Hacking the USER.CON v9-20-2012 Release
5 © RTCM Corvin
Introduction |
define |
definequote |
definelevelname
| music |
definesound
| Sound Table
The following information pertains to any BUILD game using Todd Replogle's CON Scripts.
Individual differences may be indicated.
The USER.CON is used by novice hackers, its a great place to start. It contains most of
the variables and parameters that define the characteristics of the weapons, player
health, strengths of actors, sound fFX and system messages, thus 'USER CONtrol'
There are 5 major types of lines(primitives) in the USER.CON: define,
definequote, definelevelname, music and definesound.
"define" <name> to be <num>. Basically it allows you to use
the supplied name instead of handling digits all the time, they provide substitution.
Defines are ubiquitous; almost everything in the .CON files are really a number, but is
DEFINEd as a common name, simply because coding in numbers can become a hassle.
Either way
the game will compile the code into numbers regardless. Changing one value is
allot easier
than replacing many.
The format of a definequote line is:
define #NAME #NUM
The following example sets the string MAXPLAYERHEALTH to the value of 100.
Ex: define MAXPLAYERHEALTH 100
2nd Ex: If you have a line somewhere in your USER.CON that said:
define STARTARMORHEALTH 30
Then anytime after that, if the word "STARTARMORHEALTH" appears in the code,
the value 30 is substituted in its place. This method of subsition makes it helpful later
on, when your writing actor code(A.I.) or other large coding projects.
Most of the 'variables' you can define are very usefull for the beginner to tinker
with. Such as defining new values for Dukes/Player starting and maximum health,
armor amount, ammo per clip picked up, how much ammo is allowed for each weapon, how much
damage each weapon does per hit, etc, etc... In Dukev1.5, NAM, WWIIGI there are additional
variables that can be change to even allow further control of the game. You can even
define a define with an exsisting define.
define MAXPLAYERATOMICHEALTH 200 // doubles as maxarmor. define DOUBLEMAXPLAYERHEALTH MAXPLAYERATOMICHEALTH
Don't get to cocky, you can't change these values and then go play your friend online
and kick his arse, you both must have the same CONs or the game will eventual become
corrupted, out of sync. Also changing values for the shotgun and pistol also effect
the pigcops and any enemy that has a pistol(SHOTSPARK1.)
Some of the unusual, complicated and new defines explained:
- define YELLHURTSOUNDSTRENGTH 40 // This means at 40 Health playback a specific sound.
- define YELLHURTSOUNDSTRENGTHMP 50 // This means at 50 Health during a multiplayer game
playback a specific sound.
- define MAXXSTRETCH 70 // added in v1.4 - Stretch dimensions
when using the new Expander Weapon.
- define MAXYSTRETCH 70 // added in v1.4
- define MINXSTRETCH 9 // added in v1.4
- define MINYSTRETCH 8 // added in v1.4
- define RETRIEVEDISTANCE 844 // All Distances are measured by BUILD
Editor Units.
- define SQUISHABLEDISTANCE 1024 // For actors only!
- define DEFAULTVISIBILITY 512 // How far away the game
will start to remove light / increase darkness.
- define FROZENQUICKKICKDIST 980 // This distance is for the automatic kick, how close you
have to be in order for autoquickkick to engage.
- define GENERICIMPACTDAMAGE 10 // not a clue as to its precise results, still
testing.
- define TRIPBOMBLASERMODE 0 // New to v1.4; most of these new settings
could be simulated with editart, But Flag #2 is the key feature.
// 0 = always
visible // 1 = translucence // 2 = invisible w/o IR
goggles // 3 = totally invisible
- define QSIZE 64 // New to v1.4; total number of active, bullet holes, blood, footprints, money,
essentially any sprites that use the 'Minor Particle Engine'(max 1024)
- define RUNNINGSPEED 53200 // ?need to review scale?
- define GRAVITATIONALCONSTANT 176 // The amount of gravity that is pulling, the
strength of motion pulling down. ?need to review scale?
- ...add more...
Want even more information, See the DEF.CONs and Primitives Documents.
"definequote" lines define the different phrases that will pop up on the
screen in response to certain game events. You can define what words appear on the screen
when you get some ammo or an inventory item, what words will appear when you adjust game
options etc.. etc...
The format of a definequote line is:
definequote #NUM $QUOTE
"definequote" lines have two arguments: a <num> and a <quote>.
The number is what you use to refer to the quote by later on when called(externally),
instead of typing the same string again and again. For an example, the line:
Ex: definequote 101 NIGHT I.R. GOGGLES!
// Defines quote number 101 as "NIGHT I.R. GOGGLES!" You can use upto
64 characters for each assigned phrase.
This method of calling quotes by number is ideal for similiar reasons mentioned in
'define' above. It is possibly how ever to actual type a phrase into the code that your
scripting, without calling upon one of the defined quotes.
The two arguments: <quotenum> and <quote> are defined to be equal.
Note: In Duke v1.5 you can have a maxium of 192 slots.
"definelevelname" Is used to define the episode, level number, map file name,
level par, record times and level names for each level. This is typicaly handled in the
user.con for organization. This is called externally within the cons.
The format of a definelevelname line is:
definelevelname #EPISODE #LEVEL $MAPNAME #LEVELPAR #RECORD $LEVELNAME
<episode> is the episode number that the map<level> is in (0 for the first
episode, 1 for the second and 2 for the third...) The episode numbers starts off at zero. Episode 1 in the game is
actually #0 in the CON
file. Thus episode 7 in the game is actualy #6 in the CON file.
<level> is the level number that the map<mapname> should take (0 for the
first level, 1 for the second and so on). The level numbers starts off at zero. Level 1 in the game is
actually #0 in the CON file.
Thus Level 5 in the game is actualy #4 in the CON file.
<mapname> is the file name of the map that you wish to use. The map file name
cannot exceed 13 characters(?128 in DN3D v1.5) - ie; xxxxxxxx.xxx eight characters
for the name, one for the period, and the three character file extension.
<levelpar> is the general par time for the level. Level par cannot exceed 5
characters including the ' : ' (mn:sc) mn is minutes and sc is seconds. For good practice always pad the par times with a
leading 0 if your using single digits.
<record> is the goal par time for the level. The goal par cannot exceed 5
characters including the ' : ' (mn:sc) mn is minutes and sc is seconds. For good practice always pad the record times
with a leading 0 if your using single digits.
<levelname> is a null(no value, but present) terminated string that
contains the name of the level that you wish to use. Typicaly something that relates to
the filename. The string cannot exceed 32 characters in length.
Take this example, Episode 1, Level 5 is "The Abyss." The map of this level
is in the file E1L5.map(which is contained in the master .grp file.) The par time is
9 minutes, 10 seconds, and the record time is 5 minutes flat. Its definelevelname entry
looks like this:
Ex: definelevelname 0 4 E1L5.map 09:10 05:00 The ABYSS
As you see, you must subtract one from the actual episode and level numbers. Very
important.
"music" lines define which .MID (midi) file to play for each level. There are
two formats of a music line:
Please note the following information are basic steps,
The format of a music line for the Title Song and the Ending Song. (Yes, GRABBAG.MID is
the Duke3D Theme)
music 0 $TITLEFILE $ENDINGFILE
Ex: music 0 GRABBAG.MID ITSGREEN.MID
The example below indicates the format used to provide separate songs to each of the
individual levels.
music #EPISODE $LEVEL1FILE $LEVEL2FILE ...
Ex: music 1 stalker.mid dethtoll.mid streets.mid watrwld1.mid ...
The <episode> can be 1, 2, 3 and etc if there are additional episodes in a
particular game. Duke3D v1.5 includes a 4th. I'm not sure if the music lines need to be
stacked in order as they are in the original cons, but then again why would you want to
change it.
As for the <level#file>, I don't recall if you can use the .midi extension over
the .mid I don't see why not.
Two Available Methods to replace songs:
- Copy and Paste -Lets say you want to change the music for the Toxic Dump, which is E1L3.
Goto line music 1 and count over to the third file. See the name streets.mid, rename your
new song to streets.mid and place it into your games directory. Ex: If I wanted my new
midi file, rtcmsong.mid to play when street.mid is called, I would rename it to
street.mid. make notice that some songs are used more than once in the game, there for if
you replaced the original street.mid song, then all levels that use it are effected. Note:
Any resource file in your games directory that matches the name in the cons will
automatically override the default file in the .grp
- Edit the CON -The second method(advanced), and the best method is to rename the filename
within the cons to match your new song. Ensure to retain the spacing between each song.
Ex: If I wanted my new midi file, rtcmsong.mid to play, I would type over the old file
name street.mid, with the new. Make sure your new song is placed in the game directory as
the list does not accept directory paths.
Midi Format Notes:
You will find that not all midi files work well with Duke3D, and
some will not work at all. You will get weird effects from files in
the wrong format! The midi's need to be in General Midi Format, with
the percussion track(s) on channel 10 and the file should not exceed
the maximum file size of approximately 48k. Otherwise you will only
get silence. (con indicates Music will not play if the .MID file
exceeds 72000 bytes.) Echo/Reverb and fast tempos may lag as they
are played or crash the game entirely. The volume settings of the midi file will also have to
be fairly loud, because Duke3D plays them back rather quietly.
dethtoll Midi:
When you start up Duke3D, it checks to see if a file is present
within its directory called "dethtoll.mid". If it is not there, it
will go on to play the customary music contained within the program
itself. But if it does find a dethtoll.mid file in the game's
directory, then it will play that music file instead of the default
tunes. All you have to do is take your midi and rename that to "dethtoll.mid"
then move it into your main Duke directory. Load Duke3D and it will
play your midi.
Composed Midi:
The key points of your composition should be concerned with
looping. Your music shouldn't really start but sort of slip into
existence. For an example, the last bar must lead into the first.
Unfortunately the Duke3D playback engine doesn't always join the end
to the beginning seamlessly - there may be a hiccup and there may be
a jump in the rhythm. It is best, therefore, if the beginning and
end are rather beat less, not starting out an insistent rhythm. It
is also best to begin and end with a beat or two of silence. Ensure
that all channels (except for the percussion and any dummy tracks)
have a patch specifically assigned to them. If you don't, you will
get whatever last used that channel in the soundcard playing, with
bizarre results. Obviously you do not use any fadeout at the end of
the file, as it has to be looped endlessly when played back.
"definesound" lines define various names that correspond to a VOC or WAV file
that can be called with. You will notice that the other sounds contain a SOUNDNAME, the
FILENAME and a set of numbers like:
"STEPNIT LIZSHIT3.VOC 0 0
254 12 0"
The format of a definesound line is:
definesound SOUNDNAME filename #1 #2 #3 #4 #5
- #1 and #2 defines a random pitch range. This value can be
positive or negative. Min/Max
frequency adjustment. A random value between these two limits is chosen each time the
sound is played. This will also slow the sound down as its randomly changing pitch.
- #3 is the priority flag. 0-255, the higher the number the more important the sound is to
the game. This value has a Max of 255. Priority 0 sounds are played "in back" of
all others, and priority 255 ones are in the very front. If there are too many sounds to
be played at once the higher priority sounds get played. Maximum snds that will play is
determined by the Number of voices you have set in your config file (See RTCMs related
document on the configuration file.)
- #4 is a bit parsed variable identifying the type of sound it is in the game, attributes.(ex: ambient or bad guy etc.)...add the values below together for desired
effects.
Technical Variables |
|
Var |
Symbol |
|
*Bit Zero |
[1] |
(%) |
Repeat (plays once then
replays over and over) |
*Bit One |
[2] |
($) |
MUSICANDSFX (is used for
ambient sound) |
*Bit Two |
[4] |
(#) |
Duke Talk (sound will follow
player)-only one can be played at a time |
*Bit Three |
[8] |
(@) |
Filtered in Adult Mode(adult
mode must be turned on to hear sound) |
*Bit Four |
[16] |
(!) |
Random Ambient Sound (sound can be used as a random ambient sound)
Limited range Global sound (maps can't use) Can be heard evenly from everywhere upto
sndist = 0
Sound statements aren't executed when the player is more
than 32768 units away.
If you want a real global sound, use the "globalsound"
primitive in the cons that plays it. |
- [3]=
- [12]=
- [20]=
- [128]=(?) True Global (heard in the entire
map by all players)
- #5 is the 'volume' adjustment. It seems only extreme values will have any effect, In the
high hundreds and thousands. These values can be positive or negative. It
also depends on how many decibels you mixed your sound at. Also duke
phrases (duke talk) tend to be set internally hardcoded to playback at the highest
volume (Like .RTS playback)
You can add your own sounds to the game by following these steps:
- Copy your sound file (.VOC or .WAV format) into the games directory.
- Open the USER.CON file and scroll down to the last "definedsound" and then go
down one more.
- Add your new line at the very end of the "definesound" table. After the last
slot.
- New line: definesound SOUNDNAME filename 0 0 255 0 to the sound list of the
USER.CON
- You must define your new SOUNDNAME in the DEF.CON Just open it up and scroll to the very
bottom of the list.
- Place this statement line: define SOUNDNAME ### where SOUNDNAME would be replaced
with the new name you are calling your new sound. The ### is the next highest number of
the sound list in the DEFS.CON file.
- You can also use the ### to tag sounds in a map you maybe making.
Here's a quick and simple way to add your own sounds to the game. You can either change
the filename.voc given to match your new sounds file name, or you can rename
your file to match the name given in the user.con. The secound method is
preferred,
following these steps:
- Copy your sound file (.VOC or .WAV format) into the games directory.
- Open the USER.CON file and locate the name of the sound you want to replace.
- Scroll over to the right and locate the filesname.voc you want to replace.
- Now go back to the games directory and rename your sound to match the name in the
user.con (for design sake, do not rename the filename.voc in the user.con) All sound files
shipped with the game are included inside the .GRP file, however when a sound file with
the same name as the one in the user.con is placed in the games directory, the game will
use them instead.
- Next time you run the game the new sound will be used instead of the one supplied with
the game.
Special Note: Replacing some original game sounds does have limitations, There are a
few that are internally hardcoded to playback at there default parameters, if you change
the values they will not effect the outcome. This includes Sounds 9, 14, & 17 as
they are built in custom global sounds. (rpg
explode, pipe explode, & laser trip explode), they do not require a
bit variable.
Some may have a limitation of the length (seconds) they can be. An example of some files they contain these limitations are
the barmusic.voc file and wind54.voc file. These snds loop
internally controlled by game.exe about every 20sec. The sounds themself
are not looped and should not be looped if replaced.
Ambience and parameters: When testing your ambience loops it becomes slightly difficult to
find the right parameters for the sound, Try these values "0 0 0 2 0" They
seem to work well, generally.
Maximum Sounds For Duke3D
Duke1.3D Total different sounds are 254 and you have a maximum of 348 sounds. Values:
are (0-348) Duke1.4/1.5 Total different sounds are 398 and you have a maximum of 450 sounds. Values:
are (0-449)
The sound fx list follows this explanation.
- The table below list all the snds.
The numbers from the left margin is the
- Sound Number (Used in BUILD.)
- Sound Name (This is the name that Duke Nukem uses internally to reference the sound.)
- Sound file name (stored in duke3d.grp)
- Descriptions of a soundname is located under most of the snds.
- A + in any section denotes that the section is not defined, hence following sections are
also not defined
- The numbers that are to the right of the sound file name are technical
parameters which are explained here, These make for a valid sound.
- 1 and 2 - The first two numbers define a random pitch variation range. They can be
positive or negative numbers.
- 3 - The 3rd number is a priority flag.
- 4 - The 4th number is a bit parsed set of technical variables;
See table in previous section above.
- 5 - The 5th number is volume adjustment. Used to make
the sound louder or softer.
- 6 - The 6th number is the sample rate (Khz) Multi means the .voc file has
multiple blocks.
- 7 - The 7th number is the bit format used 8-bit or 16-bit
(only four 16-bit exists)
If you use the table below you will see what sampling rate the snds have been recorded
at, and if there 8-bit or 16-bit. An alterative is to load one of the games snd files into
your Sound Creation Tool to determine the formats of the sound. You'll notice
many of the sounds are low quality, this was by design so the
computer systems back in 1996 could run the game at higher FPS. It
is however something 3DR said that they wanted to have much higher
quality sound mixed for the game. The game can handle a sample rate
of 44,100 easily now on modern systems.
Note: When 3DR where making the Plutonium Pak they changed some
of the values in the USER.CON from v1.3D. These changes are in
contained in ().
Sound Table
Duke3D v1.3D Table
Sound Number |
Sound Name |
File Name |
Pitch(Low) |
Pitch(High) |
Priority |
Bit Variable |
Volume |
Sample Rate |
16-bit |
+ |
(remarked out)SLIM_PAIN |
slimpn |
0 |
0 |
3 |
----- |
0 |
+ |
|
0 |
KICK_HIT |
kickhit |
0 |
0 |
4 |
----- |
0 |
5.988 |
|
Duke's Mighty foot hits |
1 |
PISTOL_RICOCHET |
ricochet |
0 |
0 |
0 |
----- |
4096 |
5.988 |
|
Pistol ricochet of solid object |
2 |
PISTOL_BODYHIT |
bulithit |
0 |
0 |
0 |
----- |
0 |
5.988 |
|
A bullet hits somebody |
3 |
PISTOL_FIRE |
pistol |
-64 |
0 |
254 |
----- |
0 |
5.988 |
|
Pistol firing |
4 |
EJECT_CLIP |
clipout |
0 |
0 |
3 |
----- |
0 |
5.988 |
|
Duke ejects a used clip |
5 |
INSERT_CLIP |
clipin |
0 |
0 |
3 |
----- |
0 |
5.988 |
|
Duke inserts a new clip |
6 |
CHAINGUN_FIRE |
chaingun |
-204 |
-240 |
254 |
----- |
512 |
10.989 |
|
Chaingun firing |
7 |
RPG_SHOOT |
rpgfire |
-32 |
0 |
4 |
----- |
0 |
5.988 |
|
RPG Firing |
8 |
POOLBALLHIT |
poolbal1 |
0 |
0 |
0 |
----- |
0 |
8 |
|
A poolball is hit |
9 |
RPG_EXPLODE |
bombexpl |
-1024 |
1024 |
254
(128) |
----- |
0 |
multi |
|
A RPG rocket explodes(intro, nuke title) |
10 |
CAT_FIRE |
catfire |
512 |
768 |
4 |
----- |
0 |
5.988 |
|
Freeze Ray Firing |
11 |
SHRINKER_FIRE |
shrinker |
-512 |
0 |
4
(5) |
----- |
0 |
8 |
|
Shrinker Ray Firing |
12 |
ACTOR_SHRINKING |
shrink |
0 |
0 |
2 |
----- |
0 |
8 |
|
Somebody being shrunk |
13 |
PIPEBOMB_BOUNCE |
pbombbnc |
0 |
0 |
2 |
----- |
6144 |
5.988 |
|
Tink of a pipe bomb bouncing |
14 |
PIPEBOMB_EXPLODE |
bombexpl |
-512 |
0 |
128 |
----- |
0 |
5.988 |
|
A pipe bomb being detonated |
15 |
LASERTRIP_ONWALL |
lsrbmbpt |
0 |
0 |
3 |
----- |
0 |
5.988 |
|
A laser trip bomb being placed on a wall |
16 |
LASERTRIP_ARMING |
lsrbmbwn |
0 |
0 |
3 |
----- |
0 |
5.988 |
|
Beeping of a laser trip bomb about to explode |
17 |
LASERTRIP_EXPLODE |
bombexpl |
-512 |
0 |
4 |
----- |
0 |
multi |
|
A laser trip bomb exploding |
18 |
VENT_BUST |
ventbust |
-32 |
32 |
2 |
----- |
0 |
5.988 |
|
Breaking a vent or fan |
19 |
GLASS_BREAKING |
glass |
-412 |
0 |
3 |
----- |
8192 |
8 |
|
Glass window being smashed |
20 |
GLASS_HEAVYBREAK |
glashevy |
-412 |
0 |
3 |
----- |
8192 |
11.025 |
|
Glass items being broken |
21 |
SHORT_CIRCUIT |
shorted |
0 |
0 |
0 |
----- |
6500 |
8 |
|
Duke gets an electric shock |
22 |
ITEM_SPLASH |
splash |
0 |
0 |
2 |
----- |
0 |
multi |
|
Item dropped into water |
23 |
DUKE_BREATHING |
hlminhal |
0 |
0 |
255 |
--#-- |
0 |
+ |
|
24 |
DUKE_EXHALING |
hlmexhal |
0 |
0 |
255 |
--#-- |
0 |
+ |
|
25 |
DUKE_GASP |
gasp |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke catching breath after being under water |
26 |
SLIM_RECOG |
slirec06 |
0
(-256) |
0
(256) |
3 |
----- |
0 |
11.025 |
|
Green slime sights Duke |
27 |
ENDSEQVOL3SND1 |
KICKHEAD |
0 |
0 |
254 |
----- |
0 |
11.025 |
|
Duke kicks bosses head at goal |
28 |
DUKE_URINATE |
pissing |
0 |
0 |
4 |
----- |
0 |
5.988 |
|
Duke going to the toilet |
29 |
ENDSEQVOL3SND2 |
GMEOVR05 |
0 |
0 |
254 |
----- |
0 |
8 |
|
Duke "Game over" |
30 |
ENDSEQVOL3SND3 |
CHEER |
0 |
0 |
254 |
----- |
0 |
11.025 |
|
The crowd cheering Duke |
31 |
+ |
|
|
|
|
|
|
|
|
32 |
DUKE_PASSWIND |
+ |
|
|
|
|
|
|
|
33 |
DUKE_CRACK |
WAITIN03 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "What are you waiting for, Christmas?" |
34 |
SLIM_ATTACK |
slimat |
0
(-256) |
0
(256) |
3 |
----- |
0 |
11.025 |
|
35 |
SOMETHINGHITFORCE |
teleport |
0 |
0 |
2 |
----- |
8192 |
5.988 |
|
Something hitting a force field |
36 |
DUKE_DRINKING |
drink18 |
-128 |
128 |
2 |
--#-- |
0 |
11.025 |
|
Duke drinking water |
37 |
DUKE_KILLED1 |
damn03 |
0 |
0 |
255 |
-@#-- |
0 |
8 |
|
Duke "Damn" |
38 |
DUKE_GRUNT |
exert |
0 |
0 |
2 |
--#-- |
0 |
11.025 |
|
Duke - Uuugh |
39 |
DUKE_HARTBEAT |
hartbeat |
0 |
0 |
0 |
----- |
0 |
5.988 |
|
Duke's heart beating |
40 |
DUKE_ONWATER |
wetfeet |
0 |
0 |
0 |
----- |
0 |
11.025 |
|
Duke splashing through water |
41 |
DUKE_DEAD |
DMDEATH |
-64 |
64 |
255 |
--#-- |
0 |
8 |
|
Duke's death scream |
42 |
DUKE_LAND |
land02 |
0 |
0 |
2 |
----- |
0 |
8 |
|
|
Duke Landing on the ground (Not hurt) |
43 |
DUKE_WALKINDUCTS |
ductwlk |
-64 |
128 |
2 |
----- |
0 |
multi |
|
Duke walking in air ducts |
44 |
DUKE_GLAD |
+ |
|
|
|
|
|
|
|
45 |
DUKE_YES |
yes |
0 |
0 |
255 |
--#-- |
0 |
+ |
|
46 |
DUKE_HEHE |
+ |
|
|
|
|
|
|
|
47 |
DUKE_SHUCKS |
+ |
|
|
|
|
|
|
|
48 |
DUKE_UNDERWATER |
scuba |
0 |
0 |
2 |
----- |
0 |
multi |
|
Duke underwater with scuba |
49 |
DUKE_JETPACK_ON |
jetpakon |
0 |
0 |
4 |
----- |
0 |
8 |
|
Duke turning jet pack on |
50 |
DUKE_JETPACK_IDLE |
jetpaki |
0 |
0 |
1 |
----- |
0 |
8 |
|
Duke with jet pack on |
51 |
DUKE_JETPACK_OFF |
jetpakof |
0 |
0 |
2 |
----- |
0 |
8 |
|
Duke turning jet pack off |
52 |
LIZTROOP_GROWL |
+ |
|
|
|
|
|
|
|
53 |
LIZTROOP_TALK1 |
+ |
|
|
|
|
|
|
|
54 |
LIZTROOP_TALK2 |
+ |
|
|
|
|
|
|
|
55 |
LIZTROOP_TALK3 |
+ |
|
|
|
|
|
|
|
56 |
DUKETALKTOBOSS |
duknuk14 |
0 |
0 |
255 |
-@#-- |
0 |
8 |
|
Duke "I'm Duke Nukem and I'm coming to get the rest of you alien bastards" |
57 |
LIZCAPT_GROWL |
+ |
|
|
|
|
|
|
|
58 |
LIZCAPT_TALK1 |
+ |
|
|
|
|
|
|
|
59 |
LIZCAPT_TALK2 |
+ |
|
|
|
|
|
|
|
60 |
LIZCAPT_TALK3 |
+ |
|
|
|
|
|
|
|
61 |
LIZARD_BEG |
chokn12 |
0 |
0 |
3 |
----- |
0 |
multi |
|
Alien shaking head when not quite dead |
62 |
LIZARD_PAIN |
+ |
|
|
|
|
|
|
|
63 |
LIZARD_DEATH |
+ |
|
|
|
|
|
|
|
64 |
LIZARD_SPIT |
lizspit |
0 |
0 |
0 |
----- |
0 |
8 |
|
Lizard spitting at Duke |
65 |
DRONE1_HISSRATTLE |
+ |
|
|
|
|
|
|
|
66 |
DRONE1_HISSSCREECH |
+ |
|
|
|
|
|
|
|
67 |
DUKE_TIP2 |
shake2a |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "Shake it baby" |
68 |
FLESH_BURNING |
fire09 |
-256 |
0 |
0 |
----- |
6100 |
multi |
|
Fire crackling |
69 |
SQUISHED |
squish |
0
(-128) |
0 |
3 |
----- |
0 |
8 |
|
Someone is squished |
70 |
TELEPORTER |
teleport |
0 |
0 |
0 |
----- |
0 |
5.988 |
|
A teleporter is used |
71 |
ELEVATOR_ON |
gbelev01 |
0 |
0 |
0 |
----- |
0 |
8 |
|
Elevator is used |
72 |
DUKE_KILLED3 |
thsuk13a |
0 |
0 |
255 |
-@#-- |
0 |
8 |
|
Duke "Uugh, this sucks" |
73 |
ELEVATOR_OFF |
gbelev02 |
0 |
0 |
0 |
----- |
0 |
8 |
|
Elevator stopping |
74 |
DOOR_OPERATE1 |
slidoor |
-256 |
0 |
0 |
----- |
0 |
11.025 |
|
Metalic Sliding Door |
75 |
SUBWAY |
subway |
0 |
0 |
0 |
----- |
0 |
multi |
|
A subway train |
76 |
SWITCH_ON |
switch |
0 |
0 |
0 |
----- |
0 |
multi |
|
Click of a switch being used |
77 |
FAN |
fan |
0 |
0 |
0 |
----- |
0 |
+ |
|
78 |
DUKE_GETWEAPON3 |
groovy02 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "Groovy" |
79 |
FLUSH_TOILET |
flush |
0 |
0 |
3 |
---$- |
0 |
multi |
|
Toilet being flushed |
80 |
HOVER_CRAFT |
hover |
0 |
0 |
0 |
----- |
0 |
+ |
|
81 |
EARTHQUAKE |
quake |
0 |
0 |
0 |
----- |
0 |
multi |
|
Earthquake rumble |
82 |
INTRUDER_ALERT |
alert |
0 |
0 |
0 |
----- |
0 |
5.988 |
|
Warning alarm |
83 |
END_OF_LEVEL_WARN |
monitor |
0 |
0 |
0 |
----- |
0 |
8 |
|
End of level warning |
84 |
ENGINE_OPERATING |
onboard |
0 |
0 |
0 |
---$- |
0 |
multi |
|
Low pitched grind of engine operation |
85 |
REACTOR_ON |
reactor |
0 |
0 |
0 |
---$- |
0 |
multi |
|
High pitched hum of reactor |
86 |
COMPUTER_AMBIENCE |
compamb |
0 |
0 |
0 |
---$- |
0 |
11.025 |
|
Computer operation sound |
87 |
GEARS_GRINDING |
geargrnd |
0 |
0 |
0 |
---$- |
0 |
5.988 |
|
Turning gears grinding together |
88 |
BUBBLE_AMBIENCE |
bubblamb |
-256 |
0 |
0 |
---$- |
0 |
multi |
|
Water bubbling |
89 |
MACHINE_AMBIENCE |
machamb |
0 |
0 |
0 |
---$- |
0 |
11.025 |
|
Thumping of machine operating |
90 |
SEWER_AMBIENCE |
drip3 |
0 |
0 |
0 |
----- |
0 |
11.025 |
|
Drip into water |
91 |
WIND_AMBIENCE |
wind54 |
0 |
0 |
0 |
---$- |
0 |
multi |
|
Gust of wind |
92 |
SOMETHING_DRIPPING |
drip3 |
0 |
0 |
0 |
----- |
9000 |
11.025 |
|
Loud drip |
93 |
STEAM_HISSING |
steamhis |
0 |
0 |
0 |
----%
(-----) |
8192
(10240) |
8 |
|
Steam hissing from pipe or pot |
94 |
THEATER_BREATH |
+ |
|
|
|
|
|
|
|
95 |
BAR_MUSIC |
barmusic |
0 |
0 |
254 |
---$%
(---$-) |
0 |
11.025 |
|
Dance music in bar (as in bar in e1l2) |
96 |
BOS1_ROAM |
bos1rm |
0 |
0 |
3 |
----- |
0 |
11.025 |
|
Boss 1 screaming |
97 |
BOS1_RECOG |
bos1rg |
0 |
0 |
5 |
----- |
0 |
8 |
|
Boss 1 sees Duke |
98 |
BOS1_ATTACK1 |
chaingun |
0 |
0 |
3 |
----- |
0 |
10.989 |
|
Boss 1 using chaingun |
99 |
BOS1_PAIN |
bos1pn |
0 |
0 |
3 |
----- |
0 |
8 |
|
Boss 1 in pain |
100 |
BOS1_DYING |
bos1dy |
0 |
0 |
3 |
----- |
0 |
8 |
|
Boss 1 biting the dust |
101 |
BOS2_ROAM |
b2atk01 |
0 |
0 |
3 |
----- |
0 |
11.025 |
|
Boss 2 screaming |
102 |
BOS2_RECOG |
b2rec03 |
0 |
0 |
3 |
----- |
0 |
11.025 |
|
Boss 2 sees Duke |
103 |
BOS2_ATTACK |
b2atk02 |
0 |
0 |
3 |
----- |
0 |
11.025 |
|
High pitched scream as boss 2 attacks |
104 |
BOS2_PAIN |
b2pain03 |
0 |
0 |
3 |
----- |
0 |
11.025 |
|
Boss 2 in pain |
105 |
BOS2_DYING |
b2die03 |
0 |
0 |
3 |
----- |
0 |
11.025 |
|
Boss 2 dying |
106 |
GETATOMICHEALTH |
teleport |
2048 |
2048 |
255 |
----- |
0 |
5.988 |
|
Sound when Duke picks up a health atom |
107 |
DUKE_GETWEAPON2 |
getsom1a |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "Come get some" |
108 |
BOS3_DYING |
b3die03g |
0 |
0 |
3 |
----- |
0 |
11.025 |
|
Boss 3 Dying |
109 |
SHOTGUN_FIRE |
shotgun7 |
0 |
512 |
254 |
----- |
0 |
11.025 |
16bit |
Shotgun blast |
110 |
PRED_ROAM |
roam06 |
0 |
0 |
3 |
----- |
0 |
multi |
|
Trooper sees Duke |
111 |
PRED_RECOG |
predrg |
0 |
0 |
3 |
----- |
0 |
multi |
|
Trooper sees Duke |
112 |
PRED_ATTACK |
gblasr01 |
256 |
256 |
3 |
----- |
7680 |
8 |
|
Trooper fires at Duke |
113 |
PRED_PAIN |
predpn |
200 |
500 |
3 |
----- |
0 |
8 |
|
Trooper screaming in pain |
114 |
PRED_DYING |
preddy |
0 |
400 |
3 |
----- |
0 |
multi |
|
Trooper dying |
115 |
CAPT_ROAM |
predrm |
0 |
200 |
3 |
----- |
0 |
multi |
|
Lizard Captain roaming |
116 |
CAPT_ATTACK |
chaingun |
0 |
0 |
3 |
----- |
-200 |
10.989 |
|
Lizard Captain attacking with chaingun |
117 |
CAPT_RECOG |
predrg |
-400 |
0 |
3 |
----- |
0 |
multi |
|
Lizard Captain sees player |
118 |
CAPT_PAIN |
predpn |
-200 |
100 |
3 |
----- |
0 |
8 |
|
Lizard Captain in pain |
119 |
CAPT_DYING |
preddy |
-200 |
100 |
3 |
----- |
0 |
multi |
|
Lizard Captain dies |
120 |
PIG_ROAM |
roam29 |
-200 |
400 |
3 |
----- |
0 |
multi |
|
Pig Cop roaming |
121 |
PIG_RECOG |
pigrg |
-200 |
400 |
3 |
----- |
0 |
8 |
|
Pig Cop sees Duke |
122 |
PIG_ATTACK |
shotgun7 |
-256 |
256 |
4 |
----- |
0 |
11.025 |
16bit |
Pig Cop fires shotgun |
123 |
PIG_PAIN |
pigpn |
100 |
800 |
3 |
----- |
0 |
8 |
|
Pig Cop grunts in pain |
124 |
PIG_DYING |
pigdy |
-800 |
100 |
3 |
----- |
0 |
8 |
|
Pig Cop death squeal |
125 |
RECO_ROAM |
jetpaki |
0 |
0 |
3 |
----- |
0 |
8 |
|
Recon Car Moving |
126 |
RECO_RECOG |
pigrg |
0 |
0 |
3 |
----- |
0 |
8 |
|
Recon Car sees Duke |
127 |
RECO_ATTACK |
gblasr01 |
256 |
256 |
3 |
----- |
7680 |
8 |
|
Recon Car firing at Duke |
128 |
RECO_PAIN |
pigpn |
0 |
0 |
3 |
----- |
0 |
8 |
|
Recon car grunts in pain |
129 |
RECO_DYING |
pigdy |
0 |
0 |
3 |
----- |
0 |
8 |
|
Recon Car Dies |
130 |
DRON_ROAM |
snakrm |
0 |
0 |
3 |
----- |
0 |
multi* |
|
Drone roaming |
131 |
DRON_RECOG |
snakrg |
0 |
0 |
3 |
----- |
0 |
11.025 |
|
Drone sees Duke |
132 |
DRON_ATTACK1 |
snakatA |
0 |
0 |
3 |
----- |
0 |
11.025 |
|
High pitches zzzzz when drone attacks Duke |
133 |
DRON_PAIN |
snakpn |
0 |
0 |
3 |
----- |
0 |
11.025 |
|
Drone in Pain |
134 |
DRON_DYING |
snakdy |
0 |
0 |
3 |
----- |
0 |
11.025 |
|
Growl when Drone dies |
135 |
COMM_ROAM |
commrm |
0 |
0 |
3 |
----- |
0 |
11.025 |
|
Fat commander roaming |
136 |
COMM_RECOG |
commrg |
0 |
0 |
3 |
----- |
0 |
11.025 |
|
Fat Commander sees Duke and says "Die, Human" |
137 |
COMM_ATTACK |
commat |
0 |
0 |
3 |
----- |
0 |
11.025 |
|
Fat Commander attacking and says "Suck it down" |
138 |
COMM_PAIN |
commpn |
0 |
0 |
3 |
----- |
0 |
11.025 |
|
Fat Commander in pain |
139 |
COMM_DYING |
commdy |
0 |
0 |
3 |
----- |
0 |
11.025 |
|
Extended scream of commander dying |
140 |
OCTA_ROAM |
octarm |
-200 |
0 |
3 |
----- |
0 |
8 |
|
Octobrain roaming |
141 |
OCTA_RECOG |
octarg |
0 |
0 |
3 |
----- |
0 |
8 |
|
Octobrain sees Duke |
142 |
OCTA_ATTACK1 |
octaat1 |
0 |
0 |
3 |
----- |
0 |
8 |
|
Octobrain firing at Duke |
143 |
OCTA_PAIN |
octapn |
-400 |
0 |
3 |
----- |
0 |
8 |
|
Octobrain screaming in pain |
144 |
OCTA_DYING |
octady |
-400 |
-100 |
3 |
----- |
0 |
8 |
|
Octobrain dying |
145 |
TURR_ROAM |
turrrm |
0 |
0 |
3 |
----- |
0 |
+ |
|
146 |
TURR_RECOG |
turrrg |
0 |
0 |
3 |
----- |
0 |
+ |
|
147 |
TURR_ATTACK |
turrat |
0 |
0 |
3 |
----- |
0 |
+ |
|
148 |
DUMPSTER_MOVE |
grind |
0 |
0 |
0 |
----- |
0 |
11.025 |
|
Grinding wheels of dumpster |
149 |
SLIM_DYING |
slidie03 |
0
(-256) |
0
(256) |
3 |
----- |
0 |
11.025 |
|
Green Slime dying |
150 |
BOS3_ROAM |
b3roam01 |
0 |
0 |
3 |
----- |
0 |
11.025 |
|
Boss 3 roaming |
151 |
BOS3_RECOG |
b3pain04 |
0 |
0 |
3 |
----- |
0 |
11.025 |
|
Boss 3 sees Duke |
152 |
BOS3_ATTACK1 |
b3atk01 |
0 |
0 |
3 |
----- |
0 |
+ |
|
153 |
BOS3_PAIN |
b3rec03g |
0 |
0 |
3 |
----- |
0 |
11.025 |
|
Boss 3 in pain |
154 |
BOS1_ATTACK2 |
rpgfire |
0 |
0 |
3 |
----- |
0 |
+ |
|
155 |
COMM_SPIN |
commsp |
0 |
0 |
3 |
----- |
0 |
11.025 |
|
Fat Commander spinning |
156 |
BOS1_WALK |
thud |
0 |
0 |
3 |
----- |
0 |
multi |
|
Thump as Boss 1 walks |
157 |
DRON_ATTACK2 |
snakatB |
0 |
0 |
3 |
----- |
0 |
11.025 |
|
Drone attacking |
158 |
THUD |
thud |
0 |
0 |
0 |
----- |
0 |
multi |
|
THUD! |
159 |
OCTA_ATTACK2 |
octaat2 |
0 |
600 |
3 |
----- |
0 |
multi |
|
Octobrain attacking with teeth |
160 |
WIERDSHOT_FLY |
octaat1 |
0 |
0 |
3 |
----- |
0 |
8 |
|
Octobrain firing |
161 |
TURR_PAIN |
turrpn |
0 |
0 |
3 |
----- |
0 |
+ |
|
162 |
TURR_DYING |
turrdy |
0 |
0 |
3 |
----- |
0 |
+ |
|
163 |
SLIM_ROAM |
sliroa02 |
0
(-256) |
0
(256) |
3 |
----- |
0 |
11.025 |
|
Green Slime roaming |
164 |
LADY_SCREAM |
FSCRM10 |
-256 |
0 |
254 |
-@--- |
0 |
8 |
|
Woman screaming when hit |
165 |
DOOR_OPERATE2 |
opendoor |
-256 |
0 |
0 |
----- |
0 |
11.025 |
|
Swinging door |
166 |
DOOR_OPERATE3 |
edoor10 |
-256 |
0 |
0 |
----- |
0 |
11.025 |
|
Sliding door |
167 |
DOOR_OPERATE4 |
edoor11 |
-256 |
0 |
0 |
----- |
0 |
11.025 |
|
Sliding door |
168 |
BORNTOBEWILDSND |
2bwild |
0 |
0 |
254 |
---$- |
0 |
11.025 |
|
Born to be wild music |
169 |
SHOTGUN_COCK |
shotgnck |
96 |
192 |
3 |
----- |
0 |
11.025 |
|
Shot gun being cocked |
170 |
GENERIC_AMBIENCE1 |
grind |
0 |
0 |
0 |
----% |
0 |
11.025 |
|
Grinding Sound |
171 |
GENERIC_AMBIENCE2 |
enghum |
0 |
0 |
0 |
---$- |
0 |
multi |
|
Engine humming |
172 |
GENERIC_AMBIENCE3 |
lava06 |
0 |
0 |
0 |
---$- |
0 |
8 |
|
Lava |
173 |
GENERIC_AMBIENCE4 |
bubblamb |
-256 |
0 |
0 |
---$- |
0 |
multi |
|
Water bubbling |
174 |
GENERIC_AMBIENCE5 |
phonbusy |
0 |
0 |
0 |
----- |
0 |
11.025 |
|
Phone Engaged |
175 |
GENERIC_AMBIENCE6 |
roam22 |
0 |
0 |
0 |
---$- |
0 |
multi |
|
Octobrain like sound |
176 |
BOS3_ATTACK2 |
+ |
|
|
|
|
|
|
|
177 |
GENERIC_AMBIENCE17 |
myself3a |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "Hmmm, don't have time to play with myself" |
178 |
GENERIC_AMBIENCE18 |
monolith |
0 |
0 |
0 |
---$- |
0 |
11.025 |
|
Wierd alien ambience |
179 |
GENERIC_AMBIENCE19 |
hydro50 |
0 |
0 |
0 |
---$- |
0 |
11.025 |
|
Water ambience |
180 |
GENERIC_AMBIENCE20 |
con03 |
0 |
0 |
0 |
--#-- |
0 |
11.025 |
|
Duke "Hmmm, looks like I have the con" |
181 |
GENERIC_AMBIENCE21 |
!prison |
0 |
0 |
255 |
--#-- |
0 |
multi |
|
"Ha Ha Ha, too late Nukem, we're in control now" |
182 |
GENERIC_AMBIENCE22 |
vpiss2 |
0 |
0 |
255 |
--#-- |
0 |
+ |
|
183 |
SECRETLEVELSND |
secret |
0 |
0 |
255 |
----- |
0 |
11.025 |
|
Secret Level |
184 |
GENERIC_AMBIENCE8 |
amb81b |
0 |
0 |
0 |
---$- |
0 |
8 |
|
Far off alien ambience |
185 |
GENERIC_AMBIENCE9 |
roam98b |
0 |
0 |
0 |
---$- |
0 |
multi |
|
Muffled voice |
186 |
GENERIC_AMBIENCE10 |
h2orush2 |
0 |
0 |
0 |
---$% |
0 |
8 |
|
Water flowing |
187 |
GENERIC_AMBIENCE11 |
projrun |
0 |
0 |
0 |
---$% |
0 |
8 |
|
Movie Projector |
188 |
GENERIC_AMBIENCE12 |
blank
(drip3) |
0 |
0 |
0 |
----- |
0 |
5.988
(11.025) |
|
A blank .voc file
(drip into water) |
189 |
GENERIC_AMBIENCE13 |
pay02 |
0 |
0 |
255 |
-@#-- |
0 |
8 |
|
Duke "Damn, those alien bastards are going to pay for shooting up my ride" |
190 |
GENERIC_AMBIENCE14 |
onlyon03 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "What, there's only one of you?" |
191 |
+ |
|
|
|
|
|
|
|
|
192 |
GENERIC_AMBIENCE15 |
rides09 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "I think I'll climb aboard" |
193 |
GENERIC_AMBIENCE16 |
doomed16 |
0 |
0 |
255 |
--#-- |
0 |
multi |
|
Duke "That's one doomed space marine" |
194 |
FIRE_CRACKLE |
fire09 |
0 |
0 |
254 |
---$- |
0 |
multi |
|
Fire crackling |
195 |
BONUS_SPEECH1 |
letsrk03 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "Let's rock" |
196 |
BONUS_SPEECH2 |
ready2a |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "Ready for action" |
197 |
BONUS_SPEECH3 |
ripem08 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "Rip 'em a new one" |
198 |
PIG_CAPTURE_DUKE |
!pig |
0 |
0 |
255 |
-@--- |
0 |
multi |
|
"Got you now, you bastard, and we're gonna fry your arse" |
199 |
BONUS_SPEECH4 |
rockin02 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "Rockin'" |
200 |
DUKE_LAND_HURT |
pain39 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke landing from a height and hurting himself |
201 |
DUKE_HIT_STRIPPER1 |
damnit04 |
0 |
0 |
255 |
-@#-- |
0 |
8 |
|
Duke "Damn it" |
202 |
DUKE_TIP1 |
dance01 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "You wanna dance?" |
203 |
DUKE_KILLED2 |
damnit04 |
0 |
0 |
255 |
-@#-- |
0 |
8 |
|
Duke "Damn it" |
204 |
PRED_ROAM2 |
roam58 |
0 |
0 |
3 |
----- |
0 |
multi |
|
Trooper roaming |
205 |
PIG_ROAM2 |
roam67 |
-200 |
400 |
3 |
----- |
0 |
8 |
|
Pig Cop roaming |
206 |
DUKE_GETWEAPON1 |
cool01 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "Cool" |
207 |
DUKE_SEARCH2 |
whrsit05 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "Where is it?" |
208 |
DUKE_CRACK2 |
COMEON02 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "Come on" |
209 |
DUKE_SEARCH |
pain87 |
0 |
0 |
2 |
--#-- |
0 |
8 |
|
Umph, Duke pressing on walls |
210 |
DUKE_GET |
getitm19 |
-64 |
64 |
255 |
----- |
0 |
8 |
|
Beep when Duke picks up an item |
211 |
DUKE_LONGTERM_PAIN |
gasps07 |
-192 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke gasping |
212 |
MONITOR_ACTIVE |
monitor |
0 |
0 |
0 |
----- |
0 |
8 |
|
Monitor beeping when changing camera |
213 |
NITEVISION_ONOFF |
goggle12 |
0 |
0 |
0 |
----- |
0 |
multi |
|
Turn on or turn off night vision googles |
214 |
DUKE_HIT_STRIPPER2 |
damn03 |
0 |
0 |
255 |
-@#-- |
0 |
8 |
|
Duke "Damn" |
215 |
DUKE_CRACK_FIRST |
knuckle |
0 |
0 |
3 |
----- |
0 |
multi |
|
Duke cracking his knuckles |
216 |
DUKE_USEMEDKIT |
ahh04 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Ahhh |
217 |
DUKE_TAKEPILLS |
gulp01 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Gulp when Duke uses steroids |
218 |
DUKE_PISSRELIEF |
ahmuch03 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "Ahhh, much better" |
219 |
SELECT_WEAPON |
WPNSEL21 |
128 |
128 |
3 |
----- |
0 |
8 |
|
Changing weapon sound |
220 |
WATER_GURGLE |
h2ogrgl2 |
0 |
0 |
1 |
---$- |
9000 |
multi |
|
Water trickling |
221 |
DUKE_GETWEAPON4 |
wansom4a |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "Who wants some?" |
222 |
JIBBED_ACTOR1 |
AMESS06 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "What a mess" |
223 |
JIBBED_ACTOR2 |
BITCHN04 |
0 |
0 |
255 |
-@#-- |
0 |
8 |
|
Duke "Bitchin'" |
224 |
JIBBED_ACTOR3 |
HOLYCW01 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "Holy Cow" |
225 |
JIBBED_ACTOR4 |
HOLYSH02 |
0 |
0 |
255 |
-@#-- |
0 |
8 |
|
Duke "Holy Shit" |
226 |
JIBBED_ACTOR5 |
IMGOOD12 |
0 |
0 |
255 |
-@#-- |
0 |
8 |
|
Duke "Damn I'm good" |
227 |
JIBBED_ACTOR6 |
PIECE02 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "Piece of cake" |
228 |
JIBBED_ACTOR7 |
GOTHRT01 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "Ooow, that's gotta hurt" |
229 |
DUKE_GOTHEALTHATLOW |
needed03 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "Oooh, I needed that" |
230 |
BOSSTALKTODUKE |
!boss |
0 |
0 |
255 |
----- |
0 |
multi |
|
"Who the hell are you?" |
231 |
WAR_AMBIENCE1 |
WARAMB13 |
-512 |
0 |
255 |
!---- |
0 |
5.988 |
|
Plane fly past |
232 |
WAR_AMBIENCE2 |
WARAMB21 |
-512 |
0 |
254 |
!---- |
0 |
5.988 |
|
Plane Crash |
233 |
WAR_AMBIENCE3 |
WARAMB23 |
-512 |
0 |
254 |
!---- |
0 |
5.988 |
|
Plane fly past |
234 |
WAR_AMBIENCE4 |
WARAMB29 |
-512 |
0 |
254 |
!---- |
0 |
5.988 |
|
Plane fly and alien scream |
235 |
WAR_AMBIENCE5 |
FORCE01 |
0 |
0 |
0 |
--#-- |
0 |
11.025 |
|
Duke "Now, this is a force to be reckoned with" |
236 |
WAR_AMBIENCE6 |
QUAKE06 |
0 |
0 |
0 |
--#-- |
0 |
11.025 |
|
Duke "I ain't afraid of no Quake" |
237 |
WAR_AMBIENCE7 |
TERMIN01 |
0 |
0 |
0 |
--#-- |
0 |
11.025 |
|
Duke "Hmhm, terminated" |
238 |
WAR_AMBIENCE8 |
BORN01 |
0 |
0 |
254 |
!--$- |
0 |
11.025 |
|
Duke "Born to be wild" |
239 |
WAR_AMBIENCE9 |
NOBODY01 |
0 |
0 |
0 |
--#-- |
0 |
11.025 |
|
Duke "Nobody steals our chicks - and lives" |
240 |
WAR_AMBIENCE10 |
CHEW05 |
0 |
0 |
0 |
-@#-- |
0 |
11.025 |
|
Duke "Its time to kick arse and chew bubble
gum, and I'm all out of gum" |
241 |
ALIEN_TALK1 |
MUSTDIE |
0 |
0 |
255 |
-@#-- |
0 |
11.025 |
|
"Duke Nukem must die" |
242 |
ALIEN_TALK2 |
DEFEATED |
0 |
0 |
255 |
-@#-- |
0 |
11.025 |
|
"Earth attack force defeated" |
243 |
EXITMENUSOUND |
item15 |
0 |
0 |
0 |
----- |
0 |
8 |
|
Exit menus |
244 |
FLY_BY |
flyby |
-256 |
256 |
3 |
----- |
0 |
multi |
|
Startup sound (at nuke symbol) |
245 |
DUKE_SCREAM |
DSCREM04 |
0 |
0 |
255
(0) |
----- |
0 |
8 |
|
Duke scream when he falls from a great height |
246 |
SHRINKER_HIT |
thud |
0 |
0 |
3 |
----- |
0 |
multi |
|
Shrinker ray hit wall |
247 |
RATTY |
mice3 |
0 |
0 |
0 |
----- |
0 |
11.025 |
|
Mice squeeking |
248 |
INTO_MENU |
bulithit |
1024 |
1024 |
0 |
----- |
0 |
5.988 |
|
Enter menus |
249 |
BONUSMUSIC |
bonus |
0 |
0 |
255 |
----% |
0 |
22.050 |
|
Music at end of level screen |
250 |
DUKE_BOOBY |
BOOBY04 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "I should have known that those alien maggots booby trapped the sub" |
251 |
DUKE_TALKTOBOSSFALL |
DIESOB03 |
0 |
0 |
255 |
-@#-- |
0 |
multi |
|
Duke "Die, you son of a bitch" |
252 |
DUKE_LOOKINTOMIRROR |
lookin01 |
0 |
0 |
255 |
-@#--
(--#--) |
0 |
8 |
|
Duke "Damn, I'm lookin' good" |
253 |
PIG_ROAM3 |
pigrm |
-200 |
400 |
3 |
----- |
0 |
8 |
|
Pig Cop roaming |
254 |
KILLME |
killme |
-128 |
0 |
0 |
----- |
0 |
11.025 |
|
Pod-female saying "Kill me" |
255 |
DRON_JETSND |
ENGHUM |
1300 |
1300 |
0 |
----- |
0 |
multi |
|
Engine humming |
256 |
SPACE_DOOR1 |
hydro22 |
0 |
0 |
0 |
----- |
8192 |
11.025 |
|
Space door/elevator open/up |
257 |
SPACE_DOOR2 |
hydro24 |
0 |
0 |
0 |
----- |
0 |
11.025 |
|
Space door/elevator close/down |
258 |
SPACE_DOOR3 |
hydro27 |
0 |
0 |
0 |
----- |
8192 |
11.025 |
|
Space door/elevator open/up with stop |
259 |
SPACE_DOOR4 |
hydro34 |
0 |
0 |
0 |
----- |
0 |
11.025 |
|
Space door open/close |
260 |
SPACE_DOOR5 |
hydro40 |
0 |
0 |
0 |
----- |
0 |
11.025 |
|
Pressure release |
261 |
ALIEN_ELEVATOR1 |
hydro43 |
0 |
0 |
0 |
----- |
0 |
11.025 |
|
Noisy elevator |
262 |
VAULT_DOOR |
vault04 |
0 |
0 |
0 |
----- |
0 |
11.025 |
|
Slow moving door |
263 |
JIBBED_ACTOR13 |
LETGOD01 |
0 |
0 |
255 |
--#--
(-@#--) |
0 |
11.025 |
|
Duke "Let God sort 'em out" |
264 |
DUKE_GETWEAPON6 |
HAIL01 |
0 |
0 |
255 |
--#-- |
0 |
11.025 |
|
Duke "Hail to the King, baby" |
265 |
JIBBED_ACTOR8 |
BLOWIT01 |
0 |
0 |
255 |
-@#-- |
0 |
11.025 |
|
Duke "Blow it out your arse" |
266 |
JIBBED_ACTOR9 |
EATSHT01 |
0 |
0 |
255 |
-@#-- |
0 |
11.025 |
|
Duke "Eat shit and die" |
267 |
JIBBED_ACTOR10 |
FACE01 |
0 |
0 |
255 |
-@#-- |
0 |
11.025 |
|
Duke "Your face, your arse, what's the difference?" |
268 |
JIBBED_ACTOR11 |
INHELL01 |
0 |
0 |
255 |
-@#-- |
0 |
11.025 |
|
Duke "See you in hell" |
269 |
JIBBED_ACTOR12 |
SUKIT01 |
0 |
0 |
255 |
--#-- |
0 |
11.025 |
|
Duke "Suck it down" |
270 |
DUKE_KILLED4 |
dscrem18 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke strained scream |
271 |
DUKE_KILLED5 |
pisses01 |
0 |
0 |
255 |
-@#-- |
0 |
11.025 |
|
Duke "This really pisses me off" |
272 |
ALIEN_SWITCH1 |
aswtch23 |
0 |
0 |
0 |
----- |
0 |
11.025 |
|
Splat switch |
273 |
DUKE_STEPONFECES |
happen01 |
0 |
0 |
0 |
-@#-- |
0 |
11.025 |
|
Duke "Shit happens" |
274 |
DUKE_LONGTERM_PAIN2 |
dscrem15 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Medium length scream |
275 |
DUKE_LONGTERM_PAIN3 |
dscrem16 |
0 |
0 |
255 |
--#-- |
0 |
11.025 |
|
Short scream |
276 |
DUKE_LONGTERM_PAIN4 |
dscrem17 |
0 |
0 |
255 |
--#-- |
0 |
11.025 |
|
Even shorter scream |
277 |
COMPANB2 |
CTRLRM25 |
0 |
0 |
0 |
---$- |
0 |
11.025 |
|
Oscillating alien sound |
278 |
KTIT |
ktitx |
0 |
0 |
254 |
---$- |
0 |
8 |
|
Duke "This is KTIT, K tit. Bringing you the breast, er, the best, tunes in town" |
279 |
HELICOP_IDLE |
hlidle03 |
0 |
0 |
255 |
---$% |
0 |
5.988 |
|
Helicopter blades spinning |
280 |
STEPNIT |
LIZSHIT3 |
0 |
0 |
254 |
-@#-- |
0 |
11.025 |
|
Splat as Duke steps in it |
281 |
SPACE_AMBIENCE1 |
monolith |
0 |
0 |
0 |
!---- |
0 |
11.025 |
|
Weird alien ambience |
282 |
SPACE_AMBIENCE2 |
hydro50 |
0 |
0 |
0 |
!---- |
0 |
11.025 |
|
Grinding moving sound |
283 |
SLIM_HATCH |
slhtch01 |
0
(-256) |
0
(256) |
3 |
----- |
0 |
11.025 |
|
Green slime hatching |
284 |
RIPHEADNECK |
rip01 |
0 |
0 |
254 |
-@#-- |
0 |
11.025 |
|
Duke "I'll rip your head off and shit down your neck" |
285 |
FOUNDJONES |
jones04 |
0 |
0 |
0 |
--#-- |
0 |
11.025 |
|
Duke "We meet again, Dr Jones" |
286 |
ALIEN_DOOR1 |
adoor1 |
0 |
0 |
0 |
----- |
0 |
11.025 |
|
Very noisy door |
287 |
ALIEN_DOOR2 |
adoor2 |
0 |
0 |
0 |
----- |
0 |
11.025 |
|
Splatty door |
288 |
ENDSEQVOL3SND4 |
GRABBAG |
0 |
0 |
254 |
----% |
0 |
11.025 |
|
Duke Nukem Title music |
289 |
ENDSEQVOL3SND5 |
name01 |
0 |
0 |
250 |
----- |
0 |
8 |
|
Duke "My name's Duke Nukem" |
290 |
ENDSEQVOL3SND6 |
r&r01 |
0 |
0 |
251 |
----- |
0 |
8 |
|
Duke "After a few days of R &
R, I'll be ready for more action" |
291 |
ENDSEQVOL3SND7 |
lani05 |
0 |
0 |
252 |
----- |
0 |
8 |
|
Lani "Ohh, come back to bed Duke" |
292 |
ENDSEQVOL3SND8 |
lani08 |
0 |
0 |
253 |
----- |
0 |
8 |
|
Lani "I'm ready for some action now" |
293 |
ENDSEQVOL3SND9 |
laniduk2 |
0 |
0 |
254 |
----- |
0 |
8 |
|
Lani & Duke make love |
294 |
WHIPYOURASS |
WHIPYU01 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke "It's down to you and me, you one eyed freak" |
295 |
ENDSEQVOL2SND1 |
gunhit2 |
0 |
0 |
249 |
----- |
0 |
22.050 |
|
Gun hit |
296 |
ENDSEQVOL2SND2 |
headrip3 |
0 |
0 |
250 |
----- |
0 |
11.025 |
16bit |
Head ripped off |
297 |
ENDSEQVOL2SND3 |
buckle |
0 |
0 |
251 |
----- |
0 |
22.050 |
|
Unbuckle jeans |
298 |
ENDSEQVOL2SND4 |
jetp2 |
0 |
0 |
252 |
----- |
0 |
11.050 |
|
Throw off jetpack |
299 |
ENDSEQVOL2SND5 |
zipper2 |
0 |
0 |
253 |
----- |
0 |
11.050 |
|
Undo zipper |
300 |
ENDSEQVOL2SND6 |
news |
0 |
0 |
254 |
----- |
0 |
11.050 |
|
Open newspaper |
301 |
ENDSEQVOL2SND7 |
whistle |
0 |
0 |
255 |
----- |
0 |
11.050 |
16bit |
Whistle Duke Nukem theme |
302 |
GENERIC_AMBIENCE23 |
2ride06 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Freeze ray hit somebody |
303 |
SOMETHINGFROZE |
freeze |
0 |
0 |
3 |
----- |
0 |
22.050 |
|
Duke "Damn, that's the second time those alien bastards shot up my ride" |
304 |
DUKE_LONGTERM_PAIN5 |
pain54 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Uww |
305 |
DUKE_LONGTERM_PAIN6 |
pain75 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Ugh |
306 |
DUKE_LONGTERM_PAIN7 |
pain93 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Oww |
307 |
DUKE_LONGTERM_PAIN8 |
pain68 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Uuughh |
308 |
WIND_REPEAT |
wind54 |
0 |
0 |
0 |
---$%
(---$-) |
0 |
multi |
|
Repeating gust of wind |
+ |
(file is in .GRP) |
DSCREM38 |
+ |
|
|
|
|
11.025 |
|
+ |
(file is in .GRP) |
PAIN13 |
+ |
|
|
|
|
8 |
|
+ |
(file is in .GRP) |
PAIN28 |
+ |
|
|
|
|
8 |
|
+ |
(file is in .GRP) |
PIGWRN |
+ |
|
|
|
|
11.025 |
|
+ |
(file is in .GRP) |
PISSIN01 |
+ |
|
|
|
|
8 |
|
Plutonium Pak (Atomic Edition) Added
Table
Sound Number |
Sound Name |
File Name |
Pitch(Low) |
Pitch(High) |
Priority |
Bit Variable |
Volume |
Sample Rate |
16-bit |
+ |
(remarked out)
(notice changed values) SLIM_PAIN |
slimpn |
-256 |
256 |
3 |
----- |
0 |
- |
|
309 |
MYENEMY_ROAM |
+ |
|
|
|
|
|
|
|
310 |
MYENEMY_HURT |
+ |
|
|
|
|
|
|
|
311 |
MYENEMY_DEAD |
+ |
|
|
|
|
|
|
|
312 |
MYENEMY_SHOOT |
+ |
|
|
|
|
|
|
|
313 |
STORE_MUSIC |
muzak028 |
0 |
0 |
254 |
----- |
6144 |
multi |
|
314 |
STORE_MUSIC_BROKE |
muzakdie |
0 |
0 |
0 |
----- |
6144 |
multi |
|
315 |
ACTOR_GROWING |
enlarge |
1024 |
0 |
2 |
----- |
0 |
multi |
|
316 |
NEWBEAST_ROAM |
blroam2a |
-128 |
128 |
3 |
----- |
0 |
multi |
|
317 |
NEWBEAST_RECOG |
blrec4b |
1400 |
0 |
3 |
----- |
0 |
multi |
|
318 |
NEWBEAST_ATTACK |
blrip1a |
-150 |
150 |
3 |
----- |
0 |
multi |
|
319 |
NEWBEAST_PAIN |
blpain1b |
-256 |
256 |
3 |
----- |
0 |
multi |
|
320 |
NEWBEAST_DYING |
bldie3a |
1200 |
100 |
3 |
----- |
0 |
multi |
|
321 |
NEWBEAST_SPIT |
blspit1a |
-128 |
128 |
0 |
----- |
0 |
multi |
|
322 |
VOL4_1 |
jacuzzi2 |
0 |
0 |
0 |
----% |
0 |
+ |
|
323 |
SUPERMARKET |
aisle402 |
0 |
0 |
0 |
--#-- |
0 |
multi |
|
Duke: Looks like clean up on isle four |
324 |
MOUSEANNOY |
annoy03 |
0 |
0 |
0 |
--#-- |
0 |
multi |
|
Duke: Damn that was annoying |
325 |
BOOKEM |
bookem03 |
0 |
0 |
0 |
--#-- |
0 |
multi |
|
Duke: Hmmm, book 'em Danno |
326 |
SUPERMARKETCRY |
cry01 |
0 |
0 |
0 |
--#-- |
0 |
multi |
|
Duke: I'm not crying over this |
327 |
DESTRUCT |
detruct2 |
0 |
0 |
255 |
----- |
0 |
multi |
|
This tape will self-destruct in one
second |
328 |
EATFOOD |
eat08 |
0 |
0 |
0 |
-@#-- |
0 |
multi |
|
Duke: No way I'm eating this shit! |
329 |
MAKEMYDAY |
makeday1 |
0 |
0 |
0 |
--#-- |
0 |
multi |
|
Duke: Go ahead, make my day! |
330 |
WITNESSSTAND |
sohelp02 |
0 |
0 |
0 |
--#-- |
0 |
multi |
|
Duke: So help me Duke |
331 |
VACATIONSPEECH |
vacatn01 |
0 |
0 |
0 |
-@#-- |
0 |
multi |
|
Duke: Somebody's gonna friggin' pay for screwing up my vacation |
332 |
YIPPEE1 |
yippie01 |
0 |
0 |
255 |
-@#-- |
0 |
multi |
|
Duke: Yipikayee Mother (BEEP)ucker |
333 |
YOHOO1 |
yohoho01 |
0 |
0 |
128 |
--#-- |
0 |
multi |
|
Duke: Yohohoho and a bottle of Jack! |
334 |
YOHOO2 |
yohoho09 |
0 |
0 |
128 |
--#-- |
0 |
multi |
|
Duke: Har matey, someone's gonna take a
long walk off a short gangplank |
335 |
DOLPHINSND |
dolphin |
-512 |
512 |
0 |
----- |
0 |
multi |
|
336 |
TOUGHGALSND1 |
dom03 |
0 |
0 |
0 |
----- |
0 |
multi |
|
337 |
TOUGHGALSND2 |
dom09 |
0 |
0 |
0 |
----- |
0 |
multi |
|
338 |
TOUGHGALSND3 |
dom11 |
0 |
0 |
0 |
----- |
0 |
multi |
|
339 |
TOUGHGALSND4 |
dom12 |
0 |
0 |
0 |
----- |
0 |
multi |
|
340 |
TANK_ROAM |
tank3a |
0 |
0 |
255 |
----- |
6000 |
11.025 |
|
341 |
BOS4_ROAM |
bqroam2a |
1024 |
1024 |
255 |
----- |
0 |
multi |
|
342 |
BOS4_RECOG |
bqrec2a |
1024 |
1024 |
255 |
----- |
3084 |
multi |
|
343 |
BOS4_ATTACK |
bqshock3 |
1024 |
1024 |
255 |
----- |
0 |
multi |
|
344 |
BOS4_PAIN |
bqpain2a |
1024 |
1024 |
255 |
----- |
0 |
11.025 |
|
345 |
BOS4_DYING |
bqdie1a |
1024 |
1024 |
255 |
----- |
0 |
11.025 |
|
346 |
NEWBEAST_ATTACKMISS |
blrip1b |
-256 |
256 |
3 |
----- |
0 |
multi |
|
347 |
VOL4_2 |
typing |
0 |
0 |
0 |
----% |
0 |
multi |
|
348 |
COOKINGDEEPFRIER |
deepfry1 |
0 |
0 |
0 |
----- |
0 |
multi |
|
349 |
WHINING_DOG |
dogwhine |
0 |
0 |
0 |
----- |
0 |
multi |
|
350 |
DEAD_DOG |
dogyelp |
0 |
0 |
0 |
----- |
0 |
multi |
|
351 |
LIGHTNING_SLAP |
tclap2a |
-256 |
256 |
0 |
----- |
0 |
multi |
|
352 |
THUNDER |
trumble |
-512 |
256 |
0 |
----- |
0 |
multi |
|
353 |
HAPPYMOUSESND1 |
sweet03 |
0 |
0 |
0 |
----- |
0 |
multi |
|
354 |
HAPPYMOUSESND2 |
sweet04 |
0 |
0 |
0 |
----- |
0 |
multi |
|
355 |
HAPPYMOUSESND3 |
sweet05 |
0 |
0 |
0 |
----- |
0 |
multi |
|
356 |
HAPPYMOUSESND4 |
sweet16 |
0 |
0 |
0 |
----- |
0 |
multi |
|
357 |
ALARM |
alarm1a |
-128 |
128 |
255 |
---$- |
0 |
multi |
|
358 |
RAIN |
rain3a |
-128 |
128 |
0 |
---$- |
0 |
multi |
|
359 |
DTAG_GREENRUN |
GRUN |
-128 |
128 |
255 |
128
------- |
0 |
multi |
|
Green team is running |
360 |
DTAG_BROWNRUN |
BRUN |
-128 |
128 |
255 |
128
------- |
0 |
multi |
|
Brown team is running |
361 |
DTAG_GREENSCORE |
GSCORE |
-128 |
128 |
255 |
128
------- |
0 |
multi |
|
Green team scores |
362 |
DTAG_BROWNSCORE |
BSCORE |
-128 |
128 |
255 |
128
------- |
0 |
multi |
|
Brown team scores |
363 |
INTRO4_1 |
intro4h1 |
0 |
0 |
255 |
----- |
0 |
22.050 |
|
364 |
INTRO4_2 |
typing |
0 |
0 |
255 |
----- |
0 |
multi |
|
365 |
INTRO4_3 |
introa |
0 |
0 |
255 |
----- |
0 |
multi |
|
366 |
INTRO4_4 |
introb |
0 |
0 |
255 |
----- |
0 |
multi |
|
367 |
INTRO4_5 |
clang1 |
0 |
0 |
255 |
----- |
0 |
multi |
|
368 |
INTRO4_6 |
introc |
0 |
0 |
255 |
----- |
0 |
multi |
|
Duke: Hmmmm, I'm going in |
369 |
SCREECH |
skidcr1 |
-128 |
128 |
4 |
----- |
0 |
multi |
|
Car slips and crashes |
370 |
BOSS4_DEADSPEECH |
abort01 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke: It's time to abort your whole friggin' species |
371 |
BOSS4_FIRSTSEE |
kick01-i |
0 |
0 |
255 |
-@#-- |
0 |
multi |
|
Duke: I'm gonna kick your ass bitch |
372 |
PARTY_SPEECH |
party03 |
0 |
0 |
255 |
-@#-- |
0 |
8 |
|
Duke: Hm my kind of party, wish I had
time |
373 |
POSTAL_SPEECH |
postal01 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke: Looks like it's time for me to go
postal |
374 |
TGSPEECH |
vocal02 |
0 |
0 |
254 |
-@--- |
0 |
8 |
|
375 |
DOGROOMSPEECH |
meat04-n |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke: Nobody messes with myy meat! |
376 |
SMACKED |
smack02 |
0 |
0 |
255 |
-@#-- |
0 |
multi |
|
Duke: I'm gonna put the smack dab on
your ass |
377 |
MDEVSPEECH |
mdevl01 |
0 |
0 |
255 |
-@#-- |
0 |
multi |
|
Duke: I'm gonna get medieval on your
asses |
378 |
AREA51SPEECH |
indpnc01 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke: Nobody jacks with our independence |
379 |
JEEPSOUND |
jeep2a |
0 |
0 |
0 |
---$- |
0 |
8 |
|
380 |
BIGDOORSLAM |
cdoor1b |
0 |
0 |
129 |
----- |
0 |
11.025 |
|
381 |
BOS4_LAY |
bqegg1a |
1024 |
1024 |
255 |
----- |
0 |
multi |
|
382 |
WAVESOUND |
wave1a |
0 |
0 |
129 |
---$% |
0 |
11.025 |
|
383 |
ILLBEBACK |
beback01 |
0 |
0 |
255 |
--#-- |
0 |
8 |
|
Duke: I'll be back |
384 |
VOL4ENDSND1 |
sbr1c |
0 |
0 |
255 |
----- |
0 |
multi |
|
385 |
VOL4ENDSND2 |
squish1a |
0 |
0 |
254 |
----- |
0 |
11.025 |
|
386 |
EXPANDERHIT |
deepfry1 |
0 |
0 |
128 |
----- |
0 |
multi |
|
387 |
SNAKESPEECH |
escape01 |
0 |
0 |
255 |
--#-- |
0 |
multi |
|
Duke: I guess he didn't escape from LA |
388 |
EXPANDERSHOOT |
exshot3b |
-32 |
80 |
128 |
----- |
0 |
11.025 |
|
389 |
GETBACKTOWORK |
slacker1 |
0 |
0 |
255 |
----- |
0 |
multi |
|
Duke: Get back to work you slacker! |
390 |
JIBBED_ACTOR14 |
getcrap1 |
0 |
0 |
0 |
-@#-- |
0 |
8 |
|
Duke: Get that crap outta here. |
391 |
JIBBED_ACTOR15 |
guysuk01 |
0 |
0 |
0 |
-@#-- |
0 |
multi |
|
Duke: You guys ssuck! |
392 |
INTRO4_B |
intro4h2 |
0 |
0 |
255 |
----- |
0 |
22.050 |
|
393 |
BIGBANG |
bang1 |
0 |
0 |
255 |
----- |
0 |
6.000 |
|
394 |
HORNSND |
shorn1 |
0 |
0 |
255 |
---$- |
0 |
11.025 |
|
395 |
BELLSND |
sbell1a |
0 |
0 |
255 |
---$- |
0 |
multi |
|
396 |
GOAWAY |
goaway |
0 |
0 |
4 |
----- |
0 |
multi |
|
Go away. We're like... ...closed |
397 |
JOKE |
joke |
0 |
0 |
128 |
----- |
0 |
+
(file not in grp) |
|
+ |
(file is in .GRP)
(see sound 188) |
BLANK
(replaced w/drip3) |
+ |
|
|
|
|
5.988 |
|
The following list shows sounds that where modified for v1.4 from
v1.3D.
FACE01
INHELL01
EATSHIT01
BLOWIT01
GOTHRT01
HOLYCW01
HOLYSH02
IMGOOD12
PIECE02
BITCHN04
AMESS06
KICKHEAD (removed in v1.5 GRP) (remarked out in v1.5 USER.CON)
WHIPYU01
|