Lance Dragon fighter computer voice

I'm not sure they're entirely unused, or if it's just a case that there's just so many options that you will only ever hear them in very specific circumstances...

There two versions of wingmen replies based on their morale. In some cases there's quite a few enemy taunts, but the game seems to pick from only half a dozen really common ones for whatever reason depending on who you're flying against. There's a handful of taunts that are supposed to be for pirates if I'm not mistaken, but you only really have 3 missions where you fly against pirates.

There's also full comms for all the non-fmv wingmen you can fly with on both the Lexington *and* the Intrepid. I can't say I normally picked them to fly with. There's a handful of generic redshirt wingmen comms. What's more, any of the early Lexington pilots all have friendly and enemy comm dialogue. There's quite a few different versions of the dialogue for friendly ships you need to escort, but I don't remember actually seeing much variation in game (though some of the lines, like damage reports, rely on you actually asking for the damage report).

For sure though, I've never heard at least half of these comms before (or just never paid close enough attention?)

For me the Second Wing clips are the most interesting though as most of the pilots have options for being on the second wing. I wondering if there really is a bug that causes much of this dialogue to not get triggered and if that's something that could be patched, same as if there's perhaps something that prevents the second wing mechanic to work as was advertised...
 
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For me the Second Wing clips are the most interesting though as most of the pilots have options for being on the second wing. I wondering if there really is a bug that causes much of this dialogue to not get triggered and if that's something that could be patched, same as if there's perhaps something that prevents the second wing mechanic to work as was advertised...

It seems strange they'd include the second wing comms in that one specific mission (I can't remember which) but they don't show up elsewhere, perhaps somebody with the knowhow could get to the bottom of whether or not it really is a bug or somesuch.

On the subject of unused dialogue, am I the only one who has never had a WC3 wingman open fire on me for turning traitor? I've had a few versions but all on PC and I've never had my wingman declare they're going to kill me like in WC4.
 
Sorry for being a little OT here, but having been overwhelmed by all your kind help, and since I have no way of contributing by any other mean, all I can do (at least for now) is to point you to this video:
which I happened to find just now by chance.
I'm pretty sure most of you have seen it already, but for those who didn't, I hope it can be a nice little surprise.

I think I'm being a bit redundant with this, but still, thank you all for your effort, that's perhaps among the most welcoming communities I've ever been part of :)

I'll try to experiment with Audacity as soon as I have time, and try to see if it's possibile to create some new lines that sound like the Lance's betty.
 
I have extracted nearly all sounds from gameflow.tre, see attachments. There are: two funerals, four loudspeaker messages, three dozens of Pliers' speeches, and many other sounds (backgrounds, shoots and so on).
Apropos, I need texts of Pliers' speeches. Darth House is managed to decode nearly whole bunch of them but still there are some incomprehensible places. I'll be glad if someone can correct them:
Code:
0050-01c0-037:   Don't screw this up, kid. Looks like a cake walk.
0050-01c0-038:   Good luck, kid. ???-Eisen had it out a tough one today.-???
0050-01c0-039:   Avenger is best for pod, just because with all these hardpoints you can still carry missiles.
0050-01c0-040:   The Vindicator won't get you thrill of battle for that light armor. But it's the only one you can use for atmospheric missions.
0050-01c0-041:   Banshees are great old round fighters. It can't go wrong, unless you try to take out capships.
0050-01c0-042:   Still working on what those disks are. But the guns look like they'll cut up whatever you pointing them at.
0050-01c0-043:   Give'em hell, kid! Can't wait to hear about that Flash-Pak
0050-01c0-044:   Avengers are good for rescues. They've got staying power. Kinda slow though. Banshees are the quick guys.
0050-01c0-045:   Aaah, heat-seekers, whatever. Best you can do on this Border Worlds budget, i guess.
0050-01c0-046:   ???????????? tracks, yeah. Confed has shitloads of these. The locking is more take it's time, but tracks real good.
0050-01c0-047:   These FOF always spook me. One hit on your ship's QIPID resonator and they go for the first thing they see Big damage though.
0050-01c0-048:   FOF's. Sort out who is who even in that confusing mess. They track independently, so no waiting for the missile lock.
0050-01c0-049:   Dumbfires. Pack a big punch, but only good for slow-moving space-pigs and capships.
0050-01c0-050:   Starburst. Better watch out for your wingmen. This guy doesn't care what it's hittin'.
0050-01c0-051:   Starburst. Good for hitting big and something a long way off. But I think it needs some old Pliers magic for to be more useful.
0050-01c0-052:   Pretty worthless against single fighters. But the Starburst might work some serious magic on a confed launch deck.
0050-01c0-053:   Dragons are amazing. Just think about those infinite afterburners. The speed comes directly out of your power plant though, so keep an eye on your energy read-up.
0050-01c0-054:   Didn't get around to finish the repairs on your ship kid. Sorry.
0050-01c0-055:   I'll cross the external energy inducers over the ???-black matter fold heat shield-???, which will get you around 50 KPH-s higher cruising speed.
0050-01c0-056:   Laser cannons don't do too much damage, but they're sure fire fast.
0050-01c0-057:   A Mass Driver is a great gun to scare crap out of your enemy. It has a gut-wrenching sound and leaves a lot visual damage.
0050-01c0-058:   No idea why so many people like the Photon Cannon. I always thought the heat to divergence ratio is lame.
0050-01c0-059:   Particle cannons aren't bad, but damn hard to maintain. Parts are more than scares.
0050-01c0-060:   Tachyon cannons are one of my favourites. It packs a real wallop, rarely fails and has one slick design.
0050-01c0-061:   The ion cannon was the first weapon I worked on, and it hasn't change much since. They're rugged and cheap to build, so we've got a lot of them.
0050-01c0-062:   I was tinkering with one of our ion cannons and I came up with this scatter cannon. Okay, so the name's sucks. Shoots five bolts instead of one for 70% bigger heat on your energy. The prototype's going on your next ship. Say what you think?
0050-01c0-063:   I was able to pull of a "Stormfire" off a jumped pirate fighter we just hold in. Boy! Old technology, but damn effective. Fires a shitload of small low density projectiles at extremely high velocity. Just pick your target and let'em rip. If the range wasn't so damn short, they would be still around today.
0050-01c0-064:   The Plasma Cannon definately brings major havoc on your enemy. But don't get caught leaning on your trigger, it will draing your energy dry in no time. It will suck you dry faster than... okay, you've got the point.
0050-01c0-065:   If you want to disable a ship, use Leech Cannons. The Confeds like the missiles, and sure we've got some. But they are little rough on our merchandise, if you know what I mean, If you can get him close, go with the cannon.
0050-01c0-066:   These Black Lance ships got some ass-kicking type of Fission Cannon. Just hold on on the trigger, then charge, then release to let'em rip. Only problem is waiting for your wings to lock, so the vicious kickback doesn't tear them off.
0050-01c0-067:   If you've got mines on your ship, I recommend using them. I've see more then one bogie bite it, because they didn't watch out for these crippers.
0050-01c0-068:   The Pilum FF basically kicks ass. Fire it ant let it do it's job. No questions asked.
0050-01c0-069:   If you're fighting new craft, like we usually do against the Confed, you'll want the Spiculum IR. It takes a while to lock, but once it's found it's prey - watch out!
0050-01c0-070:   If you are on a salvage op and want to keep your distance take the Leech missile. It beats on your prey, but definately keeps your butt out the fray.
0050-01c0-071:   If we weren't so goddamn desperate, I'd scrap every last Javelin HS missile. This thing suck, compared to what's out there. But these are hard times, my friend, and we've got to go with what we've got. They do the job when they make contact.
0050-01c0-072:   You wanna kill a capship - use torpedo. Nuff said.
0050-01c0-073:   Slow-moving large object with very low shields - use a Dumbfire. The warhead is big and they are easy to make.
0050-01c0-074:   We've got some ass-kicking loot from that weapons depot. Try out the "Mace" missile sometime. This sucker's got a proto nuclear warhead on it, that will take out more than it's fair share. Just launch and hold the trigger till the safety clicks off. Then release to explode. Boom!
0050-01c0-075:   We scored some prototype ordnance, which i'm anxious to see field-tested. One of these codenamed "Starburst". And it appears to be some kind of charged particle burst bomb with an engine attached. When you launch it keep the trigger down untill you want it to blow. Then hopefully the safety will keep it from going off in your face.
0050-01c0-076:   Boy, does that "Starburst" bomb suck! Guess that's why they're still in testing. Well, I've been tinkering on that, made it more useful. Instead of bursting all over the place, it all blows forward in the cone shape. Like some big shotgun. Someone's gonna shit!
0050-01c0-077:   A Flash-Pak is guided, it's mean and we only got one. I don't know any more, I don't think i want to. This thing scares me.
0050-01c0-078:   I've pushed the limits of those old Confed Tractor beams, you probally learned of in the academy. I doubled the axeal frequency, added inertial retracors and pretty much tweaked the hell out of them. You'llbe impressed on your next salvage op.
0050-01c0-079:   Colonel, I'd appreciate, if you don't trash your ship this time. We ain't got the parts and the manpower to back up sloppy Confederation flying.
0050-01c0-080:   Bring me back a ship as clean as you did the last time and i'll show you what old Pliers can do!
0050-01c0-081:   I'm gonna crank up your sheld generator to give you a little more padding for this one. It will strain the main unit, but I thin you'll need it.
0050-01c0-082:   When you've got a lock on, you drop the decoys, you hear me? I've tired of rebuilding ships, cause some idiot pilot wants to save his ECM pods. We've got enough P-22 AF and strong team interferrence alloy...
0050-01c0-083:   When you get in a jam, afterburn. If you just hang around taking it for no good reason you gonna have to answer to me when you get back. Cause i've got to fix every last stinking hole, crack and whatever else on that thing and it ain't ???-no fun! Species ??????????????
0050-01c0-084:   I was up all damn night making sure this ship for ready to go, so do something useful out there! And tell Maniac to cut this shit and stop showing off! He puts too much heat stress on ?????? ?????????  every time he kicks the stick to in his ???-martial spincrap. ???????????????
 

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Awesome! Thanks Ginger_tigra! I haven't had a chance to look deeper into the gameflow sounds yet so this is great. I can't take a look at these till later tonight but I'll see what I can to with the transcriptions.
 
Non-native English speaker here... I can try something but I guess there will be way more qualified people for this job :p
 
I have extracted nearly all sounds from gameflow.tre, see attachments. There are: two funerals, four loudspeaker messages, three dozens of Pliers' speeches, and many other sounds (backgrounds, shoots and so on).
Apropos, I need texts of Pliers' speeches. Darth House is managed to decode nearly whole bunch of them but still there are some incomprehensible places. I'll be glad if someone can correct them:

So I think I got them all. Here's an updated transcription. There's minor changes in the majority of the lines.

Code:
0050-01c0-037:   Don't screw this one up, kid. Looks like a cake walk.

0050-01c0-038:   Good luck, kid. Eisen handed out a tough one today.

0050-01c0-039:   The Avenger is best for pods, 'cause with all those hardpoints you can still carry missiles.

0050-01c0-040:   The Vindicator won't get you through long battles with that light armor. But it's the only one you can use for atmospheric missions.

0050-01c0-041:   Banshees are great all around fighters. You can't go wrong, unless you try to take out capships.

0050-01c0-042:   Still working on what those disks are. But the guns look like they'll cut up whatever you pointing 'em at.

0050-01c0-043:   Give'em hell, kid! Can't wait to hear about that Flash-Pak

0050-01c0-044:   Avengers are good for rescues. They've got staying power. Kinda slow though. Banshees are the quick guys.

0050-01c0-045:   Aaah, heat-seekers, whatever. Best you can do on this Border Worlds budget, I guess.

0050-01c0-046:   Image Recs, yeah. Confed has shitloads of these. The locking gizmo take it's time, but it tracks real good.

0050-01c0-047:   These FOFs always spook me. One hit on your ship's QIPID resonator and they go for the first thing they see. Big damage though.

0050-01c0-048:   FOF's: Sort out who's who even in a confusing mess. They track independently, so no waiting for a missile lock.

0050-01c0-049:   Dumbfires. Pack a big punch, but only good for slow-moving space-pigs and capships.

0050-01c0-050:   Starburst. Better watch out for your wingmen. This guy doesn't care what it's hit.

0050-01c0-051:   Starburst. Good for hitting big and something a long way off. But I think it needs some old Pliers magic for it to be more useful.

0050-01c0-052:   Pretty worthless against single fighters. But the Starburst might work some serious magic on a confed launch deck.

0050-01c0-053:   Dragons are amazing. Just think about those infinite afterburners. The speed comes directly out of your power plant though, so keep an eye on the energy read-out.

0050-01c0-054:   Didn't get around to finishing repairs on your ship, kid. Sorry.

0050-01c0-055:   I'll cross the external energy inducers over the back-manifold heat shield, which should get you around 50 KP's higher cruising speed.

0050-01c0-056:   Laser cannons don't do much damage, but they sure fire fast.

0050-01c0-057:   The Mass Driver is a great gun for scaring the crap out of your enemy. It has a gut-wrenching sound and leaves a lot visual damage.

0050-01c0-058:   No idea why so many people like the Photon Cannon. I always thought the heat to divergence ratio was lame.

0050-01c0-059:   Particle cannons aren't bad, but damn hard to maintain. Parts are more than scarce.

0050-01c0-060:   The Tachyon cannon is one of my favourites. It packs a real wallop, rarely fails, and is one sleek design.

0050-01c0-061:   The ion cannon was the first weapon I ever worked on, and it hasn't change much since. They're rugged and cheap to build, so we've got a lot of them.

0050-01c0-062:   I was tinkering with one of our ion cannons and I came up with this scatter cannon. Okay, so the name sucks. Shoots five bolts instead of one for just a 17 percent bigger hit on your energy. The prototype's going on your next ship. See what you think.

0050-01c0-063:   I was able to pull a "Stormfire" off a junked pirate fighter we just hauled in. Boy! Old technology, but damn effective. Fires a shitload of small low density projectiles at extremely high velocity. Just paint your target and let 'er rip. If the range wasn't so damn short, they'ld still be around today. Try it out and see how you like it.

0050-01c0-064:   The Plasma Cannon definitely wreaks major havoc on your enemy. But don't get caught leaning on the trigger, it'll drain your energy dry in no time. It will suck you dry faster than a... okay, you get the point.

0050-01c0-065:   If you want to disable a ship, use Leech Cannons. The Confeds like the missiles, and sure we've got some. But they are little rougher on our merchandise, if you know what I mean.  If you can get in close, go with the cannon.

0050-01c0-066:   These Black Lance ships got some crazy type of ass-kicking Fission Cannon. Just hold on the trigger to charge, and release to let'em rip. Only problem is waiting for your wings to lock, so the vicious kickback doesn't tear 'em off.

0050-01c0-067:   If you've got mines on your ship, I recommend using 'em. I've see more then one bogie bite it because he didn't watch out for these creepers.  They track, you know.

0050-01c0-068:   The Pilum FF basically kicks ass. Fire it and let it do it's job, no questions asked.

0050-01c0-069:   If you're fighting new craft, like we usually do against the Confed, you'll want the Spiculum IR. It takes a while to lock, but once it's found it's prey - watch out!

0050-01c0-070:   If you are on a salvage op and want to keep your distance take the Leech missile. It beats on your prey, but definately keeps your butt out the fray.

0050-01c0-071:   If we weren't so goddamn desperate, I'd scrap every last Javelin HS missile. These thing suck compared to what's out there. But these are hard times, my friend, and we've got to go with what we've got. They do the job when they make contact.

0050-01c0-072:   You wanna kill a capship - use torpedos. Nuff said.

0050-01c0-073:   Slow-moving large object with very low shields? use a Dumbfire. The warhead is big and they're easy to make.

0050-01c0-074:   We got some ass-kicking loot from that weapons depot. Try out the "Mace" missile sometime. This sucker's got a proto-nuclear warhead on it that'll take out more than it's fair share. Just launch and hold the trigger 'till the safety clicks off, then release to explode. Boom!

0050-01c0-075:   We scored some prototype ordnance, which i'm anxious to see field-tested. One of 'em is codenamed "Starburst" and it appears to be some kind of charged particle burst bomb with an engine attached. When you launch it keep the trigger down untill you want it to blow. Then hopefully the safety will keep it from going off in your face.

0050-01c0-076:   Boy, does that "Starburst" bomb suck! Guess that's why it was still in testing. Well, I've been tinkering a bit and made it more useful. Instead of bursting all over the place, it all blows forward in a cone shape, like some big shotgun. Someone's gonna shit!

0050-01c0-077:   A Flash-Pak is guided, it's mean and we only got one. I don't know any more, I don't think I want to. This thing scares me.

0050-01c0-078:   I've pushed the limits on those old Confed Tractor beams you probably learned on at the academy. I doubled the axial frequency, added inertial retracors and pretty much tweaked the hell out of 'em. You'll be impressed your next salvage op.

0050-01c0-079:   Colonel, I'd appreciate it if you don't trash your ship this time. We ain't got the parts or the manpower to back up sloppy Confederation flying.

0050-01c0-080:   Bring me back a ship as clean as you did last time and i'll show you what old Pliers can do!

0050-01c0-081:   I'm gonna crank up your sheld generator to give you a little more padding for this one. It'll strain the main unit, but I think you'll need it.

0050-01c0-082:   When you've got a lock on ya, you drop the decoys, you hear me? I've tired of rebuilding ships just 'cause some idiot pilot wants to save his ECM pods. We've got enough P-22 EF and strontium interferrence alloy...

0050-01c0-083:   When you get in a jam, afterburn. If you just hang around taking it for no good reason you gonna have to answer to me when you get back. Cause i've got to fix every last stinking hole, crack and whatever else on that thing and it ain't no fun! 'Specially when I'vebeen up all night. I've got no sleep...

0050-01c0-084:   I was up all damn night making sure these ships were ready to go, so do something useful out there! And tell Maniac to cut the shit and stop showing off! He's puting too much heat stress on the flex-manifolds every time he kicks the stick doing his Marshall-Spin-crap. Crazy snot-nosy little trip no good confed...
 
All these extracted sounds came up very handy for us. If you know what I mean. ;)
Thank you for your efforts!
 
Also, I've got texts of Barbara Miles' speeches on colonel's funerals and I've converted them into subtitles:
Code:
0051-0068-071:
 1900:  The Confederation lost it’s greatest hero today.
 5100:  The Kilrathi once called him “The Heart of the Tiger”.
 8400:  Upon hearing the news of the Colonel’s death
10600:  Admiral Geoffrey Tolwyn said
12500:  “He was a man I always had faith in.
15100:  He was a man who defined honor and dedication.
18300:  He was a man who will be deeply missed.”
21100:

0051-0068-072:
 1900:  And another news: the notorious “Heart of the Tiger” was killed today.
 5850:  Once considered a hero for his exploits in the Kilrathi war, he had recently betrayed the Confederation
11300:  and defected to the Border Worlds Forces.
13800:
Timings are in milliseconds and last empty record is an end of stream.
Of course, the subtitle engine itself is a part of my Russian translation and will be workable soon.
 

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If that's the one full of Moe's lines from being prank-called by Bart, I remember downloading that from the ancient version of the CIC's file archives. Having little exposure to the show itself, I found it hilarious if crude and immature.

What's more, (m)any of the early Lexington pilots all have friendly and enemy comm dialogue.
I remember the earlier Lexington pilots generally being quite friendly while the later ones more serious in tone as the Black Lance pilots and those allied to their cause filter through the Lexington's ranks. I'm pretty sure there's one non-FMV pilot who defects with you to the Intrepid - Primate, I think.

For me the Second Wing clips are the most interesting though as most of the pilots have options for being on the second wing. I wondering if there really is a bug that causes much of this dialogue to not get triggered and if that's something that could be patched, same as if there's perhaps something that prevents the second wing mechanic to work as was advertised...
I remember going through the comm files many many years ago and coming across these gems as well. From what I recall, further details about them were included in the draft scripts for WC4. I think the lines were recorded but the feature never implemented in the game due to whatever constraints - time, budget, or both. It makes sense that all the lines would be planned and recorded beforehand and used as needed by the game.

It's a shame that TRE Manager never managed to get the internal names for the WC3/4 files - I did a similar thing as what seems to be happening here for Prophecy and Secret Ops, but I think HCl's audio tool for those games was better able to handle the file formats there.
 
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I think the lines were recorded but the feature never implemented in the game due to whatever constraints - time, budget, or both.
And even more: there are Vagabond's phrases as a second wing leader/wingman!
TRE Manager never managed to get the internal names for the WC3/4 files
As for WC4, there is only one internal name - in LANGUAGE.TRE, the IFF with header level 1 offset 0x0178 has name "..\..\DATA\LANGUAGE\SUBTITLE\0270.IFF".
 
If that's the one full of Moe's lines from being prank-called by Bart, I remember downloading that from the ancient version of the CIC's file archives. Having little exposure to the show itself, I found it hilarious if crude and immature.

A Simpsons easter egg in WC4? Then it is fitting that Pliers was dubbed by Homer's voice actor Norbert Gastell in the German version of WC4. :)
 
And even more: there are Vagabond's phrases as a second wing leader/wingman!
Another case of recording everything first and worrying about what to use later, I suppose. Who knows? Maybe it could have been possible to have a dual-wing mission before Orestes.
 
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