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UFO 1 alien voice patch


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#51 Guest_Inteck_*

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Posted 07 December 2004 - 12:31 PM

I'll be waiting for the results....I keep hoping someone will fix the sound problems for dos, which is what most have wanted here for a very long time.

I'm not to sure if its the.cat files, biglets dat or smallset dat or the .exe which needs to be changed. Mok included all of these in his zip files. If my hex editor is working correctly, then the .cat files can be ruled out. I did a hex comparision that showed the them to be an exact match of the 1.4 .cat files, so that narrows it down to the .exe, biglets and smallset dat. The thing is, even if I new where to look, no information has ever been posted as to how to work out a change in the other included files to achieve the same effect in dos. I have no clue how Mok managed to rework the music to play properly from the .exe or other files he included in the 1st place which is the problem.

#52 Quantifier

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Posted 10 December 2004 - 08:18 AM

i hope it will be clear enough to understand.

battlescape sounds are strored in following files:
SAMPLE2.CAT for patched version, SOUND1.CAT for old.

both files tocs have same format:
{offset : 4 bytes (indicates position of [i] sound in whole file)
length : 4 bytes (length of sound w/ or w/o header, see below) }
*[number of sounds]

the rest of the new .cat file looks as follows:
{some 3 bytes : 3 bytes (header of some kind?)
wave : length[i] bytes }
*[number of sounds]
the wave is a standard wave with 44 bytes riff header, unsigned 8 bit mono @ 11025 Hz format.

the rest of the old .cat file looks as follows:
{some 6 bytes : 6 bytes (header of some kind?)
pcm data : length[i]-6 bytes }
*[number of sounds]
pcm data is in unsigned 8-bit mono @ 8 kHz format.
there is one more catch. for some reason, pcm samples are in range 0-63 (they use only 6 bits). if played as they are, they will be quiet and there will be click at the beginning and at the end. to solve this every byte has to be multilplied by 4.

in order to make your own sound patch you have to:
1. rip both files
2. decide which sound you like better old, and which new
3. multiply chosen old files by four
4. resample and save them in format described above
5. rebuild toc
6. glue everything together

i did resampling with cool pro edit 2, and file ripping/rebuilding with simple programs written in pascal. i have no idea what is the purpose of those 3 bytes and what will happen if you omit them. i kept them just in case.

and remember! make backup copies, don't work on the original files!

#53 Guest_Guest_*

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Posted 10 December 2004 - 09:08 AM

So how did you figure all this out for the dos version exactly??? I have found nothing that can extract the sounds from the .cat files and I am unfamiliar with cooledit. I think I downloaded it at one time, and attempted to extract the sounds, but was unsuccessfull. Even if I could extract the sounds I wanted, I don't know of any program to re-package the older 1.2 sound effects to work with the 1.4 dos version properly. I can hex edit most stuff to my liking (who can't) but I have no idea how to rework the files as you have said here to get back the old sound effects of 1.2....I, like many others here are NOT proffesional programmers. If you know of someone who could package a program to give back the old sound effects of 1.2 instead of the crappy 1.4 stuff, many here would probably be eternally grateful.

On a different note: I have once again have borrowed the CE version for testing (Working with a p3@800mhz and win 98). Quick bug note on Windows CE version: (using moks files with the latest patches available) Even with all updates and various mods for the music, the music STILL quits during tactical combat. For shorter missions you will hear the music sometimes stop...restart....stop etc. On longer missions, such as the ones against battleships, it will eventually fail completly. Strangely enough, the sound effects continue to work perfectly. I saved the game in which the music quit, and exited; coming back in the music was turned on again. Has anyone else had this problem?? Once the music is "out" it stays out even after you have completed the mission and returned to the geoscape.....exiting the game and restarting seem to be the only way to get the music back on and then there is no guarantee it won't happen again (its happened to me on several occasions). Sadly there is no way to choose whether you can turn the sound effects on or off as in the dos version.

#54 Torgen

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Posted 10 December 2004 - 09:36 AM

I have the CE version running fine on Windows 2000 (an old laptop I have) and using XcomUtil. All that's missing is the original alien sounds. Is it possible to run Mok's patch then install XUtil, or would that replace the original sounds with the CE sounds again?

#55 j'ordos

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Posted 10 December 2004 - 10:29 AM

I have the CE version running fine on Windows 2000 (an old laptop I have) and using XcomUtil. All that's missing is the original alien sounds. Is it possible to run Mok's patch then install XUtil, or would that replace the original sounds with the CE sounds again?

<{POST_SNAPBACK}>

if you only install part one, it should work just fine. Don't know what happens when you use part 2 as well...
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
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#56 Torgen

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Posted 10 December 2004 - 12:30 PM

if you only install part one, it should work just fine. Don't know what happens when you use part 2 as well...

<{POST_SNAPBACK}>


Cool, I"ll give it a shot.

Thanks!

#57 Guest_Marshall_*

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Posted 05 January 2005 - 12:14 PM

Can anyone provide a download for the sound files, extracted from the cat files? Or perhaps make it simple for me to extract them myself? I have no idea how to do this!

#58 j'ordos

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Posted 05 January 2005 - 01:23 PM

Here they are:

http://www.xcomufo.com/Sound1.wav
http://www.xcomufo.com/Sound2.wav

J'ordos, I hearby assign you to keep track of these links and help anybody else asking for them. Thanks for volunteering


How's that Micah? :)
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
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#59 Quantifier

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Posted 05 January 2005 - 01:30 PM

j'ordos: these files sound kinda wrong.

Marshall: read this thread: http://www.xcomufo.c...?showtopic=6293
did you even search the forums?

#60 Inteck

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Posted 05 January 2005 - 08:52 PM

I have taken the liberty of using Quantifiers programs and Cooledit to go ahead and convert ALL the old 1.2 X-com sound effects over to that of 1.4. I doubt if there will be any problems on the DOS 1.4 versions :fingerscrossed: but there might be problems with using this file on the Windows CE version (these are only the sound effects from the battlescape by the way) Attached File  Sample2.rar   416.63K   538 downloads

I have taken another liberty or two by doing a couple of things with the sounds to make them a bit more tolerable.

1 Increased the amplitude by @10 db
2 Used Cooledits "hiss" reduction utility to minimize the background noise caused by converting old 8000hz 1.2 sounds over to 11025 1.4 sounds

***all credit goes to Quantifier for this. Without his programs I wouldn't have been able to extract or glue the sounds together***

#61 Inteck

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Posted 11 January 2005 - 01:09 PM

I have recently converted the old DOS 1.2 Geoscape sounds for the DOS 1.4 version. Again I don't know if it will work with the Windows CE/GOLD versions.

Attached File  Sample.rar   96K   531 downloads

As with the Sample2.cat battlescape sounds I tried to eliminate the background "hiss" as best as I could with Cooledit.

#62 Guest_Guest_*

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Posted 01 February 2005 - 01:09 PM

Look, I've read this whole thread and you people all seem to know what your doing with the whole hex editing, game hacking thing. Unfortunately I'm not quite sure what your talking about. My problem is this. X-Com is my favorite game....ever. Its the only game I own (and I got a lot) that I actually give a crap about. It won't run on my machine (p3 2GHZ GeForce win xp). All I get when I try to run it is an opening screen with graphics shot to heck. I'm using X-Com CE version.
Can somebody please help out this laman. I'm helplessly addicted to this game, have been since it came out and if I can't figure out a way to make it work I think I will have to be hospitalized. I understand you all have been talking about fixes but I don't know computers at all. Please help me!!!!

#63 j'ordos

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Posted 01 February 2005 - 04:05 PM

Sounds like you simply need f0dder's patch, get it here : http://www.xcomufo.com/xcom1fix.exe, put it in your xcomCE directory, and use that instead of the exe you normally use to start UFO with.
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
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#64 Guest_Guest_*

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Posted 21 February 2005 - 01:26 PM

Hey, I do not know if this is relivant but something strang happens when I try to reinstall my xcom game. It works fine except for two files. It says "An error occurred extracting c:\games\xcom\GEODATA\BIGLETS.DAT (this file might currently be in use). Would you like to try copying the file again?" And then again the same error occurs with the file "c:\games\xcom\GEODATA\SMALLSET.DAT". If I try recopying I get the same error, and this happens everytime I try to overwrite an installation in any location. Hmm well I am truely stumped. Maybe someone knows what this means or what these two files in particular do?? Well thanks for your help.

#65 gazchap

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Posted 23 February 2005 - 05:11 AM

Is there any chance that you could create an EXE that works in a higher resolution but without the 2xSai filter?

I can't get UFO Defense to run at a playable speed on my computer (in Battlescape) whilst the resolution is 320x200, and I don't like the blurring on the 2xSai filter.

I've tried the EXE from the UFOET patch that runs at 640x400 and it is great, but a) I can't change the Geoscape timing using the hexedit thing mentioned in this thread and B) I don't want all the extra features/bugfixes in that EXE.

//edit: Oh, and Inteck: Your sound patch works marvellously in the CE version of UFO :)

Edited by gazchap, 23 February 2005 - 05:12 AM.


#66 Inteck

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Posted 25 February 2005 - 06:25 PM

:) Thanks for the info on the sound. I was going to rework the sounds in the opening title sequence to include the best sound effects of both 1.2 and 1.4 such as the gun click loading sound when you see a hand taking a rifle off the weapons rack. There are sounds like this which exist in the 1.2 which are not in 1.4 and vice versa.
The Ufoint.fli file under the Ufointro directory (Note: can be played by a seperate program by itself) contains the introductory cinematic, but I can't figure out how to get the sounds to match up to the movie....The the sounds themselves are in the sample 3 file.

Edited by Inteck, 25 February 2005 - 06:28 PM.


#67 Guest_Guest_*

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Posted 21 April 2005 - 06:32 PM

i love you in a way that is too dirty for the internet.
i really think i almost cried when i heard those old sounds for the first time in 6 years. favorite game of all time. many good things upon you sir.

-tekproxy

#68 Camille

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Posted 25 April 2005 - 08:03 PM

Very good work, but is it only me that have some problems with the sounds quality ? on there seems to be some parasits sometimes on the sounds ? a bit like if something extra was playing after the sound.
English isn't my primary language but what i mean if there there is some annoying sounds parasites from time to time.

#69 SpyMaster

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Posted 30 April 2005 - 04:50 PM

Removed. No longer applicable.

Edited by SpyMaster, 03 May 2005 - 06:08 PM.


#70 Guest_FixitMad_*

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Posted 18 July 2005 - 02:58 PM

Hi,

I wanted to know what the final outcome was to get the DOS version to play the original cool sounds from 1.0/1.2? I guess I"m not sure what files to use for the DOS version. I do not have the CE version. I only have the DOS version of X-Com installed v1.4 (Installed version 1.2 upgraded to 1.4).

Thanks. <_<

#71 XXDarrienX

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Posted 21 July 2005 - 11:47 PM

Just registered and all, downloaded the patch, and everything works great the better intro and etc. The only thing I hate is that it slows geoscape down to a crawl. Is there anyway to get the music,screams etc to work without slowing down Geoscape, if not then I will just use the old ones. -_-

#72 Puasonen

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Posted 22 July 2005 - 12:11 AM

Just registered and all, downloaded the patch, and everything works great the better intro and etc. The only thing I hate is that it slows geoscape down to a crawl. Is there anyway to get the music,screams etc to work without slowing down Geoscape, if not then I will just use the old ones. -_-

<{POST_SNAPBACK}>

Yes, don't extract the .exe file.
There's no need for a sig..

#73 Guest_Taky_*

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Posted 27 July 2005 - 03:10 AM

Just registered and all, downloaded the patch, and everything works great the better intro and etc. The only thing I hate is that it slows geoscape down to a crawl. Is there anyway to get the music,screams etc to work without slowing down Geoscape, if not then I will just use the old ones. -_-

<{POST_SNAPBACK}>

Yes, don't extract the .exe file.

<{POST_SNAPBACK}>


Then i don't have intro sfx then, just music.
couldn't you create an exe file with just the intro music fixed?(even the screenprolem doen't have to be fixed, i'll use the loader.)

#74 Guest_taky_*

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Posted 27 July 2005 - 03:22 AM

or maybe you ca just say which bytes modify the intromusic.

or which bytes fix the times(i don't want the times fixed, if the geoscape is this... shuckeroonies)

#75 mbaucco

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Posted 27 July 2005 - 08:16 AM

Hello,

I get the following error right after the intro when I try to use this patch:

file d:\ss\xcom\ufo defense\Stubs.c Line:58
cannot open file sound/sample.cat

Can anyone tell me how to fix this?

Thanks,
Matt

#76 Guest_Guest_*

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Posted 27 July 2005 - 03:08 PM

Hello,

I get the following error right after the intro when I try to use this patch:

file d:\ss\xcom\ufo defense\Stubs.c Line:58
cannot open file sound/sample.cat

Can anyone tell me how to fix this?

Thanks,
Matt

<{POST_SNAPBACK}>




IS there the sample.cat in the sound directory?

#77 Guest_RmM_*

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Posted 05 August 2005 - 01:54 PM

I'll say it again - pain.

Or actually - someone still needs to match the v1.2 intro sound effects into the Windows version's intro. I would do it if I could, but I'm no hacker. However, I'm very available for any work that could help this end - contact me at ramiman@hotmail.com if you're planning to migrate the old intro SFX. Or, if somebody already has, please let us all know and we'll kiss the ground at their feet.

#78 ALF

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Posted 17 August 2005 - 07:23 PM

While Mok's first patch works perfectly, I can't get the 2xSai one to run. You're supposed to put in in the game's folder and run it in place of the original executable, right? Yet when I do that, the screen goes black for a couple of seconds, then returns to the desktop. I also tried putting both of Mok's patched executables (UFO Defense from UFO1_VoicesPatch.rar and UFO from ufoexe.rar or UFO1_2xSai.rar) in the directory and running UFO Defense.exe, but that doesn't apply the filter, just the enhancements from the first patch.

It's no big deal playing the game without a filter, but any help running it is appreciated.

#79 Guest_RmM_*

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Posted 27 August 2005 - 10:24 AM

ALF: You need to first unpack the regular patch into the game directory, put the 2xSAI exe into the game directory and then run the 2xSAI exe.

If that doesn't work, then all I can think of is that it uses a graphics mode that isn't supported on your card or something.

It's worthy of note, though, that the filtered graphics are - true to the general norm of unspecialized graphics filters - nothing short of awful, and shan't be missed.

#80 The Happy Anarchist

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Posted 21 December 2005 - 02:28 AM

Can someone repost SAMPLE2.RAR from Inteck?

The one in the post on the previous page is corrupt (unexpected end of file, fails CRC check on both of my computers - Winrar and Winace).

Thanks!

#81 Guest_Azrael_*

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Posted 21 December 2005 - 06:28 AM

Please download the latest winrar and try a few more times, we seem to be having trouble with downloads (just tried and I can open the file just fine)

#82 The Happy Anarchist

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Posted 22 December 2005 - 11:03 PM

Please download the latest winrar and try a few more times, we seem to be having trouble with downloads (just tried and I can open the file just fine)

<{POST_SNAPBACK}>


Thanks Azrael.

I downloaded the latest WinRAR, cleared my cache and attempted another download. Still get the unexpected end of file message.

Is there any way you could email it to me? I will PM you the address if it's okay.

Thanks again.

#83 Guest_Azrael_*

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Posted 23 December 2005 - 08:15 AM

Sure, not a problem.
Email sent :)

#84 phantomenforcer

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Posted 28 February 2006 - 12:27 PM

I get a problem when trying to extract part two of the patch. It is the sample3.cat file that will not work. It says error: bad block. I'e tried the winrar and others but they all give me errors. It seems that file is neccesary for the patch to work. Is there any way to get this file sepreate or just fix the download file?

#85 Timiditas

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Posted 14 July 2006 - 01:43 PM

The patch seems to mess up the sound that is played when you use the mind reader. It plays the sound of a dying cryssalid.
Besides that, this is excellent work!!

Edited by Timiditas, 14 July 2006 - 01:44 PM.

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#86 pktsport

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Posted 31 July 2006 - 08:44 PM

Ok, for those who really liked the old scratchy alien voices from UFO 1.0 or 1.2, here is a patch for CE edition with new voices replaced. Additionally the archive contains patched exe with fixed timer, plays music through DirectMusic, fixes gfx garbling and adds sounds in the intro (missing only in CE version). I know there are better versions of UFO1 executable with lots of other modifications, but if you want to play original game only, give it a try.
Just unrar the files into your UFO directory (make a backup first). The patch is divided in 2 parts as attachments can't be longer than 500kb here. This is the only version, there will be no updates.
Btw: if you unrar it onto your DOS UFO1 v1.4, it will turn it into Windows CE version. Simply run "Ufo defense.exe" to play.


Wow. I just tested it out on Win XP with a GEForce2 and it seems to work great. Thanks Mok, you are a gentleman and a scholar!

#87 jerry_bp

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Posted 13 August 2006 - 02:15 PM

Hello everyone, I am also having the same problem with the RAR file, it seems to be corrupted. I do have the latest version of winrar and I even tried decompressing file by file and none of them worked.

I was wondering if it could be possible to get the files by email or someone could post a new uncorrupted rar file?

my email is jerry_bp@hotmail.com

Thanks!

#88 MaaZeus

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Posted 14 August 2006 - 04:38 AM

The patch seems to mess up the sound that is played when you use the mind reader. It plays the sound of a dying cryssalid.
Besides that, this is excellent work!!



Yes. Also zombie-walking sounds like HE-ammo explosions. Giant zombie!? :D Same with Snakemen crawling IIRC. Gotta check it.

Edited by MaaZeus, 14 August 2006 - 04:39 AM.


#89 Mad Maleko

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Posted 29 October 2006 - 03:48 AM

I seem to be having the same problem with the RAR files... Seems to have a CRC error. If someone has the files available, please hit me back so I don't have to listen to this horrible CE version.

Thanks,

Mad Maleko

madmaleko@bellsouth.net

#90 Guest_Jamppa_*

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Posted 04 November 2006 - 09:43 AM

yey theres a crc error on part2, could someone plz upload these files again?

#91 Zombie

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Posted 04 November 2006 - 10:48 AM

Since it seems like quite a few people are having CRC errors with the second patch, I decided to try to see if I had better luck. Nope. Not to worry though, StrategyCore has both Parts 1 & 2 in a single unified fix which can be found here. :)

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#92 Jon Matthews

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Posted 18 March 2007 - 08:13 PM

I read the entire thread and I think the answer to my desires is "NO", but want to make sure.

I'm running the original DOS version patched to 1.4. I want to continue using 1.4 because of the bug fixes, but would like to have the sounds from the 1.0 (US) or 1.2 (Europe) version.

Can I do this? And if so, how?

#93 lumin

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Posted 13 June 2007 - 09:12 AM

I'm not sure if this has been mentioned yet, but in order for this alien scream mod to be compatible with the PS1 MP3 Music mod, you need to only copy the "Sample2.cat" from this patch to your Sound directory. This is where the alien scream is located. I'm not sure why the OP calls it the "alien voice patch" when he is really giving out a lot more than that. The name should have been a little more specific.

#94 OSH

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Posted 18 June 2007 - 01:52 PM

Ok, I've read this topic but I can't find an answer to my question.
I've patched UFO with 1.4 patch. This patch damaged game sound. When I walk onto ground, I hear always sound like my soldier walk onto metal plates. I'm almost sure, the file "Tactical.exe" or "Geoscape.exe" was by patch damaged. I've convert sounds from old UFO1.2 and copy over new sound files, but this doesn't help. Can anybody tell me how can I repair tactical.exe??? OMG
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#95 strife67

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Posted 10 January 2008 - 12:40 AM

this patch is similar to Mok's except it also replaces the intro sounds with the original v1.2 ones, in addition, some original battlescape sounds missing in Mok's release are now included

the "UFO Defense.exe" file provided in this patch is actually AbraM's version which enables mp3 music capability, for more info read "mp3info.txt" or visit:

http://www.xcomufo.c...?showtopic=8576

note: CE edition only! this patch is not compatible with the DOS version!
**4-year update :P **
i have just uploaded a DOS compatible version, all sounds from the previous patch are included except for the intro
it should also work fine with either the DOS or Windows versions you get from the Steam Store
you might prefer the DOS version of UFO v1.4 because it's free of the sound bugs introduced in the Windows UFO Collectors/Gold editions (some of the aliens' movement sounding like explosions and the like)

any comments and suggestions are welcomed!

Attached Files


Edited by strife67, 14 January 2012 - 10:40 AM.


#96 strife67

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Posted 10 January 2008 - 11:08 PM

edited, mods please delete this post

Edited by strife67, 14 January 2008 - 01:36 AM.


#97 eliw00d

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Posted 24 February 2008 - 12:48 PM

this patch is similar to Mok's except it also replaces the intro sounds with the original v1.2 ones, in addition, some original battlescape sounds missing in Mok's release are now included

the "UFO Defense.exe" file provided in this patch is actually AbraM's version which enables mp3 music capability, for more info read "mp3info.txt" or visit:

http://www.xcomufo.c...?showtopic=8576

note: CE edition only! this patch is not compatible with the DOS version!

any comments and suggestions are welcomed!


awesome patch! only thing it needs is a tacscape slowdown. everything is way faster than it should be, even when everything is set on 1.

#98 Munkeh

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Posted 27 May 2008 - 05:54 AM

Has anyone ever got around to fixing the few "broken" sounds in the mod?
Like the snakeman/zombie footsteps, for example.

Also, as asked above; is it possible to just fix the sound but leave other data intact?

edit:
Oooh, the voice patch has a third alien scream I've never heard before.
Not the high-piched shriek of the original, nor the low, slown-down one from ce.
This one is deep and long, but sounds like perhaps the ce one was meant to. Ace!

Edited by Munkeh, 27 May 2008 - 09:23 AM.


#99 strife67

strife67

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Posted 27 May 2008 - 04:44 PM

Has anyone ever got around to fixing the few "broken" sounds in the mod?
Like the snakeman/zombie footsteps, for example.

Also, as asked above; is it possible to just fix the sound but leave other data intact?

edit:
Oooh, the voice patch has a third alien scream I've never heard before.
Not the high-piched shriek of the original, nor the low, slown-down one from ce.
This one is deep and long, but sounds like perhaps the ce one was meant to. Ace!


The "broken" sounds are actually bugs from the game itself, not from the mod, try with a unmodded fresh installation of the game and you'll notice the same problem (the bug is only present in the Windows CE version, though). Not sure what you mean with fixing the sound without touching the data, you can do just that by replacing the original 'sample2.cat' and 'sample3.cat' with those provided in the patch while keeping the original .EXE file.

BTW, which patch did you try? The version I posted here includes some effects that were missing from Mok's release and also features the original sound effects from the intro.

#100 Human Ktulu

Human Ktulu

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Posted 28 May 2008 - 05:17 AM

Great work !!!

Thanks very much !!! =b


Just a little regret, isn't possible to improve the sound like Amiga version ? (simply replace 8svx iff files)
Many "free" sound are now available and better than original X-COM sound. Simply CAT editor exist ?

work was done with the following tools:

Quantifier's oldrip.exe (ufo v1.2 sound ripping)
Johan Prins' fast module extractor 2.1, fm-ext (ufo CE sound ripping)
cool edit 2000 (raw pcm to wave conversion, some wave edition)
total commander (file multi-renaming)
Quantifier's glue.exe (file combining)


But isn't important, I "chipote" :P



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