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

The sound is replaced but it’s replaced with a hl1 grunt saying it.

hl1 grunt saying what?

I like this, primarily because I think the idea of having campy voice acting to make the player not agree with them is inherently flawed. Firstly pulling off campy effect in an otherwise serious piece is very hard to do and BM didn’t succeed imo. Second, wasn’t that the point of the terrible radio sound in the first Half-Life? The soldiers didn’t even sound like people through that radio, it worked well enough that they basically kept it for Half-Life 2 as well. Thanks for the work ODB.

They made them sound evil because they were killing innocent people and covering it up.

Would anybody be interested in a half-lifed version of the BM audio? I’m pretty sure I could filter/distort/modulate BM grunt audio to make it sound more like HL grunt audio. This of course wouldn’t change what they say (so if you find that silly, it wouldn’t change), but distorting it might make it significantly less clear.

e.g., “Agh, you shot me, bro!” might sound more like “Aasssrro!” lol.

@OP, if you were interested I could at least initially try this with the surviving BM audio in your pack, like the capture laughter. I’m not really keen on learning/doing all the other tech/.VCD/Faceposer/whatever stuff.

p.s. - I should also ask, is such a thing allowed by the BMDT?

It is allowed but it is not supported (because of the choreo/subtitles/scripting clusterfuck). We are on our own.

If you can do it as a sample, we could take a look and see what we can pick up from it.

You’re very much welcome.

I just noticed the Soldiers mouths don’t move when you use this soundpack. Is there anyway to fix that as well as other sound packs?

Resync everything in faceposer.
Tbh, I couldn’t give less fuck, and neither should you. You would never look at their mouths in battle(otherwise you have much more serious problems then mouths not moving), and most of them use gasmasks anyway.

P.S. Do they move their mouths with stock sounds?

Okay, I’ll work something up and post a link for you.

A bit of general rambling on this issue … looking at the original HL HECU audio I see that they mainly have a bunch of single words spoken in two varieties - alarmed and comparatively calm. Did they piece together sentences using these, e.g. “Squad, alpha, tango, do-dah?” It’s been a long time since I played HL but I mainly remember hearing static-y gibberish from them.

https://www.youtube.com/watch?v=bLLBnkCmgZ8
https://www.youtube.com/watch?v=WMF0AuFuUws

P.S. Currently in process of revising the phrases, since some of them sound absolute crap - credit for that goes to optical_snare.

Are you planning on completing this project or have you decided not to pursue it?

So, boys and girls, I’ve been busy testing, tweaking, reshuffling and polishing this sound pack which resulted in:

[align=center][COLOR=‘DarkGreen’]BM Source - HECU HL1 Radio Chatter Swap v.2 (ST Uncut compatible)[/SIZE]
[/align]

What’s new:[/SIZE]

1.[/SIZE] Remember this?

This promise has now been fulfilled in .wav files:
The situational lines are now improved in terms of coherence, fluidity and making sense, apart from being generally much closer to the original, thanks to yours truly stumbling upon the sentences.txt within the GoldSrc HL1 .pak files.

2.[/SIZE] Now friendly with ST Uncut - all the relevant files are edited and imbued with manly radio distorted goodness.
[COLOR=‘Green’]Faithful to the core.
Updated scenes.image is included. Relevant saves are included for you to test.

Note: the whiny ‘Semper Fi my ass’ dialogue is left untouched due to it being original to BM. However, it is expected to be changed in the next iterations. More on that shortly.

3.[/SIZE] As a (now officially traditional) bonus, more of HL1 music is back (this concerns ST Uncut too). Moreover, the Klaxon Beat now features the original minute-long HEV log on sequence which I personally missed a lot.
I also understand that this is not definitive HL1 soundtrack as it is with Lt.Skully’s pack, but the point was - not all of the BM original soundtrack was bad/out of place, in fact, most of it was great. However, the author thinks that some scenes would fare better with HL1 tracks and this pack reflects that.

The pack is up for grabs now, pick it up [COLOR=‘DarkGreen’]HERE[/SIZE]

Now. speaking of sentences.txt file - I found out that alien slaves in HL1 used the very same system for constructing and stringing together lines that was used for HECUs. Therefore I wasn’t thinking long before I decided to bring the good old ‘creepy’ alien_slave sounds to BM by following the improvised ‘instructions’ in sentences.txt to assemble together the phrases they used in HL1 - now the vorts sound exactly like they did in original. And I mean exactly, none of that ‘copy/paste the sound files over’ bullshit you saw before.
So as a bonus, I decided to include those sounds in the pack.

I thoroughly recommend to install the classic vortigaunt skin by Impetous97 to try along with alien slave sounds:
[COLOR=‘Green’]https://forums.blackmesasource.com/showthread.php?t=16412
[COLOR=‘Green’]https://blackmesa.gamebanana.com/skins/126897

Also, here’s a shout out to halferuga who helped me locate the correct file for the zap attack. Thanks buddy, I would of still be dumbfounded as what fucking sound they used in HL1.

A version bundled with classic alien slave sounds is available [COLOR=‘DarkGreen’]HERE[/SIZE]

Now it is time for your feedback, folks.

P.S. An additional update will come out once OARU is stable.

As no one here bothered to post any feedback, I’ll (quadruple!) post an update. Mods, I think the first 2 posts can godown the drain.

As indeed expected, it was indeed changed. While rummaging in Opposing Force sound files, I found out that there is enough audio to re-edit the aforementioned ‘Semper Fi my ass’ dialogue with more adequate VA direction. And the results are, frankly, astonishing:

Version#1[/SIZE] Version#2[/SIZE] Version#3[/SIZE]
In-Game[/SIZE]

I couldn’t decide on which version is best so this distributable includes [COLOR=‘DeepSkyBlue’]all 6 of them (different filter settings, small line changes - just pick whatever you want and replace the old file with it):

BMS - HECU RC Swap ST Uncut Radio Transmission Replacement v.2[/SIZE]

In other news - after playing OARU beta yesterday, I’ve decided that I can release a version [COLOR=‘DeepSkyBlue’]compatible with both OAR Uncut and ST Uncut - this revision has also seen some minor improvements/polishing and more than few fixes based on the testing I’ve performed. Obviously it also includes the above radio transmission replacement - it is the most definitive pack up to this day. [COLOR=‘DeepSkyBlue’]Anyone who downloaded and is using the previous iterations is strongly recommended to install this version.
Warning - the new pack is heavier due to the previous versions having empty files within human_grunt_young folder (remnants of the past).

HECU HL1 RC swap v 2.3 (OAR/ST Uncut compatible)[/SIZE]
HECU HL1 RC + Alien Slave swap v 2.3 (OAR/ST Uncut compatible)[/SIZE]

to the corps

To celebrate, I will assemble a line saying:

My
Ass
Rides
In
Navy
Equipment

I’ll try it out, thanks for the pack, it must of taking some effort converting each individual word into sentences like HL2 and BM do them. Since you used Opposing Force dialogue for the radio, is it also possible to have some marines use dialogue from OP in combat?

Edit combining double post and this one:

I’m going through the music files, picking which I want, and so far I think the classic files you’ve chosen are pretty good, not necessarily “better” than Joel Nielsen’s work, but they feel more “Half Life”, and preserves the connection to HL1, HL2 tries to instill when re-using HL1 music. One thing that would be great, is if you included a version of BM’s original Apprehension HEV music, with the HEV suit dialogue as well.

Edit: Oops, double post, eh.

Edit: QE2 is a little over-dramatic for the scene it is in though IMO. It sounds too much like combat music. I think the scene where a security guard accidentally blows him and his scientist friend up should stay as Joel Nielsen’s track, just because it fits the mood better IMO, but to each their own. Oh, and when you added Valve’s theme back in, you delayed it by a few seconds just like me. :slight_smile: Your’s probably has a little better timing though and it’s got a bigger size/presumably better quality so I’ll use it. Oh, and QE1 and WGH1 are the same, just the former is louder. I don’t see getting rid of Joel Nielsen’s own fantastic WGH song with a duplicate as being worth it.

Final three questions/comments:

  1. Black Mesa theme (crazymix), why replace it with that song/ambience?
  2. You should make a note in the readme about OaRUnCut’s postlaunch.wav and include instructions and the file you provided of “Drums and Riffs” on the relevant thread if people want to enable it.
  3. I installed a quick and dirty Female VOX replacement to bring back the classic inbound voice, do you prefer KatzEyes’ version or the original?

Ok, one last thing, you should let the user know how to rebuild scenes.image in case they want to install the UpLink or other level mods besides TextFAMGUY’s. You can just include something like this text from his readme for STUncut

And a link to this page https://forums.blackmesasource.com/showthread.php?t=14702.

Previously a double post, ignore.

Someone actually did some before me. But half of them sucked balls (they would say some out of place weird stuff that didn’t make much sense), another haalf had incorrect pitch/tempo and on top of it all, it didn’t include scripted scenes, so I started polishing and remixing them, bringing more of them closer to HL1 - I later found sentences.txt which has some guidelines as to how the talker in HL1 puts those sentences together in regards of pitch/tempo and cut off. So it turned out a little more easier.

I actually gave it a try a couple days ago looking to replace medic files for diversity and ran into three problems.

  1. The smaller lines do not sound too great when the radio filter I am using is applied (same as in the video).
  2. There is simply not enough lines to cover everything. And medics/young have about 1,5 more lines as regular ones
  3. This problem stems from no.2 - it made realise that it would be too jarring anyway. While scripted scenes already sounded different - you would notice that it wouldn’t fit with situational lines.

I am not sure I still want to pursue this one.

I may be missing something, but do you actually mean Anomalous Materials instead of Apprehension? If so, there already is one:
https://blackmesa.gamebanana.com/sounds/18294

Dunno why you want that one though, seeing as Klaxon Beat is far superior.

EDIT:

Say again? I didn’t include it in first versions and I remember saying that I found BM’s original fine. Changed my opinion when I played through QE in HL1.

Playtesting is key.

WGH1 came first - Diabolical Adrenaline Guitar is a classic track that plays in HL1 when you are riding an elevator. True - it is a different elevator in BM, but couldn’t stand it without it.

BM’s QE1 is just… out of place. So I thought, why the fuck not, Diabolical Adrenaline Guitar is played twice in HL1 anyway. It is louder because after playtesting, it wan’t loud enough for that scene. Note: it is made to be in tune with the first grunt rappeling through the glass, if you decide to wait by the door and not proceed forward immediately.

Load up Unforeseen Consequences and you’ll get your answer.

P.S.

Will re-upload with a newer version as I have since tweaked a few more lines.

Hmm, yeah you’re right I meant Anomalous Materials, and I am using Klaxon Beat now. About WGH1, I know it came first, “duplicate” just came to mind. I do agree some of the songs Nielsen made are a little too “rocking”(?) so I went with replacing Nielsen’s QE1 and BP Part 3 with HL1’s WGH and BP Part 3 respectively. I guess that means I’m using WGH at the wrong place in BM but whatever.

I tried out your Unforeseen Consequences replacement, and I like the sort of “Xen foreshadowing” the song evokes, the vastness of the void kind of goes with the rupture in spacetime that has occured. But I also like the BM team’s original vision, to pull more on the heart strings its not very Valve like, but it is an interesting change. I think I’ll stick with OG BM’s song for that one. Yeah and QE2 is better dark and kind of solemn IMO.

Oh yeah, instead of using the old vort sounds, I’ve installed a mod that brings over old HL2 beta sounds of vortigaunts and I think it works better because it makes the vorts sound like harsher HL2 vorts rather than almost entirely different creatures altogether. Also the Vortigaunt skin in the OP is alright, but I prefer this https://facepunch.com/showthread.php?t=1221980&p=40162317&viewfull=1#post40162317.

Dunno man, that’s what it was in HL1.
And it is miles more fitting than the melodrama in original soundtrack.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.