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-   -   [wip] Blade's voice pack (http://www.ritualistic.com/forums/showthread.php?t=17615)

djbell 05-16-2006 08:12 PM

[wip] Blade\'s voice pack
 
http://btsnyc.com/pub/SE1BladesVoice0.1.zip


Sin Episodes: Emergence
Blade's voice add-on
Version 0.1 alpha
including Prog2's manual taunts kit

By DJBell and Prog2
Contact DJBell at virus@btsnyc.com or #ritualistic on irc.quakenet.org

--------------------------------------------------------------------------------



When John R. Blade kills someone, he tells 'em they're dead. This patch (which
basically boils down to hours of research and 15 minutes of writing and copying
files) is the first publicly available patch that uses "Sin" and "Wages of
Sin" voice files to help Blade become more talkative. This patch has two pieces:


Prog2's manual taunts:
Press "X" to hear blade spit out a one-liner from the original Sin. They will
cycle through and repeat. Blade on demand!


Other script changes:
When Blade brings a grunt to justice in his own, special way, there's a chance
you'll hear him make a comment, using several of the taunts above. I think I
chose the most appropriate taunts.

Unfortunately, the sound actually emits from the grunt due to difficulty finding
documentation of the Sourch Engine and Sin Episodes-specific issues. However, I
fully expect someone, if not myself, to rectify this problem in the next several
days.

Also, theoretically, Blade should also comment when he's wounded and would
otherwise cry out in pain. It looks right but I haven't seen it work yet.


Instructions: Copy the SE1 directory in this package to your SE1 directory,
usually found in:
C:\Program Files\Valve\Steam\SteamApps\YOURNAME\sin episodes emergence\SE1
(where YOURNAME is your steam user name)

If you already have an autoexec.cfg simply append the contents from this zip
file. Rebind the taunt on demand key if you like, from SE1\cfg\taunts.cfg.


IMPORTANT NOTE: We're not responsible if you screw up your installation. Be
careful, don't overwrite anything and back up your installation if you don't
know what you're doing! You must own Sin to use the contained voice files!

Enjoy!

ATimson 05-17-2006 01:23 AM

Re: [wip] Blade\'s voice pack
 
Quote:

Originally posted by djbell:
Unfortunately, the sound actually emits from the grunt due to difficulty finding
documentation of the Sourch Engine and Sin Episodes-specific issues. However, I
fully expect someone, if not myself, to rectify this problem in the next several
days.

Oh, I found documentation. What you set up is a good start on what a final version would need; the problem is, the code saying where to play that sound from is called by the C++ code we don't have access to until the SDK comes out.

I've looked through the script fioles, and couldn't find anything else exposed that would allow something to be played on an enemy's death.

Good job with what you did so far, though. Thanks. [img]/forums/images/graemlins/smile.gif[/img]

Ritual, give us the SDK!

ertertwert 05-17-2006 06:33 AM

Re: [wip] Blade\'s voice pack
 
Awesome, man! Was just playing through it and it is just what the game is missing! I was using the taunts just for fun and it really felt like SiN. Hopefully you can fix the bug where it comes from the enemies, because once that is fixed, it should be final. Congrats! Maybe Ritual could lend him a helping hand? Oh, and you don't have to say "You must have SiN 1 to use these sounds" because anyone who has Emergence also gets SiN 1 for free.

deceiver 05-17-2006 07:57 AM

Re: [wip] Blade\'s voice pack
 
Great job man! Really brought that much more of the SiN feel to the game hehe. And you said you used the default quality from SiN 1 for the sound files? They sounded great.

djbell 05-17-2006 09:06 AM

Re: [wip] Blade\'s voice pack
 
Thanks for looking into it ATimson!


Yep, those sound files are jst pulled directly out of Sin.

KalZakath 05-17-2006 09:50 AM

Re: [wip] Blade\'s voice pack
 
Bah, I see I'll have to relent and try this out [img]/forums/images/graemlins/smile.gif[/img] hehe

Nice work DJ, this is what moddable games are all about [img]/forums/images/graemlins/smile.gif[/img] (That and the naked thing, anyway...)

CamperJoe 05-17-2006 10:28 AM

Re: [wip] Blade\'s voice pack
 
Why not use the Emergence sound files?, theres 5 taunts.

PrivateNewbie 05-17-2006 01:35 PM

Re: [wip] Blade\'s voice pack
 
Fantastic! Absolutely fantastic! Let's hope that Ritual doesn't just leave the voice feature to the modders... they better put Blade's voice into the next episode! Come on guys! You gotsta!

djbell 05-17-2006 03:06 PM

Re: [wip] Blade\'s voice pack
 
Yeah Camper we were aware of the in-game taunts, but they aren't as appropraite for "ha ha you're dead" taunts. Some would work OK, but I didn't want to use too many in fear of Blade being annoyingly chatty, and Sin's taunts were all better. So they didn't make the cut. Of course we'll add them to manual taunt script and I'll update that for people who don't want to screw with the config files themselves, but here are the file names for those who want to add them manually:

Damn, you suck: vo/blade/blade_taunt1.wav
That's gonna leave a mark: vo/blade/blade_taunt2.wav
You'll have to do better than that: vo/blade/blade_taunt3.wav
Are you even trying: vo/blade/blade_taunt4.wav
Not even close: vo/blade/blade_taunt5.wav

MrSamuel 05-17-2006 05:08 PM

Re: [wip] Blade\'s voice pack
 
Quote:

Originally posted by CamperJoe:
Why not use the Emergence sound files?, theres 5 taunts.

Blade has taunts in Emergence? I thought he was completly mute.

Tecman 05-17-2006 05:45 PM

Re: [wip] Blade\'s voice pack
 
He is, but there are five unused taunts in the GCF file, maybe it was meant for Deathmatch?

MrSamuel 05-17-2006 06:38 PM

Re: [wip] Blade\'s voice pack
 
Where are these GCF files? I can't find em.

Parnic 05-17-2006 06:45 PM

Re: [wip] Blade\'s voice pack
 
In your steam folder/steamapps. There are 5 "sinepisodes" gcf files there.

djbell 05-17-2006 07:39 PM

Re: [wip] Blade\'s voice pack
 
I'm glad some of you are enjoying the crude version already! My favorite use of ancient Bladism in Emergence I've seen so far:

Hit a jetpack guy, he spins starts screaming, and then simultaneously with the POP!, "Bang! You're dead!" Violent AND hilarious.


I've noticed there are weird situations where the auto-taunt sounds perfect and loud, just like it's coming from Blade, usually either with a Jetpack or Elite, no matter what the distance. Please, let me know if you figure out how to replicate it.

deceiver 05-17-2006 08:29 PM

Re: [wip] Blade\'s voice pack
 
Will you have a ver. 2 pack with the taunts from Emergence?

djbell 05-17-2006 08:44 PM

Re: [wip] Blade\'s voice pack
 
Yeah sure, I'll release it tomorrow, early EST. Do you want me to split the taunts up by genre, like a key for F* YOU taunts, You're Dead, and other statements (you hit me, etc).

If you have a good idea for what key to bind those to, let me know. Are X, C, and V taken?

I'll also add more automatic taunts for killing mutants and drones. "Cleanup on aisle four! Bring a mop and a shovel!"

deceiver 05-17-2006 09:32 PM

Re: [wip] Blade\'s voice pack
 
It's fine as they are now imo. Only need a way to have the taunts to be said by Blade when he kills enemies and that'll be perfect ^_^. And yes I have noticed that when you kill the jetpack grunts sometimes, you will hear the clip coming from Blade himself and not the enemy.

he_the_great 05-18-2006 03:11 AM

Re: [wip] Blade\'s voice pack
 
loving it, really am.

nba1341 05-18-2006 03:17 AM

Re: [wip] Blade\'s voice pack
 
woah downloading! good job!

MadMax 05-18-2006 07:29 AM

Re: [wip] Blade\'s voice pack
 
Continued the game with the voice pack installed and it felt much better right away. It's a little out of context since Blade never says anything else, but it's still a lot more Blade than before.

PrivateNewbie 05-18-2006 12:19 PM

Re: [wip] Blade\'s voice pack
 
Quite possibly the best mod I have ever downloaded... Makes the game much much better. It's great to hear good ol' Blade's voice again. I was hoping to hear him tell J.C. to hurry up when hacking a computer... but I suppose that could possibly be included in a later release. Keep up the good work!

MadMax 05-18-2006 04:13 PM

Re: [wip] Blade\'s voice pack
 
Now that would be interesting... picking out appropriate voice clips of Blade's reponses to JC from Sin 1, then implementing those in Emergence as best as they fit. Is that possible? Can this stuff be scripted? If anyone showed me how, I'd gladly take the time and make something up (I know all those dialogues from Sin 1 by heart).

djbell 05-18-2006 04:39 PM

Re: [wip] Blade\'s voice pack
 
Thanks for the input guys, I'll try to make an update today including your suggestions today.

BloodShed 05-18-2006 05:05 PM

Re: [wip] Blade\'s voice pack
 
Played a few Duke3D maps, found this mod / script
and now the fun will never end \ ^o^ /

MrSamuel 05-18-2006 06:04 PM

Re: [wip] Blade\'s voice pack
 
Has anybody heard Blade go "mmmmm banna"? I just come across it when looking at the old blade sound files. I now have that as one of taunts on the mod, don't really know why but it is funny to hear it when Blade kills somebody.

Dmio 05-18-2006 08:19 PM

Re: [wip] Blade\'s voice pack
 
Great Job pal [img]/forums/images/graemlins/laugh.gif[/img]


would be nice to have a vew new lines in episode 2, have them comming from blaid. Have a lot more sequences with JC and Blade, Blade and jessica etc. FOr instance </font><span class="spoiler" onmouseover="this.className='spoilerhighlight'" onmouseout="this.className='spoiler'">when the big mob came out of the tunnel </span><font class="post"> could have JC or Jessica say something like in Sin 1 wehn menscini came 1st time round as the mutant, and blade replyieng like "hey JC, why dont u come down ehre and show me how its done" etc etc.


Nostalgic :'(

MadMax 05-19-2006 01:49 PM

Re: [wip] Blade\'s voice pack
 
Quote:

Has anybody heard Blade go "mmmmm banna"? I just come across it when looking at the old blade sound files. I now have that as one of taunts on the mod, don't really know why but it is funny to hear it when Blade kills somebody.

I think this quote was supposed to appear when Blade was in the jungle, but it never was included.

djbell 05-19-2006 02:46 PM

Re: [wip] Blade\'s voice pack
 
'm going to release and update to the package I'm currently distributing, with 50% more auto taunts (however, Blade shouldn't be more chatty- 30% response rate), and the SE1 taunts available in the manual taunt loop. After you listen to them, you'll see why I only used one for the autos.


A note on added voices to the screeplay: Most everything I'm trying to access is compiled. In order to get Blade to respond to different characters, the only way I can figure out is to simply append Blade's sound after the other character's line and override the voice original file. The lipsync will not be thrown off, but if it's a dialog his voice can overlap with the other speaker. I made a test intro where Blade response "F* you!" to just about everything said by by Elexis and Radek. Though hilarious to put Sin 1 and WoS lines in the conversations (often sounding very appropriate), this type of editing is going to be unwieldy, likely large for distribution and will be quickly made obsolete once the SDK is released. So I'm not going to add that functionality to my voice pack, but if anyone would like to, I'd be happy to help you get a hold of the voice files and help you figure out which files to change to make your own Blade responses.

MadMax 05-19-2006 10:05 PM

Re: [wip] Blade\'s voice pack
 
dj, I figured out just what you said tonight... obviously the Source engine doesn't allow for scripted conversations as Sin 1 did. There are "scenes" which have timed conversations (made of several voice clips), but these are only for dialogues where the talking characters are physically present, i.e. no radio chatter. And radio chatter is what I'd most likely want to add. Unfortunately, this type of "dialogue" is simply some triggered wave files (obviously triggered from the maps), and only one wave file can be played back on such a trigger, so there can't be any followup responses by Blade. As you said, the only way to do that would be adding Blade's response (or "pre-sponse") to the actual wave file of Jessica/JC talking over the radio. I'll most likely do that and see what I can come up with. I've already extracted all the stuff from the GCF files; actually there are some voice clips and scripts in there that were not used in the game and which I'd have loved to see. I also listened through all of Blade's clips from Sin 1 and picked out quite a number that would be appropriate for Emergence. I'll report back when I get something.

GUI 05-19-2006 11:40 PM

Re: [wip] Blade\'s voice pack
 
Why not edit the sound files themselves and include Blade's voice after the character finishes talking? You could use Audacity for your audio editing needs.
Of course, there might be a legal problem with including the game's original files in a mod so maybe you should e-mail Ritual first.

ertertwert 05-20-2006 01:22 AM

Re: [wip] Blade\'s voice pack
 
That's what the guy above you said, granted with more words.

programmer2 05-20-2006 08:06 PM

Re: [wip] Blade\'s voice pack
 
Quote:

Originally posted by MadMax:
dj, I figured out just what you said tonight... obviously the Source engine doesn't allow for scripted conversations as Sin 1 did. There are "scenes" which have timed conversations (made of several voice clips), but these are only for dialogues where the talking characters are physically present, i.e. no radio chatter. And radio chatter is what I'd most likely want to add. Unfortunately, this type of "dialogue" is simply some triggered wave files (obviously triggered from the maps), and only one wave file can be played back on such a trigger, so there can't be any followup responses by Blade. As you said, the only way to do that would be adding Blade's response (or "pre-sponse") to the actual wave file of Jessica/JC talking over the radio. I'll most likely do that and see what I can come up with. I've already extracted all the stuff from the GCF files; actually there are some voice clips and scripts in there that were not used in the game and which I'd have loved to see. I also listened through all of Blade's clips from Sin 1 and picked out quite a number that would be appropriate for Emergence. I'll report back when I get something.

Maybe you should hold your horses. This evening I sat down and experimented a little, and I've found a way to incorporate whatever radio chatter we want, with correct timings on following phrases and everything. It does take quite a bit of work to get right though, something which I myself don't have time with for the moment. Another problem is that if Ritual ever updates the map files, we would have to do everything again.

To make it easier to implement and also somewhat futureproof, I'm planning on making a small program capable of doing what we want using some form of specialized script language, that'll probably work on future versions on the maps as well.

I haven't got an answer from Ritual yet whether they would mind us doing this or not. They might care considering it'll mean editing the .bsp files supplied with the game, but then again the only people who would be able to use our patch would be the ones who already own the game (no .bsp-files will be distributed with the patch, since that would make it quite a hefty download, instead small .diff files or script files to the aforementioned program would be distributed).

Hmmm... I've got a feeling that what I've written so far isn't very structured, which could be because I'm both sick and staying up quite late. Short version: I've found a way to edit the .bsp-files so we can incorporate any radio chatter we want. I don't have the time or familiarity enough with the dialog in the two games to do it myself, but I can explain how. In a few days I may be able to write a small program to aid with the .bsp-editing. And I don't know if Ritual would embrace this kind of MOD.

That's it for tonight, now I'm going to bed. I'll probably be in the Ritualistic IRC-channel tomorrow, if you want to discuss the details in all this (mainly djbell and/or MadMax).

This is all very fun [img]/forums/images/graemlins/laugh.gif[/img]

ninken 05-20-2006 08:43 PM

Re: [wip] Blade\'s voice pack
 
Awesome MOD! My Score went up 25points because of Blade voice! [img]/forums/images/graemlins/cool.gif[/img]

P.S. If you guys need some EDIT Blade voices I did some back in Sin2ut www.planetunreal.com/sin2ut.

BloodShed 05-21-2006 07:23 AM

Re: [wip] Blade\'s voice pack
 
Quote:

Originally posted by ninken:
Awesome MOD! My Score went up 25points because of Blade voice! [img]/forums/images/graemlins/cool.gif[/img]

P.S. If you guys need some EDIT Blade voices I did some back in Sin2ut www.planetunreal.com/sin2ut.

Hey I remember plaaying that ^_^

BloodyL 05-21-2006 12:54 PM

Re: [wip] Blade\'s voice pack
 
Quote:

Originally posted by programmer2:
Quote:

Originally posted by MadMax:
dj, I figured out just what you said tonight... obviously the Source engine doesn't allow for scripted conversations as Sin 1 did. There are "scenes" which have timed conversations (made of several voice clips), but these are only for dialogues where the talking characters are physically present, i.e. no radio chatter. And radio chatter is what I'd most likely want to add. Unfortunately, this type of "dialogue" is simply some triggered wave files (obviously triggered from the maps), and only one wave file can be played back on such a trigger, so there can't be any followup responses by Blade. As you said, the only way to do that would be adding Blade's response (or "pre-sponse") to the actual wave file of Jessica/JC talking over the radio. I'll most likely do that and see what I can come up with. I've already extracted all the stuff from the GCF files; actually there are some voice clips and scripts in there that were not used in the game and which I'd have loved to see. I also listened through all of Blade's clips from Sin 1 and picked out quite a number that would be appropriate for Emergence. I'll report back when I get something.

Maybe you should hold your horses. This evening I sat down and experimented a little, and I've found a way to incorporate whatever radio chatter we want, with correct timings on following phrases and everything. It does take quite a bit of work to get right though, something which I myself don't have time with for the moment. Another problem is that if Ritual ever updates the map files, we would have to do everything again.

To make it easier to implement and also somewhat futureproof, I'm planning on making a small program capable of doing what we want using some form of specialized script language, that'll probably work on future versions on the maps as well.

I haven't got an answer from Ritual yet whether they would mind us doing this or not. They might care considering it'll mean editing the .bsp files supplied with the game, but then again the only people who would be able to use our patch would be the ones who already own the game (no .bsp-files will be distributed with the patch, since that would make it quite a hefty download, instead small .diff files or script files to the aforementioned program would be distributed).

Hmmm... I've got a feeling that what I've written so far isn't very structured, which could be because I'm both sick and staying up quite late. Short version: I've found a way to edit the .bsp-files so we can incorporate any radio chatter we want. I don't have the time or familiarity enough with the dialog in the two games to do it myself, but I can explain how. In a few days I may be able to write a small program to aid with the .bsp-editing. And I don't know if Ritual would embrace this kind of MOD.

That's it for tonight, now I'm going to bed. I'll probably be in the Ritualistic IRC-channel tomorrow, if you want to discuss the details in all this (mainly djbell and/or MadMax).

This is all very fun [img]/forums/images/graemlins/laugh.gif[/img]

I thought Source was pretty much I/O and trigger/event based that such ideas could happen:

Trigger1 fires up Radiochatter1
Completion of Radiochatter1 fires up BladeChatter1
Completeion of Bladechatter1 fires up Radiochatter2.



programmer2 05-21-2006 02:24 PM

Re: [wip] Blade\'s voice pack
 
Quote:

Originally posted by BloodyL:
I thought Source was pretty much I/O and trigger/event based that such ideas could happen:

Trigger1 fires up Radiochatter1
Completion of Radiochatter1 fires up BladeChatter1
Completeion of Bladechatter1 fires up Radiochatter2.


You're essentially correct. Just a slight difference:

Trigger1 fires up radiochatter1
Trigger1 fires up radiochatter2 after 3 seconds
Trigger1 fires up radiochatter3 after 6 seconds (3 seconds after radiochatter2 is fired)

The more complicated bit was editing the already compiled .bsp files though. But we've figured it out, and currently me and djbell are working on a solution.

NexusOne 05-21-2006 04:15 PM

Re: [wip] Blade\'s voice pack
 
Great work - how did you compile the .gcf I've been trying to use "makepakgui" but I've not been having any joy at all. Thanks.

programmer2 05-21-2006 04:31 PM

Re: [wip] Blade\'s voice pack
 
Quote:

Originally posted by NexusOne:
Great work - how did you compile the .gcf I've been trying to use "makepakgui" but I've not been having any joy at all. Thanks.

You can't edit the .gcf. But if you want to override any files present in the .gcf, just create the appropriate directory structure in your SE1 directory and drop the files there. Any files present in the directory tree will supersede the ones in the .gcf.

NexusOne 05-21-2006 04:46 PM

Re: [wip] Blade\'s voice pack
 
Thanks that worked great!

djbell 05-21-2006 09:14 PM

Re: [wip] Blade\'s voice pack
 
Made some progress yesterday, I was able to make Blade talk when he gets hit, sometimes (not just with the uranium round). It's great! I'm going to take one more stab at fixing the voice positioning, and I'll update a new update with over 50% more attack taunts and a whole slew of working "OW I JUST GOT HIT" (except more manly) taunts.


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