April 18, 2002, 02:14
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#1
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King
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The Voice Mod
I posted this in the Cradle thread, but I think it might deserve its own topic.
You can call this "The Voice Mod".
What I think would be fun would be having some new voice-overs for a few of the in-game character's voices.
So, for example I think it would be comical to hear one of the units (using Al Pacino's voice) shouting: "Say hello to my little friend" (a line from the movie Scarface).
Also, it would be a nice touch to add the voices of John Wayne, Bogart, etc. . .
Imagine hearing Sean Connery (especially as the spy) saying "The name's Bond, James Bond."
Any other characters you'd like to hear in the game?
Also, what format are the voice sounds in the game? And can new ones be imported into the game?
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April 18, 2002, 06:04
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#2
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King
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They should not be to hard to do but getting the sound to a pc could be more difficult one would need a pc with a tv card and a video of the thing but it seams possible.
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April 18, 2002, 08:18
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#3
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Prince
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Shouldn't be difficult, so long as someone has the patience to track down the files and convert them to wav format.
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April 19, 2002, 09:41
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#4
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King
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It isn hard at all. Wes even add some wave from CTP1.
As IW said the most dificult is the make the wave files. Wich with the proper program shouldnt be hard.
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April 19, 2002, 11:47
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#5
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King
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The voice sounds in CTP2 are in .wav format are they?
Great.
I think most of the voice sounds can be found on the web - I know in the past, I have seen sound bites of many famous scenes from movies posted on various websites.
I'll have to take a look around.
Other characters that would be interesting to hear would be:
1) Clint Eastwood: "Go ahead, make my day."
2) Arnold: "I'll be back."
3) etc. . .
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April 19, 2002, 11:54
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#6
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King
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I did a little checking. The sound effects are in .wav format.
It looks like the character voices are in .zfs format. Is there a program to open this file type and convert .wav files for it?
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April 19, 2002, 13:51
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#7
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Prince
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Yup. Martin the Dane's first creation. It should be in the CtP Database. You can't add to it, but *.wav files in the ctp2_data/default/sounds directory will take priority once you rewrite sounds.txt
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"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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April 19, 2002, 13:59
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#8
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Deity
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I seriously doubt Martin's tool is in the CtP1 file database, it's too new for that. Check his website instead.
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April 19, 2002, 14:34
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#9
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King
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Thanks Immortal Wombat and Locutus.
I'll have a look at the program
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April 19, 2002, 14:52
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#10
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King
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Thanks Immortal Wombat and Locutus.
I'll have a look at the program
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April 19, 2002, 16:40
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#11
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Prince
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Hmmm, oh yeah. I was sure I got it there, cos I never had his site noted down anywhere.
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"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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April 23, 2002, 11:43
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#12
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King
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Well, so far I have about a dozen voice clips in .wav format.
But for the life of me I can't find the voice files in CTP2. I checked all the files in the Sound folder, and I even unpacked the .zfs file - nada. All the sound files are sound effects.
Does anyone know where the voice sounds are kept?
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April 23, 2002, 11:56
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#13
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Deity
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Leonidas:
ctp2_data\english\sound\sound.zfs
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April 23, 2002, 12:25
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#14
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Prince
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Re: The Voice Mod
Quote:
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Originally posted by Leonidas
Imagine hearing Sean Connery (especially as the spy) saying "The name's Bond, James Bond."
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To tell you the truth, the Spy sound suspiciously like Sean Connery as is. I wonder if his lawyers know?
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April 23, 2002, 13:49
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#15
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King
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Quote:
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Originally posted by Locutus
Leonidas:
ctp2_data\english\sound\sound.zfs
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Locutus: Many thanks
Next question: There are dozens of voice sound files in CTP2. Does anyone know what .wav files go with the main characters and units in the game, such as the spy, cleric, lawyer, cavalry, sub, etc?
Is there a list with this info anywhere? Or am I going to have to go through every .wav file manually?
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April 23, 2002, 14:26
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#16
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Prince
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Are there many?
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"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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April 23, 2002, 14:30
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#17
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Prince
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I just took a look. it seems Activision included their customary easter eggs again. The last 7 (guv500-506.wav) are all wierd. The last 3 being some realy camp-sounding voice, one of Sean Connery: "Excuse me, I got to go potty" and a Mr Burns "All you programmers get back to work!" Still, only about 314 to do..
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"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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April 23, 2002, 21:53
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#18
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King
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Quote:
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Originally posted by Immortal Wombat
I just took a look. it seems Activision included their customary easter eggs again. The last 7 (guv500-506.wav) are all wierd. The last 3 being some realy camp-sounding voice, one of Sean Connery: "Excuse me, I got to go potty" and a Mr Burns "All you programmers get back to work!" Still, only about 314 to do..
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Yeah, I listened to last ones too - I thought that was Connery; and it sure sounded like Burns.
One thing about the CTP2 game designers - they have a sound for EVERYTHING. . .
Only 314 .wav files. . . ?
No problem. . .
Actually, I found a list of all the sounds located in sounds.txt at:
C:\Program Files\Activision\Call To Power 2\ctp2_data\default\gamedata
So I am assuming these sounds (and any changes I make) will be valid for the game and all the mods. . .
Last edited by Leonidas; April 23, 2002 at 21:59.
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April 24, 2002, 08:28
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#19
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Prince
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sorry, numbered up to 314, actully only about 285 (including the E-eggs)
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"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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April 24, 2002, 13:59
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#20
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Deity
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Leonidas,
All you have to do for a mod like this is drop your sound files in the sound folders and change sound.txt in the default\gamedata folder. Note that MedMod and Cradle have their own version of this file (MM2_sound.txt and CRA_sound.txt) but AFAIK all other mods use the default one.
All you have to do is find the right entry in this file and replace the name of the WAV file with the one you want to use. So if you replace the sound you hear when the Warrior moves with your own sound (let's say a file called "BORG.WAV"), all you need to do is replace "WGOOSTEP1.WAV" with "BORG.WAV" in the following line:
Code:
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SOUND_MOVE_WARRIOR "WGOOSTEP1.WAV" |
Repeat for all other sounds you want to replace...
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April 24, 2002, 15:03
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#21
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Super Moderator
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Quote:
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Originally posted by Locutus
Note that MedMod and Cradle have their own version of this file (MM2_sound.txt and CRA_sound.txt) but AFAIK all other mods use the default one.
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That's not true GoodMod has its own GM1_sound.txt, too.
-Martin
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April 24, 2002, 20:31
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#22
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King
Local Time: 23:11
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Quote:
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Originally posted by Locutus
Leonidas,
All you have to do for a mod like this is drop your sound files in the sound folders and change sound.txt in the default\gamedata folder. Note that MedMod and Cradle have their own version of this file (MM2_sound.txt and CRA_sound.txt) but AFAIK all other mods use the default one.
All you have to do is find the right entry in this file and replace the name of the WAV file with the one you want to use. So if you replace the sound you hear when the Warrior moves with your own sound (let's say a file called "BORG.WAV"), all you need to do is replace "WGOOSTEP1.WAV" with "BORG.WAV" in the following line:
Code:
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SOUND_MOVE_WARRIOR "WGOOSTEP1.WAV" |
Repeat for all other sounds you want to replace...
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Thanks Locutus. That sounds very easy to do. After searching on the web I found an unpacker for the .zfs file, but there was no way I could re-pack it again.
Your way is much easier
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April 25, 2002, 05:02
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#23
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Super Moderator
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Quote:
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Originally posted by Leonidas
After searching on the web I found an unpacker for the .zfs file, but there was no way I could re-pack it again.
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Actal you don't need to repack it just put your new sounds in the directory were you find the sound.zfs and add the waves to your sound.txt. That's all. BTW I would use the zfs reader of Martin the Dane.
-Martin
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