Okay, the legendary sober thing is here...

Discussion in 'General Modification' started by darmagon, Jan 6, 2006.

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  1. Cujo

    Cujo Mad Hatter Veteran

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    Yip, ever since I had to write one of those GOD DAMN things I that the time to appreciate them.
     
  2. Gaear

    Gaear Bastard Maestro Administrator

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    Alright, after pondering this proposal for a while, I've decided I shall make myself available to all of you as the rag-tag-mod-team-manager as originally defined by darmagon and as subsequently quantified and limited by Blue and Spike above. If anyone has any objections, please post them here within one day or forever hold your peace.

    < begins plotting takeover . . . let's see, pink slips at the ready . . . j/k >

    Seriously, I've got a couple things in mind that I'll hit you all with in the next couple days if no one speaks up.

    Gaear
     
    Last edited: Jan 11, 2006
  3. darmagon

    darmagon stumbler in the dark

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    Bring it on, big boy, we can take it....:)

    Darmagon
     
  4. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    In my testing for the script side of Kalshane's Proto Fixes I came across something of a buglike nature. Apparently the Sober Elmo scripts and dialog were based off of files before Co8 4.0.0. They don't include any of the DH or Playful NPC stuff. I have fixed them, and they will be available for 4.1.0.
     
  5. Gaear

    Gaear Bastard Maestro Administrator

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    Resurrection . . .

    I would like to propose that we proceed from Co8 4.1.0 onward with only one Elmo, that being the sober one. This would reduce unneccesary complications and keep the files clean. Plus, I'm hoping that Sober Audible Elmo will be a part of 4.1.0, and having him be potentially sober or drunk causes all kinds of file conflicts. Does anyone really care if Elmo never goes back to drinking? To me, just having that maddening stagger gone is worth losing whatever mild humor benefits were gained by having him appear drunk. And for the record, the new audio still has him sounding somewhat dopey, just not perpetually running down that lame "I sure do like beer!" schtick in every line he utters.

    (note - if no one responds to this I'm going to assume that indicates your tacit consent and the liquor cabinet will be locked up forever, so speak up if you have an opinion.)
     
  6. Niko

    Niko Member

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    I don't mind having Elmo sobered up.
     
  7. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    We can have both, and very easily. If we give Sober Elmo his own script and dialog and voice files (rather than sharing them with Drunk Elmo, which he does now) then he will run off of those. It's just a matter of copy, rename, paste, and changing a few script references in the proto.

    As far as being true to the PnP game, Elmo should return to his drunken ways once he has left the party.

    I meant to mention this on IRC Gaear, but we got sidetracked. Sorry.
     
  8. Lord_Spike

    Lord_Spike Senior Member Veteran

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    Blue's got the trick of it, now. That sounds like a good idea.

    Attack of the Clones..?
     
  9. Gaear

    Gaear Bastard Maestro Administrator

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    But does that mean we'll continue to have to observe Elmo staggering up the road toward us and listen to him say "No I'm not drunk, I'm Elmo," (HA!) every time we ever start a new game, before we can tell him to stop acting drunk? :eek:_O: Honestly, it's repetetive stuff like that that makes me dread going through the opening game and the Hommlet quests anymore. :blank:
     
  10. Lord_Spike

    Lord_Spike Senior Member Veteran

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    Well, then, can someone put "Drunk Elmo" as a check box in Toffee? That'd solve that, too. Then he can be sober or drunk or whatever everyone likes. Default would be sober, and not annoying. If the box is checked, then Blue's clone program for Elmo would be in effect instead.
     
  11. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    That is the situation we have in place now Gaear, even with the Sober Elmo patch. He only will turn sober if you ask him to when he joins the party.

    As far as the check box in the installer goes, Spike, that is a little more complicated, requiring separate files that would be installed if the box was checked. Doable, but IMO not really worthy of a install option. As it stands now with the patch, if you pay him 200 gold (have him join, and then disband him) he will be sober for the rest of the game. If people want him sober, make them pay for it. ;)
     
    Last edited: Apr 9, 2006
  12. Lord_Spike

    Lord_Spike Senior Member Veteran

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    We're already paying for it...:dizzy:

    :D
     
  13. Gaear

    Gaear Bastard Maestro Administrator

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    So the only method that would possibly work for getting him sober is some script that fires from a dialogue?

    Oh well, I guess I'll cooperate. Let me run off to find E's old lines so I can re-deconstruct Ted's DH/PNPC stuff . . . ;)

    I guess I'll need to know at which point specifically Elmo's dialogue is free to be changed. Is it after he does his "I'm an arm-at man . . ." schpiel?
     
  14. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    As the patch now stands the only way to get him sober is from a script that fires from the dialog. It is possible (and easy) to make him sober from the start of the game, and have no Drunk Elmo at all. But do we want that? It might be changing the flavor of the game a bit to much. In the original module he was supposed to be acting like a drunkard.

    Do you need to do this? For my idea can't we just use the original files for Drunk Elmo and your new files for Sober Elmo?

    Forgive me if I am explaining things that you already know, but I have to make sure this is clear:

    Drunk Elmo and Sober Elmo are two different creatures (i.e. they each have their own proto entries), not just the same creature that is tweaked by a script in the game to make Drunk Elmo sober. When you ask Elmo to be sober, the script destroys Drunk Elmo and creates Sober Elmo in his place. Right now both Elmos run off the same scripts, .dlg file and voice file, but they don't have to.

    My idea is to give Sober Elmo his own script, .dlg file and his own voice file. All the mp3s in his voice file can be the sobered-up ones. They will only fire for Sober Elmo. All the mp3s in Drunk Elmo's voice file can be the original drunk ones, as they will only fire for Drunk Elmo. This frees you of the need to know what lines have to be drunk sounding and what lines need to sober.
     
  15. Ugignadl

    Ugignadl Established Member

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    Poor old Elmo, it's not his fault he he's a drunkard... I like the flavour he adds to the game, and now that you can force him sober it's even better. Gives the player a chance to feel as though they are really interacting with the world (in a way much more intimate than a start option in toffee). Huzzah for sober elmo mod :).
     
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