that voice messages could get old/repetitive very quickly. Perhaps the low-volume, distorted voice comms you get around stations would be better. If there are lots of NPCs around, you can hear voice comms even if you can't make out exactly what they're saying. It'd give the feeling of a populated universe, without the endless repetition.

The nice thing about those is that, precisely because they're heavily distorted and you can't quite make out what they're saying, they're great candidates for speech synthesis. You could have a markov chain hooked up to a speech synth set to heavily distort the output, and there you go - infinite non-repeating radio chatter.
 
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Because NPC communications are now recorded to the Journal e.g...

Code:
{ "timestamp":"2017-01-16T19:28:23Z", "event":"ReceiveText", "From":"$npc_name_decorate:#name=Chris Armstrong;",
"From_Localised":"Chris Armstrong", "Message":"$BountyHunter_HunterHostileSC_Relevant03;",
"Message_Localised":"There you are! That bounty makes you today's meal ticket.", "Channel":"npc" }


...it should be possible to write a program to parse the file in real time, extract the actual dialogue and send it to a text-to-speech engine. If you wanted to be clever you could compare each NPC name with a database of gender-weighted names and allocate a male or female voice accordingly. If you wanted to be really smart you could use a hash of the NPC's name as a seed for picking from a selection of voices, thus ensuring that the "same" NPC had the same voice each time you encountered them.
This is well beyond my meagre string-slicing skills but it seems like an ideal project for an enthusiastic coder to give it a shot if FD don't want to. Hell, if someone's already done it please let me know; I would love such a feature and a donation from my PayPal account stands ready... ;)

Yay, someone has actually done this!

https://forums.frontier.co.uk/showt...ta-for-the-NPC-speech-synthesis-add-on-TTS4ED

It looks great. True to my word I'll be making a donation as soon as I can install it and give it a try this evening.
 
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