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I want the ability to mod the sounds that my client will use back! So I can hear the original overlord blarghles and zergling clicks. Nostalgia forever! =(
You can still do that and have always been able to. You just need to put the files into the mpq. I've tested this and it works fine. Don't go around modifying xml files, though.
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On July 21 2010 06:22 BDF92 wrote:Show nested quote +On July 21 2010 05:55 Stratos_speAr wrote: I think the sounds are great, barring one or two sound effects. Some people are just too stuck on BW to realize that different doesn't = bad. and some people are just too stuck that we're not just saying it because me miss BW. A lot of the sounds are extremely underwhelming as opposed to the bone crushing awesomeness that was BW sounds.
Yes, "extremely underwhelming" vs. "bone crushing awesomeness" does very much sound like you did a fair and unbiased comparison.
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On July 21 2010 08:19 FrogOfWar wrote:Show nested quote +On July 21 2010 06:22 BDF92 wrote:On July 21 2010 05:55 Stratos_speAr wrote: I think the sounds are great, barring one or two sound effects. Some people are just too stuck on BW to realize that different doesn't = bad. and some people are just too stuck that we're not just saying it because me miss BW. A lot of the sounds are extremely underwhelming as opposed to the bone crushing awesomeness that was BW sounds. Yes, "extremely underwhelming" vs. "bone crushing awesomeness" does very much sound like you did a fair and unbiased comparison.
well its true so it seems kinda fair.
sc2 just lack the punch of bw sounds.evrythng sounds so flimsy and weak. im mostly over it since i mostly turn on music/some tv shit when playing now but ya. just compare zerg in bw and in sc2. its the difference between a little puppy learning to bark and a gaint super wolf shattering your soul with his scary growling and howling.
same goes for other units like the zealot.
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i asked in the other thread but it was kinda old, but is it possible to swap language unit responses as well from different clients?
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On July 21 2010 08:28 SONE wrote: i asked in the other thread but it was kinda old, but is it possible to swap language unit responses as well from different clients?
In short, you are swapping .wav and .ogg files in their asset mpqs with winmpq. This will work just like the old "sound mods" did. All Blizzard did was disable folder hotloading like they did with WoW. However, if they for some silly reason decide to start running CRC or size checks on mpqs then this may not work on release.
I can provide a detailed tutorial on how to get these sound packs working again if you want.
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Sure that would be awesome, I just wanna swap the unit reactions into my client without having to install a whole new one. Just for exploration really, i don't even pay attention to them but if it was in a different language would be kinda cool.
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On July 21 2010 08:40 SONE wrote: Sure that would be awesome, I just wanna swap the unit reactions into my client without having to install a whole new one. Just for exploration really, i don't even pay attention to them but if it was in a different language would be kinda cool.
Alrighty. Then here we go.
Disclaimer - if for some reason Blizzard sees this as a hack and blows up your battle.net account on release I am not responsible for that. But, as it has been with virtually every game ever, sounds are client-side and not synced over battle.net. What I am going to show you how to do is "modding". This is what I've been doing for years. My friend and I ran a full-blown conversion on sc2 in the beta before the editor came out.
However, with the astounding and revolutionary invention of "achievements" and the fact you can get them in custom games (which is where you'd be playing a mod), I have lingering suspiciouns of them running some kind of MPQ size check.
+ Show Spoiler [Clarification on Modding] + If you alter XML files, which are data, there is a high probability you will either drop or crash entirely (tested). This is just like in Starcraft 1; if you ran a mod and your friend didn't, you dropped out of the game instantly.
These are sound files and it is highly unlikely you'd ever get banned for using them, much less Blizzard even knowing. But it's not guaranteed if they really want to crack down on custom shit in battle.net. Given how Blizzard has dodged every single attempt to get an answer about actual modding, they seem pretty intent on keeping custom content limited to maps. That doesn't mean they're going to go out of their way to fuck us over, it just means we have to be prepared to see Sc2 fall off the modding radar entirely.
I ran a graphics-based client-side mod for Starcraft 1 I called GalaxyCraft. Basically, I made things like Marines and Lings smaller but kept BC's, Carriers, ect. their original size. Added a more epic feeling. This worked perfectly playing public games because the grp files weren't synced. Apparently you can modify dds files in sc2 and those are also client-side. Someone was concerned that you could use this as a cheat to make cloaking more visible. As cloaking is a shader no, that is not possible. As it is right now I cannot see any possible way for a player to gain any kind of an advantage through client-side modifications. But do not try to abuse my teachings to that end.
Okay, let's get to business.
What we're going to be doing - we are going to be modifying the latest patch mpq to include our new sounds. I'll be using Zelniq's Manly Soundpack as a basis for this. If you want to port sounds from alternate clients you'll need to extract the sounds from said clients first.
How it works
In Starcraft 1 and Warcraft 3 you run mods through a program called Mpqdraft. This temporarily patches the memory of the game and allows your files to take effect in a custom mpq. The changes never modify the default data.
We are now modifying the default data. At least until Q updates mpqdraft like I keep pestering him to do so.
The alternate possibility is that Blizzard will release a mod loader. But this wouldn't let you play with your friends using your sounds unless they had that mod running. Also, as Blizzard has yet to acknowledge the existence of mods or justify any of us with responses of any kind, and seeing as they constantly refer to "maps" as "mods", this seems incredibly unlikely.
These mods function by "replacing" existing data. In a custom mpq, files take the same name as data in the default game and are loaded instead when the game asks for them. Since we don't have mpqdraft, we're doing things the old fashioned way. Therefore, you want to back up your data - the mpq we'll be changing, and put it in a different directory outside of sc2.
However, because some people were using xml changes to accomodate their sound packs, you won't be able to use those xml changes.
Previously, packs like Zelniq's worked just by putting them in the directory because the game was reading the directory. But, just like WoW, Blizzard disabled this. This is not necessarily because they want to kill your sound mods, but perhaps a step to sealing up the game and getting it ready for release; the game loading files from directories can get confusing and messy if you aren't aware of it, and I can see why they would disable it.
You know the potential risks. I personally would take them because I hate the Zerg sounds that much.
Let's Get Started!
The only program we'll need for this is winmpq. You can get it from www.shadowflare.samods.org . Pay CAREFUL ATTENTION to the program requirements on its download page. If you get some random OCX error when you try to run it, chances are you need to install some runtimes (regardless of Windows version).
Now we want to find the patch mpq for the latest version. SC2 loads its files chronologically, so Base16094 is going to get loaded before Base16036. As long as Blizzard doesn't choose to screw modders over, this system is incredibly useful for us since it allows us to release patches for mods without forcing users to download all of the data all over again. You could also mix and match custom data with this, and never have to touch a single map! Handy!
The file we want to open is patch.SC2Archive. This is just a renamed mpq.
If you are pulling sounds from another language client, you'll want to pull them out using Winmpq. This is fairly straight forward and you should be able to figure it out on your own. Select the files you want to extract, right click, "extract", choose where you want them. Winmpq will pop them into the appropriate directory for you.
Again, make sure you have backed up this mpq file to another directory outside of sc2. If you copy-paste the versions folder in particular this can cause sc2 to do weird shit or not load altogether, or your changes may never take place.
Okay, we have our archive open. Now what?
Understanding the MPQ archive
I'll be using Zelniq's Soundpack for my example.
![[image loading]](http://img36.imageshack.us/img36/6797/99695062.jpg)
If you've extracted files from another client, they're probably organized just like this.
use Windows Search to make absolutely sure there is nothing in these directories besides .wav and .ogg files. Get rid of any xml or Galaxy files especially. If the Author has used those to customize the sound volumes and such that means that his intended changes won't be taking effect, but you can modify the sound files themselves to achieve that. Unfortunately, I cannot foretell the impact of running custom XML files, even just for sounds, on B.net 2.0 and I would not recommend you try it on release unless you are completely aware of the risks involved. I want to make that completely clear to you. (I was told by a Blizzard employee that they didn't care about people running full-blown actual mods in the beta, just that dumbasses keep spamming them with mod-related crash reports. But that was the beta. This is release.)
Before we drag and drop them onto our archive we need some text to copy and paste. If you note, the directories here aren't all of the directories these files are under in the patch mpq. This is because of the way Sc2 organizes its data and loads patches.
Copy the text Mods\Liberty.SC2Mod\Base.SC2Assets\ either from this post or from the mpq.
Drag and drop these directories on the mpq. Do NOT have sc2 or the editor running while doing this or chances are nothing will happen. A popup will ask you for a folder name. Paste the text into the window like so:
![[image loading]](http://img248.imageshack.us/img248/6798/97768467.jpg)
Press "OK".
You're done!
Yes, I went out of my way to add descriptions and educate and such. Believe me, if modding becomes big in sc2 like it is for Diablo 2 you'll thank me. But if Blizzard wants to, and they just may, they'll shut us down for good. Modding for starcraft 2 is looking very bleak with the existing heavy-handed restrictions on map/"mod" (aka campaign data) publishing and no LAN.
Now you can try to load sc2. If SC2 doesn't load or the screen goes black on maps/replays you know already work, one of three things happened;
- You didn't move the old mpq/directory and sc2 is freaking out as a result. - The files didn't get named properly and somehow sc2 is still reading them, and freaking out. - Blizzard killed modding 100% and we're all fucked.
In such an event you can restore your default archive and sulk.
You might have noticed the ridiculous amount of 0kb sound files in the mpq. I have no idea why those are there. I also have no idea why Blizzard is using both wav and ogg for unit sounds.
If mods feel this post is inappropriate I have no qualms about you deleting it silently and quickly.
I tested this with a friend at the very end of Phase 1 when people said the sound packs had been disabled and it worked perfectly fine through this method. That doesn't mean I prefer this method, I hate modifying default game data because it's messy and inefficient.
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The original sound effects were all so cool I can never choose which ones I like best. A lot of them were references to movies/games and whatnot, which sometimes took me long to realize (had to re-watch "Platoon" just to hear "Everybody's got to die sometime, Red" and it was so worth it, also almost fell off my chair when randomly watching the ST:TNG episode where Worf said it was a good day to die) and yet they were all incredibly fitting and badass on their own. While many of the SC2 sounds have grown on me, they generally lack that extra little zest, to make the unique or memorable.
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On July 20 2010 17:06 MasterFischer wrote:Actually, I asked the question myself directly to Dustin to confirm my fears: This question is from the 15th of july chat with the developers... Needless to say, I was dissappointed :/ Show nested quote +Guest-19: Will you be doing an overhaul of some of the SC2 sounds, in particular, the siege tank and the hydra death and the marine death sound? Many of the fans are concerned that the audio side of Starcraft 2 will not be up-to-date and on-par with the graphics, animations and multiplayer experience
DustinB:: The sounds you hear in the beta are largely final. We will continue to update sounds in patches and of course in our two expansion products, Heart of the Swarm and Wings of Liberty.
LOL it seems DustinB forgot that Wings of Liberty is not the 3rd expansion...
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On July 21 2010 08:17 IskatuMesk wrote:Show nested quote +I want the ability to mod the sounds that my client will use back! So I can hear the original overlord blarghles and zergling clicks. Nostalgia forever! =( You can still do that and have always been able to. You just need to put the files into the mpq. I've tested this and it works fine. Don't go around modifying xml files, though.
Did we ever determine if this against the EULA/TOS or not? I remember the old thread that had the SC:BW sound mod and how it was shut down by a beta patch. The idea of changing your own mpq files came up there too but it was unclear whether such a thing would be "allowed" by blizzard.
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On July 21 2010 09:28 SnakeChomp wrote:Show nested quote +On July 21 2010 08:17 IskatuMesk wrote:I want the ability to mod the sounds that my client will use back! So I can hear the original overlord blarghles and zergling clicks. Nostalgia forever! =( You can still do that and have always been able to. You just need to put the files into the mpq. I've tested this and it works fine. Don't go around modifying xml files, though. Did we ever determine if this against the EULA/TOS or not? I remember the old thread that had the SC:BW sound mod and how it was shut down by a beta patch. The idea of changing your own mpq files came up there too but it was unclear whether such a thing would be "allowed" by blizzard.
Technically any kind of alteration of the game is against the EULA. However, Blizzard has allowed everything from the BWAPI project (Hacking starcraft to take C++ code for computer AI that is run client-side! God, the abuse that is possible with that alone) to the immense amount of modding on Diablo 2, to go on unpreturbed.
Blizzard mostly only steps in with special circumstances. Anything that claims itself as an expansion is likely to get targeted or told to make it clear they're just a user-made add-on. You also cannot sell your stuff, obviously.
There is a degree of risk involved with this. But in my ten years of modding I have never had any trouble. Treat the game with respect, don't try to do anything foolish, and just maybe they'll ignore you.
They didn't specifically disable your mods, they disabled folder hotloading. They did that with WoW too.
Also make note they may decide to change their policy with Battle.net 2.0. I can't really foretell how they'd respond to something like client-side sounds now, especially since they have been doing/saying a lot of really weird, random things. Do you really want chat channels?
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On July 20 2010 17:01 v3chr0 wrote: To be honest, I think everyone is going to be surprised at release, I really don't think they are keeping a lot of the beta sounds and animations, they are most definitely going to have revamped the sounds and animations, they all seem too bland (not Blizzards style), save a few.
Not many people have noticed, but almost every patch, the 3d unit portraits got better and better.
I disagree on the sound, i don't think there will be further changes to the sound after release, seeing as the audio assets were burned to the disc a long time ago, and therefore won't differ from what we heard in the beta.
And i really doubt them making further audio changes after release, so this is what we get. I think it's pretty good now though .
The Immortal Portrait was freaking badass in phase two.
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I think the sounds are great, barring one or two sound effects. Some people are just too stuck on BW to realize that different doesn't = bad.
You can make that argument with Toss and Terran sounds, and I'd almost be inclined to agree. Almost.
With Zerg however, especially with units like the Zergling, Drone or Roach, its very very clear that they just suck.
Though yes, some new toss and terran sounds are great, like the Thor and Immortal.
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I'm less upset now than I was toward the beginning of beta. I was pretty upset when they broke Zelniq's retro BW soundpack for SC2, but Phase 2 seems to have improved some of the sounds (diminished overlord creep sound, mineralssssssssssss, etc.). It's still not as good as BW, but it's come a long way (or maybe I've just gotten more used to it).
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I enjoy the sounds in SC2 quite a bit actually.
"The grim reaper has arrived," come on, totally bad ass.
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The sounds are fine in my opinion. I mean, the protoss and zerg soundtracks suck, but the unit sounds are fine. I wish they would change the zerg advisor voices like they did with the "WE REKWIRE MOAR MINNYRALZ" so that they were less annoying, but I hear "SPAWN MOAR OVALAWDS" and 'WE REKWIRE MOAR VESPEEN GASSSS" much less, so i can stand it. But all the units sound fine to me.
Oh, and as for memorable lines? The raven, thor, scv, and overlord all have lines that will surely be memorable. Protoss has none, though.
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On July 21 2010 08:24 BeMannerDuPenner wrote:Show nested quote +On July 21 2010 08:19 FrogOfWar wrote:On July 21 2010 06:22 BDF92 wrote:On July 21 2010 05:55 Stratos_speAr wrote: I think the sounds are great, barring one or two sound effects. Some people are just too stuck on BW to realize that different doesn't = bad. and some people are just too stuck that we're not just saying it because me miss BW. A lot of the sounds are extremely underwhelming as opposed to the bone crushing awesomeness that was BW sounds. Yes, "extremely underwhelming" vs. "bone crushing awesomeness" does very much sound like you did a fair and unbiased comparison. well its true so it seems kinda fair. sc2 just lack the punch of bw sounds.evrythng sounds so flimsy and weak. im mostly over it since i mostly turn on music/some tv shit when playing now but ya. just compare zerg in bw and in sc2. its the difference between a little puppy learning to bark and a gaint super wolf shattering your soul with his scary growling and howling. same goes for other units like the zealot.
Zerg sounds actually didn't make a whole lot of sense in BW.
Zerglings almost sound like they punch their target, when they are actually ripping them to shreds. Ultralisks are similar, with more of a roar.
Hydralisks sound like they are spitting acid (and the animation supports this) when in reality they're shooting razor-sharp spines at an extremely high velocity.
Just a couple examples. BW sounds were great, don't get me wrong, but they aren't the end-all-be-all, everything must be like BW or it fails. Just because BW sound effects are loud (and that's what they are - they aren't elegant or well-done, they're basic, short/crisp and loud due to the technology back then) doesn't make them automatically better.
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Assuming that sound mods still work on release I might try to put something (new) together for the Zerg and Protoss.
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A simple solution to this ! certain achievements unlocks classic sfx sounds and music tracks from SC1 :D That would be the absolute first thing i'd do is unlock the classic Terran music, screw Diamond league!
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For my zerg sound set I would look to include at least the following:
- Zerglings sounds except attack - (Possibly) Hydra sounds except attack - Overlord sounds - The overmind announcements
With the exception of hydras those are the sounds that I remember the most from when I played SC:BW so I was sad when they were changed in SC2.
Oh and if it is possible to add new music tracks without replacing existing ones I would include all the SC1 music.
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