MPHLS v14 for Half-Life:Source
Nov 12, 2008 Full Version 3 commentsThis package contains instructions and a zip file to install MPHLS as a mod on top of Half-Life:Source. It is, unfortunately, a manual installation process...
MPHLS is a funny take on the original Half-Life game. Its goal is to replace every single line of dialogue with altered or completely different lines, with humour that ranges from puns to lowbrow. If that tickles your fancy, then take a look at some the videos we have posted to get a feel for what it offers.
Here is a listing of all the things that are replaced, or are in the plans for replacement:
scientist, barney & soldier banter (i.e., randomly spoken dialogue), scripted dialogue from all chapters, text listed in train sequence, HEV sound effects
For a lengthy, time-wasting "About MPHLS" read, check out the About page on our official website:
Studiosound.planethalflife.gamespy.com
0 comments by mike_mphls on Jul 23rd, 2009 digg this super bookmark
The official MPHLS website has moved, and is now hosted on Google Sites. Here's the direct link to it: sites.google.com/site/mpfhlsp/
We couldn't do a straight migration, so for the time being only the critical pages have been set up: news, downloads, general info.
The old site will remain until hosting on Planet Half-Life (GameSpy) is shut down.
-Mike
This package contains instructions and a zip file to install MPHLS as a mod on top of Half-Life:Source. It is, unfortunately, a manual installation process...
This is the zipped version of the sound mod. You will have to manually extract this into your Half-Life folder before playing. If you're lazy, or...
This is version 14 of the sound pak, containing replacements for all scripted dialogue (except things said by the HEV suit and the announcement system...
A 3 minute clip that demonstrates the difference between a normal Half-Life scene and an MPHLS scene. The Chicken Dance song was added for kicks, but...
A sampling of what this mod provides. Do you remember the scene just before entering the Test Chamber, in which two scientists remark on the importance...
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My friend has a problem...He tries to make a new game or go to training it says:"Could not connect the server". Please help
Damn You:D My stomach hurts so much :( 10/10 for getting me to laugh:)
I lol'd so hard at the
(This space is also available for rent.)
oh my ,I'm gonna download this when I have some free time, the vid made me piss my pants.
Thanks for the laughing, ima trck yous
Thanks Mike.
I tried to do something like it by editing the sentences.txt file from the place where that machine blows up and two scientist run there yelling It's about to go critical! They say 3 things but I added a forth line there in the file but it still didn't work :(
(Tried to edit last comment but 5 minutes was over)
Thanks, but one last question that I didn't find on the page, How did you change the scenes, like after the experiment when gordon goes to those guys: one sitting other standing and originally speaking Why didn't they listen... You made the sitting scientist intterrupt standing one dialogue... That must be a bit confusing :/
Ah, yah... That's one of the hard things that I didn't write about in the docs. There are a lot of scenes in HL where 2+ guys talk, one after another. We actually didn't change it at all - we just found a way to work around it.
Here is a really techie explanation of it. You may want to load up the sentences.txt file and open the WAV files for that scene you're asking about, so you can see what I'm talking about here.
Each segment of speech is its own WAV file, and for each "actor" in the scene, their first line is played, then the second, third, etc. The timing of when each actor's line is started is programmed into this scene. A few key things to note here:
1) Each actor is independent: playing their WAV file does not affect when the other actor starts talking - this is controlled just by the scene scripting
2) Generally speaking, each WAV file can be as long as you want, but if the actor is scheduled (by the scene scripting) to start talking again after X seconds, then if your first WAV file is over X seconds long it will get cut off when the second WAV is played! Additionally, this also means that if you want the actor to do a monologue, then you record one big long recordings and chop it up into 2+ wAV files (e.g. the first WAV contains the first X seconds, and the second WAV contains everything after)
3) SOMETIMES your lines will just simply get cut off after a certain number of seconds.. again, due to the scene scripting. If that happens, well, can't help you there.
Since we never figured out how to change these scenes, we found a work-around: Using a stop-watch, we carefully timed exactly when each person started talking, then we chopped up our own recordings to match with that timing. We also had to insert huge chunks of empty silence into various WAV files so that the back-and-forth conversation worked well.
So, yeah, that's how we did it
Could do, but then where would we draw the line? It'd go on forever and ever and ever, like the theme song to Lambchop's Playalong.
Hmm.. actually, maybe we could do a Pokemon-inspired thing... So change the snark's sounds to: "snark!", "snark-snark!", "snaaaaaaaaark"
hahaha... yah, maybe we could do that :)
I'd laugh all day XD