Author Topic: Commentator mod?  (Read 2137 times)

Offline Jamessugar

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Commentator mod?
« on: June 20, 2015, 03:15:19 PM »
I don't know whether this has been suggested or done in the past.

Has anyone though about making a commentator pack for RA2? Would it even be possible to do? it would make a nice change to have some sort of commentary (even just generic phrases), compared to the yell of the crowd.

Thoughts? Ideas?

Offline Jaydee99

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Re: Commentator mod?
« Reply #1 on: June 20, 2015, 03:18:06 PM »
It has been suggested in the Robot Wars mod, dunno if there was any advancement thought. Sounds like a good idea, but IMO it's taking the RA2 out of RA2.

Offline cephalopod

Re: Commentator mod?
« Reply #2 on: June 20, 2015, 05:46:28 PM »
I'm not really sure it's possible to add commentary as in talking about what happens in-game, like the old RW games.
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Offline G.K.

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Re: Commentator mod?
« Reply #3 on: June 20, 2015, 05:47:57 PM »
I feel like you'd need to create a custom .py (Not even sure if AI or Arena) to facilitate that. And it'd have to be really clever.
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Offline Jaydee99

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Re: Commentator mod?
« Reply #4 on: June 20, 2015, 06:20:08 PM »
Like Trov or Serge

Offline 090901

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Re: Commentator mod?
« Reply #5 on: June 20, 2015, 06:23:14 PM »
I feel like you'd need to create a custom .py (Not even sure if AI or Arena) to facilitate that. And it'd have to be really clever.
You can just change the crowd and announcers sounds in the Sound folder to something else.

Offline Meganerdbomb

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Re: Commentator mod?
« Reply #6 on: June 20, 2015, 06:26:38 PM »
I feel like you'd need to create a custom .py (Not even sure if AI or Arena) to facilitate that. And it'd have to be really clever.
You can just change the crowd and announcers sounds in the Sound folder to something else.
This, you can also add custom ones like Click did fir the small arena.
im just waiting for meganerdbomb to come along and kick things into gear.

Offline G.K.

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Re: Commentator mod?
« Reply #7 on: June 20, 2015, 06:27:03 PM »
For something really basic, sure. But for something like the RW video games where it recognises bots and recognises instances of individual weapons falling off 'n' stuff?
My above post explains everything about everything.

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Offline helloface

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Re: Commentator mod?
« Reply #8 on: June 20, 2015, 07:36:04 PM »
LETS KICK THIS MATCH INTO GEAR
Oh I'll be doing some banging.......

Offline RedAce

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Re: Commentator mod?
« Reply #9 on: June 20, 2015, 09:28:22 PM »
Actually, there was a bunch of files inside the announcer folder which were unused and they probably were going play along with some of the hazards hitting you and/or your opponent whenever necessary. Some I can remember from the top of my head were "Bot pancakes anyone?" and "I should've brought marshmallows to this cookout!" They probably would've played whenever you got attacked from the Hammer in the Half-Circle Arena/Octagon's Hammers and the Flame Grills in the Bridge of Doom/Tabletop respectively. In fact, some of these sound clips were edited in and used in the .py's for some of the arenas in DSL 2.1, but they were only the Electric hazards. I guess this isn't what you're looking for because it requires manual editing inside the .py's, but I think it's the closest thing you may get to a Commentator Mod pack.

*Not quite sure on any of this.*

Offline HereticBlue

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Re: Commentator mod?
« Reply #10 on: June 21, 2015, 04:00:08 AM »
I've been slowly replacing what commentary there is. Can't really add any to the battles... Unless you want it to repeat constantly. (and trust me the robot wars live theme on repeat is bad enough)

Commentary does get damn annoying in my opinion. 10 minutes of hearing Jonathan repeat the word carnage and you want to put your foot in your own ears.
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Offline Jamessugar

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Re: Commentator mod?
« Reply #11 on: June 21, 2015, 04:29:59 AM »
I know it would be complicated to do. I thought i might be a good idea

But like you said the trouble is it will get very repetitive no matter what you use

Offline Trovaner

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Re: Commentator mod?
« Reply #12 on: June 21, 2015, 12:33:53 PM »
I think you could do it in a way that wouldn't seem repetitive but you would almost have to add the code to every arena for it to be in relation to hazards. It wouldn't be that hard to keep track of components on bots but, if you want to know when weapons a fired, it would have to be part of the AI. Comments like "I didn't think motors were optional" when a bot loses a motor would be pretty easy to add for all bots in all arenas if you added the monitoring code to Arenas/__init__.py.

Offline playzooki

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Re: Commentator mod?
« Reply #13 on: June 21, 2015, 01:24:39 PM »
I think you could do it in a way that wouldn't seem repetitive but you would almost have to add the code to every arena for it to be in relation to hazards. It wouldn't be that hard to keep track of components on bots but, if you want to know when weapons a fired, it would have to be part of the AI. Comments like "I didn't think motors were optional" when a bot loses a motor would be pretty easy to add for all bots in all arenas if you added the monitoring code to Arenas/__init__.py.
this has given me the greatest idea i have had of all time

Offline Jamessugar

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Re: Commentator mod?
« Reply #14 on: June 21, 2015, 02:57:38 PM »
I think you could do it in a way that wouldn't seem repetitive but you would almost have to add the code to every arena for it to be in relation to hazards. It wouldn't be that hard to keep track of components on bots but, if you want to know when weapons a fired, it would have to be part of the AI. Comments like "I didn't think motors were optional" when a bot loses a motor would be pretty easy to add for all bots in all arenas if you added the monitoring code to Arenas/__init__.py.
this has given me the greatest idea i have had of all time
Well if you manage to achieve it feel free to share