HECU HL1 Radio chatter swap - now w/ original dialogue.

So far, the consensus seems to be that the community is split in half over the newly recorded HECU lines - some adore them and find em ‘funny’, ‘over the top’ and all that jazz (whatever), while others (me included) - find them quite a bit inappropriate for the setting in hand (especially the C.BaleBatman ‘gruff’ versions).

So for those of us who are discontent - I’ve decided to compile a ‘consolation pack’ that includes both situational and scripted original HECU radio chatter from good ol’ 1998.

[align=center][COLOR=‘DarkGreen’]BM Source - HECU HL1 Radio Chatter Swap (Version 2.5 - OAR/ST Uncut compatible)[/size]
[/align]

[COLOR=‘Green’]Sample #1
[COLOR=‘Green’]Sample #2
[COLOR=‘Green’]Sample #3
[COLOR=‘Green’]Sample #4

Work done:

Added static bursts (’_comma’ ) to the end and the beginning of every transmission included in the previously posted pack (credit goes, assuming he actually compiled those, to [COLOR=‘Green’]OpticalSnare) since those were curiously omitted by the OP.
Reshuffled/Cut/Reedited some of the transmissions that made little sense during playtesting. Stuff like marines yelling out Shakespearean monologues (i.e. ‘We Gotta. Get. Out. Of. Here’) after dying is now eradicated.
The groovy ‘WE. WILL. KICK. YOUR. ASS.’ is now included as a taunt#2 (fucking surprised the original pack’s creator fucking missed it - what the fuck, man).
Cut apart and edited the original HL1 dialogues to fit the ‘format’ of Black Mesa recordings. Relevant choreo files are edited accordingly (apart from the apprehension scene, which didn’t need it) with correct timestamps and compiled into a new scenes.image file.

Included in the download:

All the relevant sound files.
All the relevant re-edited choreo files along with the original ones (marked as ‘_backup’) for easier referencing.
Recompiled scenes.image file along with the original one.
All the necessary save files needed for you to immediately playtest.
As an added (optional) bonus - some original HL1 music was brought back where I thought it would fit better than what vanilla BM currently has.

[COLOR=‘DarkGreen’]GRAB IT HERE[/size]

P.S. Everything has been playtested and should work fine.
P.P.S. Yes, I do have too much fucking time on my hands.
P.P.P.S. Hubi fix the fucking spacing already.

This has been done so many fucking times already.
I still haven’t had time to test them all out and see which one is the best.
I’m gonna go with this one just because you seem to have everything more or less nailed down where it needs to be

Cheers bud, definitely took my time in audacity and notepad++.

I was waiting for someone to actually do the cutscene voices as well to use something like this.

Though why did you keep the ridiculous laughs in apprehension? They seem out of place with the original voices.

Also I think they fit fine, the low quality doesn’t effect them as much because they speak through a radio filter.

Pretty cool, but I like BMS’s a bit more, mainly because they sound like complete sentences, not the jointed speech of the original (which isn’t your fault, of course). I do like the music swap though.

I’m ok with some of BM’s squad chatter, like “We’re gonna kick your ass!” or some of the other taunts, but some of them, like

“AARGH MUHY LEGH!” Sound really bad. By far though, the worst of it is the cutscene voices, especially in Apprehension.

When they knock you down the way the HECU says “nice hit” sounds like he’s gonna chest bump the other guy.

Though I’m surprised you replaced QE1 with a HL1 song but not QE2 with Nuclear Mission Jam.

I’m certainly not gonna miss hearing GUARPHGH… HGHMY ARMMB every time I blast away at these weenies

Wouldn’t that be the point? I mean, the military are supposed to be all jocky, so I think that’s appropriate.

The problem with those in BM is that there are 10 separate tracks (5 for each marine) sequentially layered on different channels (left and right, two grunts laughing) - and in HL1 - it is a single mono file.
I could tweak the choreo file, but then I playtested it and thought ‘fuck it’ - the laughs were actually fine and didn’t jar with the lines. Didn’t want to tweak too much of that choreo file in the end - faceposer kept crashing each time I recompiled scenes.name blob.
But yeah, it is easy enough to fix - all you have to do is remove the relevant commands for both grunts and instead put a single command referencing the necessary HL1 sound file, then recompile the .VCD files.

That’s why it is a ‘consolation’ and not a ‘definitive’ pack.

I don’t recall Duke Nukems and Batmen in original HL1 HECU corps.

Jocky =/= Military. Jocky = some wannabe-tough 16 year old from the street.
HECUs were of an USMC breed that was before the ‘generation kill’ cunts.

This is what stereotypical murikan marine sounds like:
https://www.youtube.com/watch?v=C7lnkd426jM

EDIT:

Can’t live without DiabolAdrenoGuitar, man. And vanilla QE1… man, no offence to Joel, but I just don’t like it. Cheesy as hell.
As for Nuclear Mission Jam… eh, it was not my favorite in both HL1 and HL2 by any means.

EDIT: turns out it was the scenes after all.
I just skipped those during installation and everything works swimmingly now.
Did my own hard backups of everything just in case.
I think what I might do is restore the medic voices to the vanilla ones, just for variation.
Make it feel like the HECU has some kind of social status among its units where a soldier’s voice becomes more blunt and inhuman the more experience they get in battle.

You didn’t install .VCDs?

Nope. This time I just swapped out the sound files.

Okay, now I’m confused. Tell me what went on again?

An idea for the laugh track in the c2a3c post-ambush: Change the ambush02.vcd so the 2x5 laugh wav calls become one singular wav call for grunt1 that triggers the full laugh track from HL1.

Granted, the player will then hear both grunts’ laughing from the same grunt1 but I think it may be preferable to the current jagged Beavis and Butthead laugh track. Different strokes for different folk of course; just an idea.

Oh, that reminds me: sometimes the generic grunt voice clips (We got Freeman!, Go recon!, etc.) might be cut off prematurely. If that is the case I think you/someone may have to edit the time parameters for the corresponding grunt .vcd wav call to match the length of the new replaced wav file. I could do this myself but I’m a bit anxious to cut in on someone else’s work and I’d like to wait until Xen with its accompanying bug fixes/etc. is released before digging into the many .vcd files.

Yeah, I mentioned exactly that.
You are free to recompile and see how it works.

If it doesn’t happen consistently with the same line then it has nothing to do with .vcd’s.
I have yet to hear anything cut out in situations other than the emitting NPC being shot dead.

Moreover, I don’t recall the situational .vcd’s even having timestamps altogether in the first place. Only cutscenes would need those.

if signatures were enabled, this would be mine :lol:

Wow, I’ll definitely be trying this out!

This thread is sacrilege! How COULD YOU replace cris mertins!!!?? :s ob:choke :cry:

Honestly, I dont understand the desire to replace them.

If only the original wasn’t so ridiculously distorted and modified, I’d be all for using this.

Opinions.
Should’ve followed then ongoing discussion.

Do tell.

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