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takezodunmer2005: The only way you can get a higher variety in NPC random banter is to glut the game files with 30-50 gbs of MP3s and Lip files, or offer it using text only! (Although NWN1-2 had the same and they used text as well) Hell, Tes3-4, (Most likely V) FO3-Vegas and the majority of MP3-based voice-only games will have this problem, as it's a matter of a physical space issue rather than a dev-issue! Imagine TW2 being a 50gb game rather than a 9 gb game!
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rocsen: 50gb of MP3's is about 80 hours worth of audio(10:1 ratio). That's not exactly what I'm asking for.
I'll be happy with another 2 or 3 hours of random chat per chapter.

Other games can do it, so can TW
Sorry for the misunderstanding I was grossly overstating those figures, to illustrate the point that in order for there to be as much (Spoken) dialogue you would need a large bit of mp3s, (I am fascinated by the figures from your calculations though!) however yes, I see your point.

It can be done even with vocals if you're extremely economical with which voices you want to keep and which ones you want to cut..Example would be to have the main char fully voiced and the more interesting bits of overheard conversations in vocals with the rest as text-based filler. But to fully voice everyone with an enormous amount of variety with random overheard conversations would take some devvin' acrobatics to say the least!
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Fenris78: point is not about discuss how big will be sound files, but how dialogs are currently implemented, and triggered.

There is, IMO, a major issue that can be easily fixed, no need to add more dialogs or speeches...

The fact is, there is random people, models that are generated by the engine when entering a location. All those people seems to get random sentences, BUT :
- It appears each character got mostly ONE sentence, repeatedly triggered when passing nearby or interacting with.
- Particular NPC's, which have specific interaction but no real purpose except sometimes sidequests (prostitutes, chorab, the bark-man and his mother, etc), get ONE sentence either, making the whole stuff disturbing.
- To get things worse, time between each triggering is far too short, and often triggers each time Geralt get close (that may be avoided, as the fading of sound throught walls and distance is well handled, we may simply hear them from a distance, randomly, simulating a real conversation that was catched in the middle of)

When entering in a place, each time you speak with a given character, he speak the same thing, over and over, until you reload by exiting/entering location again.

Using a little script to mix the different sentences for a "group" of similar characters will break this bad feeling. And that will not take more space on the disk ^^

my two cents...
What he said..I stand corrected!
Post edited June 27, 2011 by takezodunmer2005