Hacking the USER.CON v9-20-2012 Release 5 RTCM Corvin

Introduction | define | definequote | definelevelname | music | definesound | Sound Table

 

Introduction

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

"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

"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

"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

"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:

  1. 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
  2. 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

"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:

  1. Copy your sound file (.VOC or .WAV format) into the games directory.
  2. Open the USER.CON file and scroll down to the last "definedsound" and then go down one more.
  3. Add your new line at the very end of the "definesound" table. After the last slot.
  4. New line:  definesound SOUNDNAME filename 0 0 255 0 to the sound list of the USER.CON
  5. You must define your new SOUNDNAME in the DEF.CON Just open it up and scroll to the very bottom of the list.
  6. 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.
  7. 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:

  1. Copy your sound file (.VOC or .WAV format) into the games directory.
  2. Open the USER.CON file and locate the name of the sound you want to replace.
  3. Scroll over to the right and locate the filesname.voc you want to replace.
  4. 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.
  5. 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.

Sound Table

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.

  1. 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

     

  2. 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