Title: Missing Speech Solution Post by: Plankhead on July 21, 2005, 07:31:05 pm I've noticed in the FAQ that a lot of crucial information is omitted in UQM conversations because the 3DO version had no voice acting for it. Perhaps a command line option could replace only the text, despite the missing speech? Hardcore players might enjoy that, and it would certainly clear up some confusion with newcomers.
Title: Re: Missing Speech Solution Post by: VOiD on July 21, 2005, 07:44:07 pm a command line option How about including this (and any other command-line options) on an 'options' menu within the game? Wouldn't that be more practical?Hardcore players might enjoy that Yeah, we would.Title: Re: Missing Speech Solution Post by: Plankhead on July 21, 2005, 07:53:18 pm Well, because the options menu functions are not yet saved when you quit.
Title: Re: Missing Speech Solution Post by: moop on July 22, 2005, 04:02:52 pm I played the original SC2, then a while back (shortly after UQM 0.3 was released), I played that version, which had voice... I thought the voice acting was awful (no flames please), and so I've always bypassed the voice packages.
That said, I would love to see the Metachron, and other missing elements which added color to the original game, restored in the text conversations. Maybe mixing text with voice would decrease the "immersion" factor, but flag options would be great. I'm curious about the development of this, but in my searches, I keep only finding information about how the Metachron, and other stuff, was omitted, but nothing about future plans... I could use a link, but I don't mind just waiting to see what future versions hold in store. I'm quite pleased with 0.4 in it's current state, actually. BTW, I think the FAQ could use updating... a link or two are dead, and the IRC channel would probably be a useful addition to it as well. Title: Re: Missing Speech Solution Post by: Plankhead on July 22, 2005, 08:33:00 pm I don't know what's wrong with the voice acting. I find most of it hilarious, especially the Spathi.
Title: Re: Missing Speech Solution Post by: JHGuitarFreak on July 23, 2005, 12:21:15 am I played the original SC2, then a while back (shortly after UQM 0.3 was released), I played that version, which had voice... I thought the voice acting was awful (no flames please), and so I've always bypassed the voice packages. That said, I would love to see the Metachron, and other missing elements which added color to the original game, restored in the text conversations. Maybe mixing text with voice would decrease the "immersion" factor, but flag options would be great. i thought there was text... or maybe it was my imagination that printed text onto my screen when i played it, oh well. you have the option of doing text only with no voices, and having voice and text, just use the UQM Loader Title: Re: Missing Speech Solution Post by: Sander Scamper on August 01, 2005, 09:37:10 am The voice acting is fantastic. The Ur-Quan probe (being the first thing you encounter) just sets the scene perfectly for the rest of the game.
Title: Re: Missing Speech Solution Post by: TigTigger on August 01, 2005, 06:50:30 pm I have to agree that the voice acting is actually pretty decent for the most part. I'm sure most people would find most of it entertaining.
I guess the solution really depends on why this game is being made. Are we just making it just so we can relive our days of old, or are we trying to produce a product that someone else can pick up for the first time and enjoy? While I certainly enjoyed playing it again, I really hope the reason is the latter one. That being said, I hope that we can at least incorporate the missing text (or use other methods to convey the information) that's necessary for the missing plot points, such as the Supox and Syreen homeworld locations. Quite a large number of workable solutions have already been discussed in other threads. |