SOUND!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Hell Patrol

It Wandered In From the Wastes
Well, I finally took 15 minutes and I got the damn Grenade launcher code in the game, tweaked,and tested it. There are 2 modes of fire, although no burst or aimed shots. You can either do a low range shot for 5 ap, or take 3 extra ap to aim it pretty high in the air for some extra range.

I was messing around with sounds for the weapon, and NOTHING was suitable. As of now, it is the shotguns sound, but the thing is that it has a burst sound for the longer range shot(which isn't that bad, I could add some stuff about more powerful propulsion or something), and most importantly, there are no sounds for the exploding grenade! My question is ....

Is it possible to create new weapon sounds for fallout 2?

I DON'T mean putting new sounds in the game, what I mean is that can you make a new weapon sound ID # and choose what acm files are played for a weapon using that ID? What I'd like to do is make an actual exploding sound for the grenade, try to find a hollowish ::tthhunk!:: sound(i think I remember the flamer's reloading sound have a thunkish type sound), and keep the shotgun reloading sound for the reloading sound. Anyone know how to do this, or where I should look to find out?

Hell Patrol
 
It should be possible...

All you do is fond the sound file you want, extract it, then rename it to the sound file it is to replace. Then create this directory:

c:\fallout2\data\sound\sfx

Then you put the file you want in there and make it read only. That's it!

>Well, I finally took 15 minutes
>and I got the damn
>Grenade launcher code in the
>game, tweaked,and tested it. There
>are 2 modes of fire,
>although no burst or aimed
>shots. You can either do
>a low range shot for
>5 ap, or take 3
>extra ap to aim it
>pretty high in the air
>for some extra range.
>
>I was messing around with sounds
>for the weapon, and NOTHING
>was suitable. As of now,
>it is the shotguns sound,
>but the thing is that
>it has a burst sound
>for the longer range shot(which
>isn't that bad, I could
>add some stuff about more
>powerful propulsion or something), and
>most importantly, there are no
>sounds for the exploding grenade!
>My question is ....
>
>Is it possible to create new
>weapon sounds for fallout 2?
>
>
>I DON'T mean putting new sounds
>in the game, what I
>mean is that can you
>make a new weapon sound
>ID # and choose what
>acm files are played for
>a weapon using that ID?
>What I'd like to do
>is make an actual exploding
>sound for the grenade, try
>to find a hollowish ::tthhunk!::
>sound(i think I remember the
>flamer's reloading sound have a
>thunkish type sound), and keep
>the shotgun reloading sound for
>the reloading sound. Anyone know
>how to do this, or
>where I should look to
>find out?
>
>Hell Patrol


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RE: It should be possible...

>All you do is fond the
>sound file you want, extract
>it, then rename it to
>the sound file it is
>to replace. Then create this
>directory:
>
>c:\fallout2\data\sound\sfx
>
>Then you put the file you
>want in there and make
>it read only. That's it!

Have you seen how many acm files are in the master.dat? That would be soo hard to try to find the ones I wanted to use. That would be a good option IF acm2wav had a mass convert option or something. I have the disk space for the sound files, I just don't have the time to individually extract all 23,232,431,514,634.4 acm files.
 
RE: It should be possible...

I'll upload a good DAT unpacker named FADE by Serge. It is the best DAT unpacker there is. I'll upload it now. Then I'll reply with the Link!

>>All you do is fond the
>>sound file you want, extract
>>it, then rename it to
>>the sound file it is
>>to replace. Then create this
>>directory:
>>
>>c:\fallout2\data\sound\sfx
>>
>>Then you put the file you
>>want in there and make
>>it read only. That's it!
>
>Have you seen how many acm
>files are in the master.dat?
>That would be soo hard
>to try to find the
>ones I wanted to use.
>That would be a good
>option IF acm2wav had a
>mass convert option or something.
>I have the disk space
>for the sound files, I
>just don't have the time
>to individually extract all 23,232,431,514,634.4
>acm files.


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RE: It should be possible...

Yes, but it is already ACM compressed. Hell Patrol wasn't talking about adding any new sound files (as far as I know, no-one has figured out how to do this).

>yes, bit it needs to be
>acm compressed. how do you
>do that? :)
>--
>Miroslav, miroslav@gamestats.com
>No Mutants Allowed - Fallout WebSite
>
>http://fallout.gamestats.com/


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RE: It should be possible...

Yes you do, but I'll let you in on a shortcut...

Download [a href=http://members.xoom.com/_XMCM/fallout2mods/programs.html]FIME[/a] from grendelin's/adeptus's site and unzip all of the PRO files. Then what you do is select the PRO file of the weapon you want your grenade launcher to sound like, and there'll be a little sound ID in the corner, such as 72. Then you take the hex of that (48) and you put that in where it belongs. Or you can just finish off the job with FIME.

>It's not tha I have problems
>unpacking them, I can do
>that fine. The real problem
>is turning the acm files
>into wavs. As far as
>i know, you have to
>do each individual acm file
>by hand.
>
> - Hell Patrol -
>Hell_Patrol@juno.com
>My Site on Free Money :
>http://www.geocities.com/hell_ptrol/


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RE: It should be possible...

I think, THINK remind you, that in the readme for FIME, it says he isn't sure about the weapons sounds ID's placement in hex, so there's a chance it could be wack, just a though so you don't accidentially waste a bunch of time :)
 
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