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hrcspkla
02-27-2011, 11:34 PM
Preview (http://i1188.photobucket.com/albums/z405/hrcspkla/L4D Modified Talker/l4d_hospital01_apartment0007.jpg)Preview (http://i1188.photobucket.com/albums/z405/hrcspkla/L4D Modified Talker/l4d_garage02_lots0003.jpg)Preview (http://i1188.photobucket.com/albums/z405/hrcspkla/L4D Modified Talker/l4d_garage02_lots0005.jpg)
L4D Modified Talker v3.5 (http://www.mediafire.com/?xckbgvcmv6vq8q5)
L4D Modified Talker is an addon which improves survivor's conversation. It includes many exclusive dialogues, unused survivor's voices and every survivor has more than 15 kinds of laughter now!

//--------------------------------------------------------------------------------------------------
L4D Modified Talker v3.5 released and included these improvements:
1. HealingCoverMe + WaitHere.
When a survivor is healing himself, one of nearest survivors will say "Wait here!" actively.

2. Fixed safe room dialogues in the Sacrifice.
You wouldn't interrupt dialogues anymore because of picking up weapons or using radial menu.

3. Fixed interrupted safe room dialogues in the Sacrifice because of official talker editor's casualness.
Those "then Any then Any then Any" saved lazy talker editor's time but broke many interesting lines.

4. Added any available "the Sacrifice" survivor's lines to normal dialogue.

5. Improved that longer Friendly Fire lines won't be interrupted by voice of pain.

6. Removed unnecessary delay that a survivor saw another survivor was pounced by Hunter.
Survivor could react more precisely as soon as Hunter pounced their teammates.

7. Fixed the lines of requesting healing for L4D1 survivors.
Injured bot survivors can request human players for healing.

//--------------------------------------------------------------------------------------------------
Update of Modified Talker (v3.1). Released on March 20th, 2011.

1. New custom radial menu concept: "IHate"
You can hate everything when you act Francis.

2. Replies of killing tank confirmation.
When survivors killed a tank, they will say "that was close!" or something like that.

3. They don't think it's "never mind".
Sometimes you apologize to others, they may not accept (http://i1188.photobucket.com/albums/z405/hrcspkla/L4D Modified Talker/l4d_garage02_lots0003.jpg).

4. Improved dialogues when survivors see some tier 2 weapons.
For example, Zoey will say: "Guys, better weapons!" when she finds hunting rifles.

5. Joined missing lines while survivors are looking at an auto shotgun.

6. Joined a few unused Crash Course lines for all survivors.

7. Joined some lines of the Sacrifice into Crash Course for Bill.
You'll hear some new lines when he activates the generator (http://i1188.photobucket.com/albums/z405/hrcspkla/L4D Modified Talker/l4d_garage02_lots0005.jpg).

8. Fixed some wrong lines of Zoey.
She won't say "Anything for you, Louis." when Bill or Francis thanks Zoey's help or say "Louis!" when she wants to say "Nice Job!"

9. Elevator dialogues of No Mercy remix! :D

10. Added "No laughing" if you are playing versus with Modified Talker.
Laughter in versus game always be considered as tease.
Removed in newer version.

11. Fixed a missing intro dialogue of The Sacrifice is between Francis and Bill.
Talker mistakes of Tattoo store in the Passing happened AGAIN in the Sacrifice.

12. Fixed all elevator dialogues which start from Louis. (FINALLY T_T)

P.S. This file is only available while you are hosting server, it's server-side addon.
Local server, your L4D dedicated server and single player offline game could work as well.
If you install this but join other servers or official servers, it won't make effect.

L4D Modified Talker v3.5 and L4D2 Modified Talker v3.568 (http://forums.steampowered.com/forums/showthread.php?t=1285975) are available now.

// ----- For those who use custom radial menu -----

These are available concepts of custom radial menu, some of concepts are exclusive for modified talker. I tag modified talker only concepts in light blue color. PLEASE use them if you have own custom radial menu.

PlayerAnswerLostCall // LoudDispleasureSwear + SoftDispleasureSwear mixes.
ResponseSoftDispleasureSwear // SoftDispleasureSwear only.
PlayerStayTogether
PlayerBackUp
PlayerWatchOutBehind
PlayerAlertGiveItem // tell someone to give them pill.
PlayerYouAreWelcome
PlayerEmphaticGo
PlayerHelp
PlayerThisWay
PlayerLostCall // some of lost calls, you can speak them anytime without staying far away to teammates.
EatPills // Using it when you are looking at friend's porn spray.

IHate // This condition is only available for Francis.

PlayerAlsoWarnBoomer
PlayerAlsoWarnHunter
PlayerAlsoWarnSmoker
PlayerAlsoWarnWitch
PlayerAlsoWarnTank

PlayerHeardBoomer // I heard Boomer around... (not automatic)
PlayerHeardHunter // I heard Hunter around... (not automatic)
PlayerHeardSmoker // I heard Smoker around... (not automatic)

Marcus101RR
02-28-2011, 02:13 PM
This will be a first if you manage to get all the voice-overs that are not used in this game working again. I must admit, the Warn Smoker/Boomer missing was probably because you would constantly hear survivors say:

I hear a hunter...
Boomer is tracking us...
I think a smoker is around here...
Tank, you all ready?

all that in every second, probably why valve disabled the rest of the infected and left Hunter/Witch being the only standard voice talk from time to time.

Yeah I found them, hope you get them working.

Xtreme gaTes
02-28-2011, 03:06 PM
This is great!

If it is possible, can you get the survivors to use the "TeamKillAccident" lines? It would be awesome if they reacted to team killing!

hrcspkla
02-28-2011, 03:54 PM
This will be a first if you manage to get all the voice-overs that are not used in this game working again. I must admit, the Warn Smoker/Boomer missing was probably because you would constantly hear survivors say:

I hear a hunter...
Boomer is tracking us...
I think a smoker is around here...
Tank, you all ready?

all that in every second, probably why valve disabled the rest of the infected and left Hunter/Witch being the only standard voice talk from time to time.

Yeah I found them, hope you get them working.
Unfortunately, the content of talker files are correct, but these lines never appeared automatically as you said. If that's a problem beyond talker files, that's nothing I can help. Besides these "Heardhulk" (heard tank) lines didn't release for L4D1 survivors, so we couldn't hear any lines like "WHOOO, WE GOT A TANK!" when Francis heard tank. However you can find these lines in subtitles.

I can join these "Heard ??? around" lines into talker concepts for custom radial menu if anyone needs them.

PlayerHeardBoomer
PlayerHeardHunter
PlayerHeardSmoker

(By the way, in L4D2, Chargers and Spitters have identical problems.)
This is great!

If it is possible, can you get the survivors to use the "TeamKillAccident" lines? It would be awesome if they reacted to team killing!
That's another "unfixed" talker concept which never work in game, including L4D2. But I have reused these lines into other kinds of friendly-fire concept.

Also I have some lines replaced manually to switch out some lines I liked better than the default by renaming the files with the other files name and rebuilding the audio cache. Will this be a problem if I install this or do I have to go back to default? And will this work on official servers?

Also on a side note I think Zoey is supposed to say "Louis!" when saying nice job and I kinda like it when she does, I think it's cute lol. And she never says it like that any other time. So I think that should stay.
You can join own custom content into modified talker in the future and using only one talker addon at the same time. Modified Talker is only available while you are holding own server which is local server, your dedicated server and single player offline game. It doesn't affect Valve's official server. I didn't waste Zoey's wrong lines, merely moved them to adequate place.

hrcspkla
03-19-2011, 06:13 PM
L4D Modified Talker v3.1 (http://www.mediafire.com/?du1smfsbv1eswxd) released. (Bill: Whoa-ho-ho.)

Marcus101RR
03-19-2011, 09:48 PM
Unfortunately, the content of talker files are correct, but these lines never appeared automatically as you said. If that's a problem beyond talker files, that's nothing I can help. Besides these "Heardhulk" (heard tank) lines didn't release for L4D1 survivors, so we couldn't hear any lines like "WHOOO, WE GOT A TANK!" when Francis heard tank. However you can find these lines in subtitles.

I can join these "Heard ??? around" lines into talker concepts for custom radial menu if anyone needs them.

PlayerHeardBoomer
PlayerHeardHunter
PlayerHeardSmoker

(By the way, in L4D2, Chargers and Spitters have identical problems.)

That's another "unfixed" talker concept which never work in game, including L4D2. But I have reused these lines into other kinds of friendly-fire concept.


You can join own custom content into modified talker in the future and using only one talker addon at the same time. Modified Talker is only available while you are holding own server which is local server, your dedicated server and single player offline game. It doesn't affect Valve's official server. I didn't waste Zoey's wrong lines, merely moved them to adequate place.

The HeardTank, heardBoomer, HeardSmoker, etc are there, they just ain't used in game. I have the files on my pc...so, they are there clearly. Wish they valve didn't cut out half the sound effects.

The heard series is defined in the talker file, and now the big question is:
Why does "Heard Hunter" & "Heard Witch" work automatically for survivors, and none of the others? I think it has something to do with the vpk files...

EDIT: I replaced HUNTER Warn sounds with boomer, now all characters say Boomer around here when a hunter spawns. I think i figured out that talker isn't the one that initialized the talking, its another file. One that could be hiding in those vpk files.

here is another thing you should try working on/fixing:
- Characters GoingToDieAskforHeal is not used.
- Characters SuggestHealthSpecificSurvivor is not used, yet installed.

hrcspkla
03-21-2011, 12:54 PM
EDIT: I replaced HUNTER Warn sounds with boomer, now all characters say Boomer around here when a hunter spawns. I think i figured out that talker isn't the one that initialized the talking, its another file. One that could be hiding in those vpk files.

If you can exactly find where the problem is, I may try to fix it.

here is another thing you should try working on/fixing:
- Characters GoingToDieAskforHeal is not used.
- Characters SuggestHealthSpecificSurvivor is not used, yet installed.
These two can work, it's just rarely to happen. When you are injured (HP < 51) and without pills or a first aid kit, you look at any players who have a first aid kit and your role will ask for healing.

hrcspkla
04-19-2011, 01:42 PM
To update L4D Modified Talker preview pictures.

j.v
04-20-2011, 01:29 AM
any idea what the vocalise command for zoey saying "aww boo"??

hrcspkla
07-22-2011, 02:16 PM
Bump.
For ★☆★☆★☆★ developers milked Dead Air from L4D1.

hrcspkla
11-04-2011, 11:10 PM
Bump.
For ★☆★☆★☆★☆★ L4D2 developers milked every campaign from L4D1.

kikiokyo
11-04-2011, 11:29 PM
I would like to say that it's great work that you're doing, bringing some of the files we have into the light, just hoping I could help a bit with the unsolved "Heard Boomer" or "Heard Smoker" lines. They are bindable, but it has to be worked around, which can get quite tedious. I made a custom.txt for the script in order to use those lines as a bindable.

criterion "ConceptPlayerBoomer" "Concept" "PlayerBoomer" required

Response PlayerWarnHeardBoomerTeenGirl
{
scene "scenes/TeenGirl/HeardBoomer01.vcd" //I think one of those vomit bags is around here
scene "scenes/TeenGirl/HeardBoomer02.vcd" //Sounds like a boomer's around
scene "scenes/TeenGirl/HeardBoomer03.vcd" //Ahh a Boomer. Hear it?
scene "scenes/TeenGirl/HeardBoomer05.vcd" //Ugh, I can hear a boomer sloshing around
scene "scenes/TeenGirl/HeardBoomer07.vcd" //ah no... I think I hear a boomer
scene "scenes/TeenGirl/HeardBoomer08.vcd" //I hear a Boomer
scene "scenes/TeenGirl/HeardBoomer09.vcd" //Oh god, there's a boomer around
scene "scenes/TeenGirl/HeardBoomer10.vcd" //Hear that boomer?
scene "scenes/TeenGirl/HeardBoomer11.vcd" //I think I hear a boomer
scene "scenes/TeenGirl/HeardBoomer14.vcd" //Wait up, I hear a boomer
scene "scenes/TeenGirl/HeardBoomer15.vcd" //Boomer, hear it?
scene "scenes/TeenGirl/HeardBoomer16.vcd" //Ugh, yuck. Another Boomer. You hear that?
scene "scenes/TeenGirl/HeardBoomer17.vcd" //Hear that? Boomer.
scene "scenes/TeenGirl/HeardBoomer19.vcd" //Boomer, don't let it puke on you.
}
Rule PlayerWarnHeardBoomerTeenGirl
{
criteria ConceptPlayerBoomer IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
Response PlayerWarnHeardBoomerTeenGirl
}

Response PlayerWarnHeardBoomerManager
{
scene "scenes/Manager/HeardBoomer01.vcd" //Watch your fire, I hear a Boomer.
scene "scenes/Manager/HeardBoomer02.vcd" //I hear a Boomer.
scene "scenes/Manager/HeardBoomer03.vcd" //Careful, there's a Boomer's around.
scene "scenes/Manager/HeardBoomer04.vcd" //I hear a Boomer.
scene "scenes/Manager/HeardBoomer05.vcd" //Careful, I hear a Boomer.
scene "scenes/Manager/HeardBoomer06.vcd" //Watch it, I hear a Boomer.
scene "scenes/Manager/HeardBoomer07.vcd" //Heads up, man, I hear a Boomer.
scene "scenes/Manager/HeardBoomer08.vcd" //Ah, man, that sounds like a Boomer.
scene "scenes/Manager/HeardBoomer09.vcd" //Look out, we got a Boomer around here.
scene "scenes/Manager/HeardBoomer10.vcd" //I definitely hear a Boomer.
scene "scenes/Manager/HeardBoomer11.vcd" //Watch your fire, I hear a Boomer.
scene "scenes/Manager/HeardBoomer12.vcd" //Careful, there's a Boomer's around.
scene "scenes/Manager/HeardBoomer13.vcd" //I hear a Boomer.
scene "scenes/Manager/HeardBoomer14.vcd" //Careful, I hear a Boomer.
scene "scenes/Manager/HeardBoomer15.vcd" //Watch it, I hear a Boomer.
scene "scenes/Manager/HeardBoomer16.vcd" //Heads up, man, I hear a Boomer.
scene "scenes/Manager/HeardBoomer17.vcd" //Ah, man, that sounds like a Boomer.
scene "scenes/Manager/HeardBoomer18.vcd" //Look out, we got a Boomer around here.
scene "scenes/Manager/HeardBoomer19.vcd" //I definitely hear a Boomer.
}
Rule PlayerWarnHeardBoomerManager
{
criteria ConceptPlayerBoomer IsNotCoughing IsManager IsTalk IsTalkManager
Response PlayerWarnHeardBoomerManager
}

Response PlayerWarnHeardBoomerBiker
{
scene "scenes/Biker/HeardBoomer01.vcd" //I hear a Boomer out there.
scene "scenes/Biker/HeardBoomer02.vcd" //Careful, I hear a Boomer.
scene "scenes/Biker/HeardBoomer03.vcd" //There's a Boomer around here.
scene "scenes/Biker/HeardBoomer04.vcd" //Watch it, we got a Boomer.
scene "scenes/Biker/HeardBoomer05.vcd" //Hear that Boomer? I'm gonna kill its ♥♥♥.
scene "scenes/Biker/HeardBoomer06.vcd" //I hear a Boomer.
}
Rule PlayerWarnHeardBoomerBiker
{
criteria ConceptPlayerBoomer IsNotCoughing IsBiker IsTalk IsTalkBiker
Response PlayerWarnHeardBoomerBiker
}

Response PlayerWarnHeardBoomerNamVet
{
scene "scenes/NamVet/HeardBoomer01.vcd" //I hear a boomer out there.
scene "scenes/NamVet/HeardBoomer02.vcd" //There's a Boomer around here.
scene "scenes/NamVet/HeardBoomer03.vcd" //Careful, Boomer.
scene "scenes/NamVet/HeardBoomer04.vcd" //Watch it, Boomer in the vacinity.
scene "scenes/NamVet/HeardBoomer05.vcd" //Boomer around here.
scene "scenes/NamVet/HeardBoomer06.vcd" //Boomer nearby.
scene "scenes/NamVet/HeardBoomer07.vcd" //There's a Boomer trackin' us.
scene "scenes/NamVet/HeardBoomer08.vcd" //Boomer closeby.
scene "scenes/NamVet/HeardBoomer09.vcd" //Boomer nearby.
scene "scenes/NamVet/HeardBoomer10.vcd" //Christ, there's a Boomer around here.
scene "scenes/NamVet/HeardBoomer11.vcd" //Dammit, Boomer nearby.
}
Rule PlayerWarnHeardBoomerNamVet
{
criteria ConceptPlayerBoomer IsNotCoughing IsNamVet IsTalk IsTalkNamVet
Response PlayerWarnHeardBoomerNamVet
}

criterion "ConceptPlayerSmoker" "Concept" "PlayerSmoker" required

Response PlayerWarnHeardSmokerTeenGirl
{
scene "scenes/TeenGirl/HeardSmoker06.vcd" //There's a Smoker around here.
scene "scenes/TeenGirl/HeardSmoker09.vcd" //Smoker... don't get hung.
scene "scenes/TeenGirl/HeardSmoker10.vcd" //Watch the roof tops, there's a smoker around.
scene "scenes/TeenGirl/HeardSmoker11.vcd" //I hear a Smoker.
scene "scenes/TeenGirl/HeardSmoker12.vcd" //Careful, Smoker.
scene "scenes/TeenGirl/HeardSmoker13.vcd" //There's a Smoker around here.
scene "scenes/TeenGirl/HeardSmoker14.vcd" //I know that sound - a Smoker!
scene "scenes/TeenGirl/HeardSmoker16.vcd" //Smoker... don't let him hang you.
}
Rule PlayerWarnHeardSmokerTeenGirl
{
criteria ConceptPlayerSmoker IsNotCoughing IsTeenGirl IsTalk IsTalkTeenGirl
Response PlayerWarnHeardSmokerTeenGirl
}

Response PlayerWarnHeardSmokerBiker
{
scene "scenes/Biker/HeardSmoker01.vcd" //Man, there's a Smoker around here.
scene "scenes/Biker/HeardSmoker02.vcd" //Smell that Smoker?
scene "scenes/Biker/HeardSmoker03.vcd" //Smoker. Hear it?
scene "scenes/Biker/HeardSmoker04.vcd" //I hear a smoker.
scene "scenes/Biker/HeardSmoker05.vcd" //Sounds like a Smoker.
scene "scenes/Biker/HeardSmoker06.vcd" //Smoker. He's gonna have to use that tongue to choke my foot out of his ♥♥♥.
scene "scenes/Biker/HeardSmoker07.vcd" //Sounds like a Smoker.
}
Rule PlayerWarnHeardSmokerBiker
{
criteria ConceptPlayerSmoker IsNotCoughing IsBiker IsTalk IsTalkBiker
Response PlayerWarnHeardSmokerBiker
}

Response PlayerWarnHeardSmokerManager
{
scene "scenes/Manager/HeardSmoker01.vcd" //There's a Smoker around here.
scene "scenes/Manager/HeardSmoker02.vcd" //Smoker - somewhere around here.
scene "scenes/Manager/HeardSmoker03.vcd" //Careful, I smell a Smoker.
scene "scenes/Manager/HeardSmoker04.vcd" //I hear a Smoker.
scene "scenes/Manager/HeardSmoker05.vcd" //There's a Smoker around here.
scene "scenes/Manager/HeardSmoker06.vcd" //Smoker - somewhere around here.
scene "scenes/Manager/HeardSmoker07.vcd" //Careful, I smell a Smoker.
scene "scenes/Manager/HeardSmoker08.vcd" //I hear a Smoker.
}
Rule PlayerWarnHeardSmokerManager
{
criteria ConceptPlayerSmoker IsNotCoughing IsManager IsTalk IsTalkManager
Response PlayerWarnHeardSmokerManager
}

Response PlayerWarnHeardSmokerNamVet
{
scene "scenes/NamVet/HeardSmoker01.vcd" //Smoker, right around here.
scene "scenes/NamVet/HeardSmoker02.vcd" //There's a Smoker nearby.
scene "scenes/NamVet/HeardSmoker03.vcd" //We got a Smoker around here.
scene "scenes/NamVet/HeardSmoker04.vcd" //Heads up, Smoker somewhere around here.
scene "scenes/NamVet/HeardSmoker05.vcd" //Smoker right around here someplace.
scene "scenes/NamVet/HeardSmoker06.vcd" //Smoker. And it's close.
scene "scenes/NamVet/HeardSmoker07.vcd" //There's a Smoker
}
Rule PlayerWarnHeardSmokerNamVet
{
criteria ConceptPlayerSmoker IsNotCoughing IsNamVet IsTalk IsTalkNamVet
Response PlayerWarnHeardSmokerNamVet
}

You may have seen the criterion and criteria parts had changed from the original and that the concept as "PlayerBoomer" or "PlayerSmoker", which is all the play needs to use this. These were altered from the original player's txt script. Also, they'll have to add the custom.txt script to the "terror_player.txt" in the talkers folder. At the bottom of terror_player.txt, I just put:

#include "talker/custom.txt"

And after that is saved, run (or restart) the server, and it allows those to be vocalized for everyone to hear on the local server and/or own dedicated server. Now, I don't know if you could elaborate in changing the criteria to make it automatic. I hope this helps with that specific issue.

hrcspkla
11-05-2011, 10:17 PM
@ kikiokyo:
Thank your enthusiastic help. Actually, you don't need to write another custom.txt for hearing these lines, they've all included current Modified Talker already. (PlayerHeardBoomer, PlayerHeardHunter and PlayerHeardSmoker.) You can use vocalizing radial menu to trigger them.


Rule PlayerWarnHeardBoomerBiker
{
criteria ConceptPlayerWarnHearZombie IsBoomerClass IsNotCoughing IsBiker IsNotWarnHeardBoomer NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkBiker
ApplyContext "WarnHeardBoomer:1:300,SaidSpecialWarn:1:30"
applycontexttoworld
Response PlayerWarnHeardBoomerBiker
}

Rule PlayerWarnHeardSmokerBiker
{
criteria ConceptPlayerWarnHearZombie IsSmokerClass IsNotCoughing IsBiker IsNotWarnHeardSmoker NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkBiker
ApplyContext "WarnHeardSmoker:1:300,SaidSpecialWarn:1:30"
applycontexttoworld
Response PlayerWarnHeardSmokerBiker
}Automatically warn Boomer and Smoker is one of damn bugs that haven't never been fixed by developers. In my opinion, I think the problem is owing to IsBoomerClass and IsSmokerClass criteria. If you replace them with IsHunterClass then you can hear "I hear a Boomer out there." or "Man, there's a Smoker around here." when Hunter is around. It proved that both criteria are unavailable.

Unfortunately, there are bugs beyond talker files. I am a player, not a Valve's programmer. If developers won't take responsible of it, no one can help. I don't expect these greedy developers who only know how to make money with buggy L4D1 campaigns to attract the players that have never bought Valve's game.

hrcspkla
12-01-2012, 06:42 AM
L4D Modified Talker v3.5 (http://www.mediafire.com/?xckbgvcmv6vq8q5) released.

jam1511
12-05-2012, 09:15 PM
Thanks! L4D dialogues are still better than L4D2.