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The Voice Mod
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Concrete, Abstract, or Squoingy?
"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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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..Concrete, Abstract, or Squoingy?
"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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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..
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, 21:59.
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sorry, numbered up to 314, actully only about 285 (including the E-eggs)Concrete, Abstract, or Squoingy?
"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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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:SOUND_MOVE_WARRIOR "WGOOSTEP1.WAV"
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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:SOUND_MOVE_WARRIOR "WGOOSTEP1.WAV"
Your way is much easier
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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.
-MartinCiv2 military advisor: "No complaints, Sir!"
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