NS2HughmoD
elodea
Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
<h1 style="font-size:24px;text-align:center">[color=#FF0000]NS[/color][color=#FF8C00]2H[/color][color=#FFFF00]ug[/color][color=#2E8B57]hn[/color][color=#0000FF]ic[/color][color=#4B0082]or[/color][color=#9932CC]nm[/color][color=#FF0000]oD[/color]</h1>
<p>This mod replaces NS2 vanilla sounds with Hugh's (Strayan from UWE) lovely soothing voice and is now updated for b245.</p>
<p>[b][u]Workshop Link[/u][/b]
http://steamcommunity.com/sharedfiles/filedetails/?id=138291997</p>
<p>[b][u]Workshop ID[/u][/b]
83e2b1d</p>
<p>[b][u]Changelog[/u][/b]
Current total: 190 unique hugh sounds
========
Build 5
========
- Compatible with 245
- Disabled disguting mainmenu newsbox
- Updated mainmenu cinematic </p>
<p>[b][u]Soundboard[/u][/b]
http://www.soundboard.com/sb/ns2hughsoundboard
</p>
<p>[b]Credits and Attributions[/b]
Manual Labour: Endar
Original Hughnicorn: Obraxis
Menu Music: The Unicorn Song - Peter, Paul & Mary
</p>
<p>This mod replaces NS2 vanilla sounds with Hugh's (Strayan from UWE) lovely soothing voice and is now updated for b245.</p>
<p>[b][u]Workshop Link[/u][/b]
http://steamcommunity.com/sharedfiles/filedetails/?id=138291997</p>
<p>[b][u]Workshop ID[/u][/b]
83e2b1d</p>
<p>[b][u]Changelog[/u][/b]
Current total: 190 unique hugh sounds
========
Build 5
========
- Compatible with 245
- Disabled disguting mainmenu newsbox
- Updated mainmenu cinematic </p>
<p>[b][u]Soundboard[/u][/b]
http://www.soundboard.com/sb/ns2hughsoundboard
</p>
<p>[b]Credits and Attributions[/b]
Manual Labour: Endar
Original Hughnicorn: Obraxis
Menu Music: The Unicorn Song - Peter, Paul & Mary
</p>
Comments
Where are they located, and can I just repack the fsb-files to change them?
Where are they located, and can I just repack the fsb-files to change them?<!--QuoteEnd--></div><!--QuoteEEnd-->
Basically, the lua and/or cinematics point to the .fev files, and the .fev files point to the .fsb files. ns2/sound/NS2.fsb, alien.fsb, music.fsb etc. hold all the sound bank data that NS2 uses. I'm not sure how you're looking inside of them (i know there's an fsb extractor program out there) so i don't know why its coming up with ns1 sounds and random stuff for you. Possibly because you are bypassing the .fev file which basically organizes the .fsb files. *if you open up all the ns1 lua files in notepad++ and do a search for "ns2.fev", you'll see that the sounds are all there in a structured format.
Afaik, the only way to modify/repack the fsb files is to have the original fmod project file (.fdp) in order to edit the sound bank. In this case its probably something like NS2.fdp. Because we don't have the project file (hasn't been released), in order to change or add whatever sounds we want, we need to make a new fmod project with a new .fev and .fsb, and add/replace with the appropriate destinations into the lua e.g. sound/modifiedns2sounds.fev/alien/gorge_spit. You can do this using fmod designer 4.32.00 <a href="http://www.fmod.org/index.php/download/find/designer" target="_blank">http://www.fmod.org/index.php/download/find/designer</a>
There are a few other versions of fmod you can use, but NS2 is really finnicky about it and i never bothered to see which ones exactly.
Hope that helps somewhat.
So how do you change the sounds? You start a new project and modify the .lua files?
Nice choice of hugh's screams BTW :D
EDIT: I wrote an E-Mail to Charlie yesterday about the project files, I hope they'll publish them...would be much easier to get all the logic behind it.
So how do you change the sounds? You start a new project and modify the .lua files?
Nice choice of hugh's screams BTW :D<!--QuoteEnd--></div><!--QuoteEEnd-->
my bad!! I just looked and there isn't an ns2.fsb file :p. I do see a marine_2.fsb file though. Maybe you need to do the steam verify game integrity? Might be missing files :o.
And yea, that's how i change the sounds - start a new fmod project and modify the relevant .lua files to point to my own fev. If you figure out a way to directly change the .fsb files without the fmod project file however, please let me know =D.
*Also do hope we get the project file.
Maybe it's bugged, dunno.
The project files would make things so much easier. I guess direct editing is only possible with those files. But 2 people suggested a workaround here <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=126145" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=126145</a> (one said hotloading, one said repacking with Fmod), but I didn't try it yet. Because I don't know where the friggin' sounds are, that I'm searching for :D
Alright thanks for the tips so far, I'll let you know if Charlie replies.
I managed to change weapon sounds now with an own project and modifying the lua files. Works good, thanks a lot.
But the menu music is still a mystery to me. Where the hell is it located? It sais nothing about menu music .fev in the lua files. Did you find it?
EDIT: I can only change the menu loop, but the music will play nonetheless...
I managed to change weapon sounds now with an own project and modifying the lua files. Works good, thanks a lot.
But the menu music is still a mystery to me. Where the hell is it located? It sais nothing about menu music .fev in the lua files. Did you find it?
EDIT: I can only change the menu loop, but the music will play nonetheless...<!--QuoteEnd--></div><!--QuoteEEnd-->
For some reason the way NS2 loads up music is different to the way it loads up sounds. I havn't figured out how the playmusic command points to specific files.
Anyway, one way to stop it from playing is to just delete line 93 and 99 in mainmenu.lua. Client.StopMusic(mainMenuMusic)
Client.PlayMusic(mainMenuMusic)
Also you may encounter that some sounds are triggered via the cinematics. You need to open the relevant cinematic up in the cinematic editor, then change the playsound event (usually in first keyframe of first listed scene object).
Your NS2HD mod is cool, I hate looking at that pic though.
But here's the soundboard: https://www.soundboard.com/sb/ns2hughsoundboard
I recommend the taunts, the robo and marine/alien deaths and most importantly, hive death.
You'd be better off starting your own company like the combat guys if you wanted to avoid wasting time trying to keep the mod stable.
+ it would not pass any consistency check + it would cause issue for any win xp user ...