Thread Tools
Old April 18, 2002, 02:14   #1
Leonidas
King
 
Leonidas's Avatar
 
Local Time: 23:11
Local Date: October 31, 2010
Join Date: May 2000
Posts: 1,003
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?
Leonidas is offline  
Old April 18, 2002, 06:04   #2
The Big Mc
CTP2 Source Code Project
King
 
The Big Mc's Avatar
 
Local Time: 23:11
Local Date: October 31, 2010
Join Date: Oct 2001
Location: Of the universe / England
Posts: 2,061
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.
__________________
"Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
The BIG MC making ctp2 a much unsafer place.
Visit the big mc’s website
The Big Mc is offline  
Old April 18, 2002, 08:18   #3
Immortal Wombat
Apolytoners Hall of Fame
Prince
 
Immortal Wombat's Avatar
 
Local Time: 00:11
Local Date: November 1, 2010
Join Date: Dec 2000
Location: in perpetuity
Posts: 4,962
Shouldn't be difficult, so long as someone has the patience to track down the files and convert them to wav format.
__________________
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
Immortal Wombat is offline  
Old April 19, 2002, 09:41   #4
Pedrunn
Call to Power II Democracy Game
King
 
Pedrunn's Avatar
 
Local Time: 20:11
Local Date: October 31, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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.
__________________
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
Pedrunn is offline  
Old April 19, 2002, 11:47   #5
Leonidas
King
 
Leonidas's Avatar
 
Local Time: 23:11
Local Date: October 31, 2010
Join Date: May 2000
Posts: 1,003
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. . .
Leonidas is offline  
Old April 19, 2002, 11:54   #6
Leonidas
King
 
Leonidas's Avatar
 
Local Time: 23:11
Local Date: October 31, 2010
Join Date: May 2000
Posts: 1,003
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?
Leonidas is offline  
Old April 19, 2002, 13:51   #7
Immortal Wombat
Apolytoners Hall of Fame
Prince
 
Immortal Wombat's Avatar
 
Local Time: 00:11
Local Date: November 1, 2010
Join Date: Dec 2000
Location: in perpetuity
Posts: 4,962
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
__________________
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
Immortal Wombat is offline  
Old April 19, 2002, 13:59   #8
Locutus
Apolytoners Hall of FameCiv4 SP Democracy GameCiv4 InterSite DG: Apolyton TeamBtS Tri-LeagueC4BtSDG TemplarsC4WDG Team ApolytonCivilization IV CreatorsCTP2 Source Code ProjectPolyCast Team
Deity
 
Locutus's Avatar
 
Local Time: 01:11
Local Date: November 1, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
I seriously doubt Martin's tool is in the CtP1 file database, it's too new for that. Check his website instead.
__________________
Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery
Locutus is offline  
Old April 19, 2002, 14:34   #9
Leonidas
King
 
Leonidas's Avatar
 
Local Time: 23:11
Local Date: October 31, 2010
Join Date: May 2000
Posts: 1,003
Thanks Immortal Wombat and Locutus.

I'll have a look at the program
Leonidas is offline  
Old April 19, 2002, 14:52   #10
Leonidas
King
 
Leonidas's Avatar
 
Local Time: 23:11
Local Date: October 31, 2010
Join Date: May 2000
Posts: 1,003
Thanks Immortal Wombat and Locutus.

I'll have a look at the program
Leonidas is offline  
Old April 19, 2002, 16:40   #11
Immortal Wombat
Apolytoners Hall of Fame
Prince
 
Immortal Wombat's Avatar
 
Local Time: 00:11
Local Date: November 1, 2010
Join Date: Dec 2000
Location: in perpetuity
Posts: 4,962
Hmmm, oh yeah. I was sure I got it there, cos I never had his site noted down anywhere.
__________________
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
Immortal Wombat is offline  
Old April 23, 2002, 11:43   #12
Leonidas
King
 
Leonidas's Avatar
 
Local Time: 23:11
Local Date: October 31, 2010
Join Date: May 2000
Posts: 1,003
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?
Leonidas is offline  
Old April 23, 2002, 11:56   #13
Locutus
Apolytoners Hall of FameCiv4 SP Democracy GameCiv4 InterSite DG: Apolyton TeamBtS Tri-LeagueC4BtSDG TemplarsC4WDG Team ApolytonCivilization IV CreatorsCTP2 Source Code ProjectPolyCast Team
Deity
 
Locutus's Avatar
 
Local Time: 01:11
Local Date: November 1, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
Leonidas:
ctp2_data\english\sound\sound.zfs
__________________
Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery
Locutus is offline  
Old April 23, 2002, 12:25   #14
TheArsenal
Apolyton University
Prince
 
TheArsenal's Avatar
 
Local Time: 16:11
Local Date: October 31, 2010
Join Date: Mar 2002
Location: Sunny Southern California
Posts: 900
Re: The Voice Mod
Quote:
Originally posted by Leonidas
Imagine hearing Sean Connery (especially as the spy) saying "The name's Bond, James Bond."
To tell you the truth, the Spy sound suspiciously like Sean Connery as is. I wonder if his lawyers know?
__________________
"Guess what? I got a fever! And the only prescription is ... more cow bell!"
TheArsenal is offline  
Old April 23, 2002, 13:49   #15
Leonidas
King
 
Leonidas's Avatar
 
Local Time: 23:11
Local Date: October 31, 2010
Join Date: May 2000
Posts: 1,003
Quote:
Originally posted by Locutus
Leonidas:
ctp2_data\english\sound\sound.zfs
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?
Leonidas is offline  
Old April 23, 2002, 14:26   #16
Immortal Wombat
Apolytoners Hall of Fame
Prince
 
Immortal Wombat's Avatar
 
Local Time: 00:11
Local Date: November 1, 2010
Join Date: Dec 2000
Location: in perpetuity
Posts: 4,962
Are there many?
__________________
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
Immortal Wombat is offline  
Old April 23, 2002, 14:30   #17
Immortal Wombat
Apolytoners Hall of Fame
Prince
 
Immortal Wombat's Avatar
 
Local Time: 00:11
Local Date: November 1, 2010
Join Date: Dec 2000
Location: in perpetuity
Posts: 4,962
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
Immortal Wombat is offline  
Old April 23, 2002, 21:53   #18
Leonidas
King
 
Leonidas's Avatar
 
Local Time: 23:11
Local Date: October 31, 2010
Join Date: May 2000
Posts: 1,003
Quote:
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..
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.
Leonidas is offline  
Old April 24, 2002, 08:28   #19
Immortal Wombat
Apolytoners Hall of Fame
Prince
 
Immortal Wombat's Avatar
 
Local Time: 00:11
Local Date: November 1, 2010
Join Date: Dec 2000
Location: in perpetuity
Posts: 4,962
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
Immortal Wombat is offline  
Old April 24, 2002, 13:59   #20
Locutus
Apolytoners Hall of FameCiv4 SP Democracy GameCiv4 InterSite DG: Apolyton TeamBtS Tri-LeagueC4BtSDG TemplarsC4WDG Team ApolytonCivilization IV CreatorsCTP2 Source Code ProjectPolyCast Team
Deity
 
Locutus's Avatar
 
Local Time: 01:11
Local Date: November 1, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
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"
Repeat for all other sounds you want to replace...
__________________
Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery
Locutus is offline  
Old April 24, 2002, 15:03   #21
Martin Gühmann
staff
Call to Power II Democracy GameCall to Power Democracy GameCTP2 Source Code Project
Super Moderator
 
Martin Gühmann's Avatar
 
Local Time: 01:11
Local Date: November 1, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
Quote:
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.
That's not true GoodMod has its own GM1_sound.txt, too.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
Martin Gühmann is offline  
Old April 24, 2002, 20:31   #22
Leonidas
King
 
Leonidas's Avatar
 
Local Time: 23:11
Local Date: October 31, 2010
Join Date: May 2000
Posts: 1,003
Quote:
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"
Repeat for all other sounds you want to replace...
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
Leonidas is offline  
Old April 25, 2002, 05:02   #23
Martin Gühmann
staff
Call to Power II Democracy GameCall to Power Democracy GameCTP2 Source Code Project
Super Moderator
 
Martin Gühmann's Avatar
 
Local Time: 01:11
Local Date: November 1, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
Quote:
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.
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
__________________
Civ2 military advisor: "No complaints, Sir!"
Martin Gühmann is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 19:11.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team