As the title says, I assembled a full Unreal II voice pack for Unreal Tournament 2004! This contains 8 voices in total, and works very sweet with the U2SoldierSkins. They are fully working, and those extra things included in UT2004 that need special taunts are not silent, but use the default voice so you can hear it. Different voices might have the same strings in other places, but this is because of the 48 string limit in one category and it still works good this way.
Also, the voices are very unique and can be interpreted in different ways. For example, if you order one bot to do something, he might apologise, say that he lost contact with you and didn't know he had to do what you just told him to earlier, and say that he will now follow the new orders! :) Although if it was not an acknowledgement, it could be interpreted in an other way.
Another example: a bot might announce a Ghost warrior hunt competition, where losers buy food for the team :D Of course, that's just a taunt :)
This is in the Full Release section as I'm not going to update them (raw WAVs take too much space). Although if something's missing, let me know and I'll add it to the archive.
And here's the readme for more technical info:
Code:
+-----------------------------------------------------------------------------------------------+
| TITLE: Unreal II Voice Pack for UT2004 |
+-----------------------------------------------------------------------------------------------+
| AUTHOR: GreatEmerald |
| |
| |
| DATE: 08.10.12 |
| BUILD: 1.0 |
| GAME: Unreal Tournament 2004 |
+-----------------------------------------------------------------------------------------------+
| FILES: U2VoicePack, U2Male21Voice, U2Male22Voice, U2Male26VoicePack, |
| U2Male30VoicePack, U2Male32Voice, U2FemaleVoice (int and U files), this readme |
+-----------------------------------------------------------------------------------------------+
| SOUNDS: A lot. Taken from Unreal II. |
+-----------------------------------------------------------------------------------------------+
| UTILITY: This package was built with UT2K4VoicePackager by Paul Catalano (www.xgxlan.com/vp) |
| and modified by hand. The first voice was made without utilities. |
+-----------------------------------------------------------------------------------------------+
| COMBOS: Works well with Unreal II/XMP weapons mutator and Unreal II soldier skins to |
| deliver a nice Unreal II feel. |
+-----------------------------------------------------------------------------------------------+
TO INSTALL:
Place the .u and .int files in the System directory of Unreal Tournament 2004.
For use on a server, add the following lines to the UT2004.ini file found in
the System directory of Unreal Tournament 2004, under the section [Engine.GameEngine]:
ServerPackages=U2Male32Voice
ServerPackages=U2VoicePack
ServerPackages=U2Male21Voice
ServerPackages=U2Male22Voice
ServerPackages=U2Male26VoicePack
ServerPackages=U2Male30VoicePack
ServerPackages=U2Male32Voice
ServerPackages=U2FemaleVoice
Download: Download the Unreal II Voice Pack for UT2004 here
Name: VCTF-Kelahf Compatibility: PC Description: These caves were military run refugee camps during the Necris's attacks. Now that the war is over and peace has returned to earth this place has been converted to an arena. Screenshot: Download:http://files.filefront.com/VCTF+Kela.../fileinfo.html
The Ball is the winner of the MakeSomethingUnreal contest Phase 1, having won both Best Gametype and Best Use of Physics.
The Ball is a first person singleplayer puzzle mod with an Aztec theme to it. The mod takes place in a mysterious Aztec temple, at the top of a volcano. The player has to use the Impact Gun to move a large steel ball around and utilize that ball to solve puzzles and get around obstacles. Impact Gun aside, the mod uses all new custom art to establish a unique, stylish, and atmospheric experience.
Oztoc is many times larger than Pehua, the first release, and features many improvements and additions:
# Meet the ruler and guardian of the temple. This king will observe the player as he progresses through the level.
# Enjoy a brand new ball with improved behavior and a simple but efficient hud.
# Puzzle your way through two new levels, together about four to five times the size of the Pehua level.
# Experience a whole number of new gameplay mechanics such as water, arrows, exploding balls, movable walls, and so on.
# An improved Pehua level, including one new puzzle and a little intro scene that introduces the simple background story.
# Dozens of bug fixes and small improvements.
Our Core Development Team:
Hourences - Environment Art, Game and Level Design, Art Direction
Rendermonkey - Level scripting
MrE - Character modeling (the king)
Tores - Character modeling (the ball and monkey)
SolidSnake - Programming
Setheran - Level design, Environment Art, Level Scripting
Additional Help by:
David Green - programming
Utz - Animation
Zynthetic - Voice Acting
Manti - King skin touch up
Name: WAR-RealGar
Version: Release
Compatibility: UT3 v1.3, UT3 BP1
Concept: RealGar is a rare soft orange mineral consisting of arsenic sulfide; an important ore of arsenic. This mine has been quarried for years and while the machinery and the ore are still very active, the miners are not. Harnessing the energy of the ore, power nodes linked to a power core were constructed to facilitate some vehicular warfare.
Node layout is M shaped as follows - Red Core - Red Prime - Access Node - Blue Prime - Blue Core. There is also a standalone node - the Mine node (Countdown Node).
The power core is the main source of power for each of the teams and while installing the core, the power management mechanism failed. As such the core had to be enclosed in a pressurized cave within the mine. As long as the core is pressurized, it would maintain its current energy state. At the same time the prime nodes were constructed to provide the core with extra energy boost. The "firm" also concluded that the power of the actual mine could be used to improve the game-play of the arena. The power of Real Gar is useful in powering the cores.
The Access node monitors the mechanism controlling the pressurized power cores. Control of this node opens the door to the enemy's power core, depressurizing the cave causing the core to lose power. Control of the Mine node causes a countdown to begin (think of this as the time it takes for enough ore to be mined to power the core). At the end of the countdown the controlling team gets a certain amount of damage restored to their power core.
Comments: So, this is my second original map (first warfare) and I was going for a type of game play that adds as much kismet powered objectives as possible to the standard warfare game type. The idea was that teams could play the map as Assault-style and not need to ever attack the enemy's core (if they choose to), and makes the map have sort of a Tug-of-war play style. Of course, it can still be played normally.
Vehicle Load out - Each team starts with Two Mantas, 1 Scorpion, 1 Hellbender all of which spawns at the power core; and 1 tank which spawns at the prime nodes (the match starts with the prime nodes under each team's control). The Mine node (countdown node) spawns two Paladins when controlled, and the access node spawns a mini gun turret when controlled.
This basically makes it sort of a break for the Access and Mine nodes when the match begins. The teams then have a choice - "Do we go first for the Access node and start damaging the enemy core?"; or "Do we go for the mine node for the extra vehicles?". The countdown time is 2m (120s), and at the end of the countdown, the controlling team gets X amount of health added to their core. Of course the 2 paladins are also automatically destroyed - so in other words, you only get the paladins for 2m.
There is also a side objective (for each team - A barricade) that, while it does not need to be completed, completing/defending it would assist with the overall match.
Minimum - Recommended number of players - 24 - 32.
Screen shot:
Step 1 - create a movie texture in a *.upk by in-porting a .bik file
Step 2 - create a material in the same *.upk file using the .bik
Step 3 - Compile mutator using src below referencing material in *.upk created above. Creates *.u
Step 4 - Cook mutator *.u file in unrealfrontend
Step 5 - Import into PS3, Select mutator and music will play in game
Comments: I guess it's about time I announced this here. Still no autotaunts as I'd like, and it had to be fixed to an existing model. Hopefully this will be fixed one day. However, I have made one breakthrough regarding the order sounds.
{IK}Stealth V1: Powerful sniper/assault rifle that shoots high velocity armor piercing bullets.
Equipped with silencer, 18x (DTS)- Digital Targeting Scope, and (LRSA)- Long Range Sensor Array.
1. Extract contents of IK-STEALTH-V1.ZIP
2. Copy all files found in the zip's "System"
folder and paste them in your UT2004
install directory's "System" folder.
*******************************
Server Admins: Add to UT2004.ini
[Engine.GameEngine]
ServerPackages=IK_Stealth_V1.u
*******************************
Type of File: Mutator
Custom Meshes: Y
Custom Textures: Y
Custom Animations: Y
Custom Sounds: Y
Custom Music: N
Custom Package: Y