Thread: Global Custom Sentences Replacement Guide

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  1. #1
    Administrator Hezus's Avatar  
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    Global Custom Sentences Replacement Guide

    Sentence replacement has been possible for many long years through Global Sound Replacement but it's also possible to make your own sentences. This is how it's done!

    1. What are sentences?
    The sentences.txt (or default_sentences.txt) file handles all speech and sounds within the game. For instance:

    Code:
    OT_ANSWER0 otis/yes
    Using 'OT_ANSWER0" will make Otis use the yes.wav file stored in ../svencoop/sound/otis/.

    Another example is the intercom announcer:
    Code:
    C1A1_0 bizwarn bizwarn bizwarn warning, high energy detonation detected in materials lab
    As you can see, you can create full sentences with seperate words, as long as they have a corresponding .wav file. And it's not limited to words. It will play whatever is stored in the .wav file. You can also add a comma (,) to make the speaker pause for a second.


    2. How to make your own sentences?
    Since the default_sentences.txt is used by the game, you should not edit it. It's better to make your own! Create a text file and the following line to it:

    Code:
    SECTORSEC vox/doop, sector secured
    As you can see, it uses the doop.wav, sector.wav and secured.wav from the ../sound/vox/ folder to create a sentence. Save your file as 'mymap_sentences.txt' and store it in ../svencoop/sound/mymap/.

    Now, open your maps' CFG file and add this line to it:

    Code:
    sentence_file sound/mymap/mymap_sentences.txt
    This will now point the game towards your custom sentence file.


    3. How to put them ingame?
    Open your map and add an 'ambient_generic' entity. Give it a targetname and in the 'Sound File' field type: !SECTORSEC .Make sure you start with an exclamation mark (!) so the engine knows it is loading that sound from a sentence.txt file.

    To make sure my sound is only heard after triggering it and everywhere in the map, I'll check the 'Play Everwhere' and 'Start Silent' flags. Now set up a button/trigger targeting your ambient_generic and the intercom will speak your custom sentence.

    You can also do this with NPCs such as scientists, so they will lipsync your custom sentence. To do this, you must use a 'scripted_sentence' entity. Give it a targetname (scientist1_speak), in 'Sentence Name' add your custom sentence starting with a ! (!LEAVEBRITNEYALONE), and in 'Speaker Type' use the name of the NPC you want to use (scientist).

    It's also possible to put custom sentences for using and unusing NPCs. Just add your custom sentence to the 'Use Sentence' (!DOYOUWANTTOBUILDASNOWMAN) and 'Un-use Sentence' (!OKBYE). Note that this is only applies to friendly units.

    Lastly, you can replace existing sentences. If you want your scientist to have different screams than the default ones, you can use Global Sound Replacement. More info on that here.

    Important!
    - Never start your sentence names with symbols or numbers. The game will not be able to find them.
    - Save your custom sentence file in ASCI format. By default Windows saves .txt files in UTF-8, but the game engine can't read that format.
    Last edited by Hezus; 05-08-2019 at 05:02 AM.

  2. #2
    Registered User kmkz's Avatar
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    Re: Global Custom Sentences

    Thanks, this was useful to me.

  3. #3
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    Re: Global Custom Sentences Replacement Guide

    Hezus, I'm having some issues getting this to work. As far as I can tell I've followed the various steps, but the sounds don't initiate in-game and it outputs an error message saying it can't be found. If it's easiest I'm happy to provide you the source files direct and see if I'm just making a stupid mistake?

    Edit: see console log below

    ] developer 1
    ] maxplayers 1
    "deathmatch" changed to "0"
    ] sv_cheats 1
    "sv_cheats" changed to "1"
    ] map sc_reactivist
    Flushing cached sound list files...
    Sound list file 'svencoop/maps/soundcache/sc_reactivist.txt' is currently in use, not flushing.
    Adding game library "svencoop/dlls/server.dll"
    Dll loaded for mod Sven Co-op 5.20
    Angelscript: Registering Sven Co-op Angelscript API
    Angelscript version: 2.33.0
    Sven Co-op API version: 1.20
    Angelscript: Finished registering Sven Co-op Angelscript API
    Angelscript: Clearing temporary directory './scripts/plugins/temp'
    Angelscript: Clearing temporary directory './scripts/maps/temp'
    Spawn Server sc_reactivist
    Clearing memory
    No detail texture mapping file: maps/sc_reactivist_detail.txt
    Using WAD File 'barney.wad'
    Using WAD File 'bmt.wad'
    Using WAD File 'poke646.wad'
    Using WAD File 'halflife.wad'
    Using WAD File 'decals.wad'
    Skipping WAD File 'gfx.wad'
    Using WAD File 'liquids.wad'
    Using WAD File 'svencoop1.wad'
    Using WAD File 'svencoop2.wad'
    Using WAD File 'vendetta.wad'
    Using WAD File 'gmantowers.wad'
    Using WAD File 'jailbreak2.wad'
    Using WAD File 'judgement.wad'
    Using WAD File 'mistral.wad'
    Using WAD File 'scopfor.wad'
    Using WAD File 'storage.wad'
    Using WAD File 'submerged.wad'
    Using WAD File 'submerged_addons.wad'
    Using WAD File 'svencoop_training.wad'
    Using WAD File 'th_escape.wad'
    Using WAD File 'op4ctf.wad'
    Using WAD File 'nw.wad'
    Using WAD File 'sc_reactivist.wad'
    Texture load: 114.8ms
    WARNING: failed to locate sequence file sc_reactivist
    "mp_consistency" changed to "0"
    Executing listen server config file 'listenserver.cfg'.
    execing listenserver.cfg
    "deathmatch" changed to "1"
    Executing map vote config file 'mapvote.cfg'.
    execing mapvote.cfg
    39 map(s) loaded into the vote list.
    Angelscript: Loading plugin lists
    Angelscript: Loading plugin list 'default_plugins.txt'
    Angelscript: Loading plugins from file 'default_plugins.txt'
    Angelscript: Plugin list 'default_plugins.txt' - 1 plugin(s) listed
    Angelscript: Included script 'StringUtils'
    Angelscript: Included script '../../Cfg'
    Angelscript: Beginning plugin 'PlayerManagement' compilation
    Angelscript: Starting compilation: 3 scripts
    Angelscript: Plugin script compilation succeeded
    Angelscript: Registering hook: module 'PlayerManagement', hook 'ClientSay', function 'PlayerManagement::ClientSay'
    PlayerManagement: config file scripts/plugins/admin/Config/PlayerManagement.cfg loaded
    Angelscript: Adding console command 'plrmgr.admin_slap'
    Angelscript: Adding console command 'plrmgr.admin_slay'
    Angelscript: Adding console command 'plrmgr.admin_kick'
    Angelscript: Adding console command 'plrmgr.admin_ban'
    Angelscript: Adding console command 'plrmgr.admin_teleport'
    Angelscript: Adding console command 'plrmgr.admin_teleportto'
    Angelscript: Adding console command 'plrmgr.admin_sethealth'
    Angelscript: Adding console command 'plrmgr.admin_setarmor'
    Angelscript: 1 plugin(s) total
    Angelscript: 1 plugin(s) successfully compiled
    Parsing default_map_settings.cfg
    "mp_banana" changed to "1"
    "sv_maxspeed" changed to "270"
    Parsing maps/sc_reactivist.cfg
    "sv_maxspeed" changed to "300"
    "mp_banana" changed to "0"
    Game skill level: 2
    Parsing skill.cfg
    Couldn't open maps/sc_reactivist_skl.cfg, no config file parsed
    Next map in cycle is: -sp_campaign_portal
    0 server administrator(s) and 0 owner(s) read.
    Loading materials list "sound/materials.txt"...
    *Graph Loaded!
    Angelscript: Beginning scan for m_iszScriptFile keyvalues
    Angelscript: Finished scanning for m_iszScriptFile keyvalues
    MessageEnd: Unknown User Msg 113
    0 entities inhibited
    Loading sentence list "sound/default_sentences.txt"...
    Loading sentence list "sound/sc_reactivist/reactivist_sentences.txt"...

    ERROR: [Sound Engine] - Failed to open custom sentence file "sound/sc_reactivist/reactivist_sentences.txt"
    Loading materials list "sound/materials.txt"...
    Game started
    Flushing cached sound list files...
    Sound list file 'svencoop/maps/soundcache/sc_reactivist.txt' is currently in use, not flushing.
    Local connection.
    Connection accepted.
    Compressing split packet (3 -> 39 bytes) [0]
    Compressing split packet (8480 -> 4748 bytes) [0]
    Sven Co-op 5.20
    Server Engine: 5.0.1.3 (build 8206)
    Server Number: 1
    Serverinfo packet received.
    Remote host: Sven Co-op
    Spooling demo header.
    Compressing split packet (11035 -> 4635 bytes) [0]
    Unexpected result compressing packet (41 -> 37 bytes) [-8]
    Verifying and downloading resources...
    Setting up renderer...
    SKY: city_nitert, city_nitelf, city_nitebk, city_niteft, city_niteup, city_nitedn, done
    Unexpected result compressing packet (11 -> 7 bytes) [-8]
    Verifying and uploading resources...
    Custom resources total 6.15K
    Decals: 6.15K
    ----------------------
    Resources to request: 0 bytes
    **Graph Pointers Set!
    Compressing split packet (130 -> 88 bytes) [0]
    Compressing split packet (8886 -> 7012 bytes) [0]
    Custom resource propagation complete.
    **Graph Pointers Set!
    "Frel<1>" has entered the game
    Compressing split packet (1716 -> 1000 bytes) [0]
    CL_SignonReply: 1
    449.9 MB cache free
    CL_SignonReply: 2
    WARNING: Cannot render portals, mirrors or monitors due to FBO being set by engine. (To fix this, use borderless window instead of fullscreen mode, or restart the game using -nofbo as start parameter.)
    Loading materials list "sound/materials.txt"...
    [Sound Engine] Finished loading sound list: 394 loaded, 0 failed.
    Flushing cached sound list files...
    Sound list file 'svencoop/maps/soundcache/sc_reactivist.txt' is currently in use, not flushing.
    ] god
    God mode ON
    Last edited by Frel2.0; 03-08-2019 at 07:31 AM. Reason: Console log information

  4. #4
    Administrator Hezus's Avatar  
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    Re: Global Custom Sentences Replacement Guide

    Could you check the formatting of text file? The windows default is often UTF-8, but the default_sentences.txt is stored in ASCI format.
    Last edited by Hezus; 04-08-2019 at 08:01 AM.

  5. #5
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    Re: Global Custom Sentences Replacement Guide

    Quote Originally Posted by Hezus View Post
    Could you check the formatting of text file? The windows default is often UTF-8, but the default_sentences.txt is stored in ASCI format.
    That appears to have done the trick, thanks.

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