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Old 05-16-2006, 09:12 PM   #1
djbell
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Default [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!
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Old 05-17-2006, 02:23 AM   #2
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Default 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!
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Old 05-17-2006, 10:06 AM   #3
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Default Re: [wip] Blade\'s voice pack

Thanks for looking into it ATimson!


Yep, those sound files are jst pulled directly out of Sin.
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Old 05-17-2006, 10:50 AM   #4
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Default 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...)
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Old 05-17-2006, 11:28 AM   #5
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Default Re: [wip] Blade\'s voice pack

Why not use the Emergence sound files?, theres 5 taunts.
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Old 05-17-2006, 02:35 PM   #6
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Default 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!
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Old 05-17-2006, 04:06 PM   #7
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Default 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
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Old 05-17-2006, 06:08 PM   #8
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Default 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.
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Old 05-17-2006, 07:33 AM   #9
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Default 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.
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Old 05-17-2006, 08:57 AM   #10
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Default 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.
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Old 05-18-2006, 09:19 PM   #11
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Default 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 :'(
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Old 05-19-2006, 02:49 PM   #12
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Default 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.
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Old 05-19-2006, 03:46 PM   #13
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Default 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.
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Old 05-19-2006, 11:05 PM   #14
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Default 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.
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Old 05-20-2006, 09:06 PM   #15
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Default 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]
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Old 05-21-2006, 01:54 PM   #16
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Default 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.


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Old 05-21-2006, 03:24 PM   #17
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Default 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.
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Old 05-20-2006, 12:40 AM   #18
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Default 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.
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Old 05-20-2006, 02:22 AM   #19
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Default Re: [wip] Blade\'s voice pack

That's what the guy above you said, granted with more words.
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Old 05-20-2006, 09:43 PM   #20
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Default 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.
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Old 05-21-2006, 08:23 AM   #21
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Default 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 ^_^
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Old 05-27-2006, 11:43 PM   #22
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Default Re: [wip] Blade\'s voice pack

This is great!
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Old 05-29-2006, 06:23 PM   #23
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Default Re: [wip] Blade\'s voice pack

I was Talking to Michael Russel on MSN and he said that Blade is going to talk more in episode 2 and I was wondering does it work if u put it in the hl2 directory
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Old 02-26-2007, 04:40 PM   #24
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Default Re: [wip] Blade's voice pack

Sorry for bumping

Seems like this never went past alpha 0.1 Thats a shame. I'll see if I can pickup where he left off.
________
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Last edited by Senast : 04-06-2011 at 10:03 PM.
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Old 02-28-2007, 07:59 PM   #25
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Default Re: [wip] Blade's voice pack

OooO :O
So all his one-liners from SiN are in there?
Pimp!
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