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Exception At Address: 0x004F02D3


OnanManiak
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Hi all.

I have a big error with San Andreas.

Iam replaced (maybe deleted) many sounds in sfx directory,but when i playing game,game crash and get me a list with errors.

 

 

Exception At Address: 0x004F02D3

Last SCM Opcode: 0x581

 

Registers:

EAX: 0x00000039 EBX: 0x00B60000 ECX: 0x00000000 EDX: 0x00000000

ESI: 0x00B62CB0 EDI: 0x00B64100 EBP: 0x00000000 ESP: 0x0022FD8C

EFLAGS: 0x00210213

 

Stack:

0xFFFFFFFA

0x00B6BC90

0x77D50554

0x00000000

0x00000039

0x00B6B508

0x00000100

0x00000000

0x00B6BC90

0xFFFFFFFA

0x00B6BC90

0x3F800000

0x00000000

0x00000000

0x00507899

0x0000001A

0x0AD85840

0x0053E990

0x00000001

0x008241AF

0x004D9486

0x0053ECC2

0x00000001

0x00619B71

0x0000001A

0x00000001

0x00000001

0x0000000A

0x00748DA0

0x0000001A

0x00000001

0x7C80B529

0x00000000

0x0022FFC0

0x7FFDE000

0x01250000

0x423E0D71

0x002527F0

0x00000008

0x00000100

 

 

How i can find losts (maybe corrupted) files from error report ???

 

Edited by OnanManiak
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Suction Testicle Man

Don't delete sound effects.

If at first you don't succeed, you fail, and the test will be terminated.

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Don't delete sound effects.

I know,iam deleted only unneeded(i think) files for my mp modification. Iam extracted all of sfx sounds,and delete files 31 -> XXX ( XXX is end number of sounds in banks) from this files spc_ea,spc_fa,spc_ga,spc_na

 

But iam maybe deleted some needed files,i need know that have stay.

 

 

Sry for my bad english

Edited by OnanManiak
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Listen to STM. wink.gif Deleting files is almost never a good idea. Especially in an area like SFX where we don't know a whole lot about their internal handling. Heck, we don't even have a decent directory of all the different SFX banks at this point, so it's almost impossible to say which ones are absolutely necessary. (note how much of my list is uncategorized)

 

If you are really determined to get rid of a bunch of sounds in order to try and save space, I would suggest instead taking a short "blank" sound that's one or two seconds long and replacing all the sounds you don't want with that. That should still reduce the size of your SFX archives somewhat, but should also protect you from the game trying to play something that isn't there.

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Listen to STM. wink.gif Deleting files is almost never a good idea. Especially in an area like SFX where we don't know a whole lot about their internal handling. Heck, we don't even have a decent directory of all the different SFX banks at this point, so it's almost impossible to say which ones are absolutely necessary. (note how much of my list is uncategorized)

 

If you are really determined to get rid of a bunch of sounds in order to try and save space, I would suggest instead taking a short "blank" sound that's one or two seconds long and replacing all the sounds you don't want with that. That should still reduce the size of your SFX archives somewhat, but should also protect you from the game trying to play something that isn't there.

Oki,its good idea,but i making a program (his name is MultiSA RePacker) where is can repack your sand andreas to only multiplayer version (this is for low-fi pcs,for more hard drive space(from 4GB to 1GB),faster loading and more speed ingame (i tested this on 650Mhz Amd Duron with 256,GF2Mx on medium visual sfx)).

 

I only need,know how can i read filenames from error reports (a.k.a topic title).

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I only need,know how can i read filenames from error reports (a.k.a topic title).

Can't really help you there I'm afraid; my assembly experience is minimal and you'd proabably need one of the EXE hackers to guide you on that one. Keep in mind that you need more than just the filename; you also need to know which bank in the file and which sound in the bank are being accessed.

 

However, putting aside the error message for a moment, here are some other general considerations on what you are trying to do and what approaches can be taken. I understand that your goal is to compact the install as much as you can and you want to be able to completely remove some sfx to help do that. Getting rid of sfx would be handled in one of two ways.

 

The first is to try and remove individual sounds by, for example, reducing a given sound bank from 100 sounds to 50 sounds. This is an extremely bad idea because we have no control over what sounds are used in what situation. If a certain ped is used in the game and his/her sounds are necessary, all the sounds in the bank will be needed because they are all used in different situations. The game is hardcoded to do stuff like randomly play one of sounds 73-80 when the ped is in a fight, or play sound 6 when the ped is complimenting your clothes, etc. The numbers in that example are made-up but the essential idea is valid. Since we can't really alter which sound number is used in which situation, we have to keep the same layout of sounds in the bank to avoid future problems. That's why I suggested the blank placeholder method previously.

 

The other approach is to essentially remove the entire bank. We can't just delete the bank because you run into the hardcoded indexing problem again; instead you would simply reduce the bank to zero sounds (or possibly to one small placeholder sound if zero causes a problem.) You then need to make sure the game doesn't try to access that bank. The only ways to do that are to be confident those sounds aren't used anywhere in the game, or determine through experimentation exactly which ped voice corredsponds to that bank and remove all references to that voice in the peds.ide file.

 

For example, you could set all the different police peds to only use VOICE_EMG_LAPD1 and then you could zero out the SPC_EA banks which correspond to the other police peds. The main problem there is that you must experiment to see which bank corresponds to which voice ID since that's all hardcoded and the directory has never gotten that far along.

 

Assuming you won't get any useful information out of the error message, peds.ide may be your guide to finding out which sounds you need. For example, "emergency services" peds like cops and paramedics all use the voice IDs of VOICE_EMG_* which should all correspond to banks in SPC_EA. Gang peds use VOICE_GNG_* which probably all correspond to banks in SPC_NA. Girlfriends and other special actors like shop clerks use VOICE_GFD_* which most likely correspond to banks in SPC_FA. And finally, all the other peds use VOICE_GEN_* which is the huge archive SPC_GA. Starting with that as your guide, you can possibly determine which bank corresponds to which voice id and then be able to blank out those which are unused as mentioned previously.

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I only need,know how can i read filenames from error reports (a.k.a topic title).

Can't really help you there I'm afraid; my assembly experience is minimal and you'd proabably need one of the EXE hackers to guide you on that one. Keep in mind that you need more than just the filename; you also need to know which bank in the file and which sound in the bank are being accessed.

 

However, putting aside the error message for a moment, here are some other general considerations on what you are trying to do and what approaches can be taken. I understand that your goal is to compact the install as much as you can and you want to be able to completely remove some sfx to help do that. Getting rid of sfx would be handled in one of two ways.

 

The first is to try and remove individual sounds by, for example, reducing a given sound bank from 100 sounds to 50 sounds. This is an extremely bad idea because we have no control over what sounds are used in what situation. If a certain ped is used in the game and his/her sounds are necessary, all the sounds in the bank will be needed because they are all used in different situations. The game is hardcoded to do stuff like randomly play one of sounds 73-80 when the ped is in a fight, or play sound 6 when the ped is complimenting your clothes, etc. The numbers in that example are made-up but the essential idea is valid. Since we can't really alter which sound number is used in which situation, we have to keep the same layout of sounds in the bank to avoid future problems. That's why I suggested the blank placeholder method previously.

 

The other approach is to essentially remove the entire bank. We can't just delete the bank because you run into the hardcoded indexing problem again; instead you would simply reduce the bank to zero sounds (or possibly to one small placeholder sound if zero causes a problem.) You then need to make sure the game doesn't try to access that bank. The only ways to do that are to be confident those sounds aren't used anywhere in the game, or determine through experimentation exactly which ped voice corredsponds to that bank and remove all references to that voice in the peds.ide file.

 

For example, you could set all the different police peds to only use VOICE_EMG_LAPD1 and then you could zero out the SPC_EA banks which correspond to the other police peds. The main problem there is that you must experiment to see which bank corresponds to which voice ID since that's all hardcoded and the directory has never gotten that far along.

 

Assuming you won't get any useful information out of the error message, peds.ide may be your guide to finding out which sounds you need. For example, "emergency services" peds like cops and paramedics all use the voice IDs of VOICE_EMG_* which should all correspond to banks in SPC_EA. Gang peds use VOICE_GNG_* which probably all correspond to banks in SPC_NA. Girlfriends and other special actors like shop clerks use VOICE_GFD_* which most likely correspond to banks in SPC_FA. And finally, all the other peds use VOICE_GEN_* which is the huge archive SPC_GA. Starting with that as your guide, you can possibly determine which bank corresponds to which voice id and then be able to blank out those which are unused as mentioned previously.

 

Oh,man thanx. Iam using first method,stayed only 30 sound in every 1 banks.

 

But for multiplayer game i need only 10 sounds (maybe 5) in every 1 bank.

Game crash only! when i start fist fighting with other person(or pushing). Only this time.So in banks must stay sounds 6 and 73-80 ???

But some banks have only 15 sounds (about 10 banks)

 

Thanx pdescobar for your helping xmas.gif

Edited by OnanManiak
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Oh,man thanx. Iam using first method,stayed only 30 sound in every 1 banks.

 

But for multiplayer game i need only 10 sounds (maybe 5) in every 1 bank.

Game crash only! when i start fist fighting with other person(or pushing). Only this time.So in banks must stay sounds 6 and 73-80 ???

But some banks have only 15 sounds (about 10 banks)

 

Thanx pdescobar for your helping xmas.gif

Those numbers were just examples and probably aren't accurate. I don't know exactly where the sounds for a given situation occur in each bank, and it probably varies from bank to bank. The point I was getting to is that the game expects to have a certain number of sounds in each bank and changing that number is a bad idea.

 

So in a certain situation, it will want to play Bank 0, Sound 70 for a given ped. But if you had removed some sounds previously so that the bank only has 40 sounds, when it tries to play the 70th sound, it'll crash. The thing is, you can't really tell it "don't look for sound 70" because that's all hardcoded.

 

Also, it isn't the content of the sound which matters, but its position. When I say "sound 70" I don't mean simply the specific audio clip that extracts as Sound_070.wav; I mean the 70th sound in the list, whatever it is. So let's say you removed the first 5 sounds from a bank that contains 100. If the game reaches a situation where it needs to play sound #1, it will still work fine only the actual audio you hear probably won't make any sense to the situation. But when it tries to play sound #97, it will crash because there are now only 95 sounds in the bank. So you can't simply preserve individual "important" sounds because they have to remain in the same place too.

 

While it would be nice to be able to tell the game "hey, I only need 5 sounds; just use the first 5 because I don't care about the rest," there simply isn't a reasonable way to do that. With careful editing of peds.ide, you can probably blank out some of the banks, but removing a bank completely or removing individual sounds is pretty much guaranteed to cause you to crash eventually.

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Oh,man thanx. Iam using first method,stayed only 30 sound in every 1 banks.

 

But for multiplayer game i need only 10 sounds (maybe 5) in every 1 bank.

Game crash only! when i start fist fighting with other person(or pushing). Only this time.So in banks must stay sounds 6 and 73-80 ???

But some banks have only 15 sounds (about 10 banks)

 

Thanx pdescobar for your helping xmas.gif

Those numbers were just examples and probably aren't accurate. I don't know exactly where the sounds for a given situation occur in each bank, and it probably varies from bank to bank. The point I was getting to is that the game expects to have a certain number of sounds in each bank and changing that number is a bad idea.

 

So in a certain situation, it will want to play Bank 0, Sound 70 for a given ped. But if you had removed some sounds previously so that the bank only has 40 sounds, when it tries to play the 70th sound, it'll crash. The thing is, you can't really tell it "don't look for sound 70" because that's all hardcoded.

 

Also, it isn't the content of the sound which matters, but its position. When I say "sound 70" I don't mean simply the specific audio clip that extracts as Sound_070.wav; I mean the 70th sound in the list, whatever it is. So let's say you removed the first 5 sounds from a bank that contains 100. If the game reaches a situation where it needs to play sound #1, it will still work fine only the actual audio you hear probably won't make any sense to the situation. But when it tries to play sound #97, it will crash because there are now only 95 sounds in the bank. So you can't simply preserve individual "important" sounds because they have to remain in the same place too.

 

While it would be nice to be able to tell the game "hey, I only need 5 sounds; just use the first 5 because I don't care about the rest," there simply isn't a reasonable way to do that. With careful editing of peds.ide, you can probably blank out some of the banks, but removing a bank completely or removing individual sounds is pretty much guaranteed to cause you to crash eventually.

 

I located sounds for cop (basic type,first in multiplayer) :

Bank 015

 

Sounds 15-20 will play when i push him

Sounds 46-54 will play when i fight him

 

Total = 15 sounds

 

I previously said,some banks have only 15 sounds (this persons not have quests and dialogs ingame)

 

I complete my program today (maybe tomorrow),but i maybe start locate all basic sounds in every bank (aka fighting and commenting)

 

For now,really thax for your helping and sorry me for my bad english

Edited by OnanManiak
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This may or may not be helpful to you. But I did some poking about the exe and I'm pretty sure I found the internal ID string of each bank for most of the SFX archives (PAIN_A and all the SPC_*); these IDs are descriptive enough to give a reasonable clue as to their use. I also compared those strings to which IDs are referenced in peds.ide. So you may be able to use this list to help find unused banks which you can condense.

 

Note that this list shouldn't be taken as absolute authority of what is and isn't used; some of the sound banks not referenced directly by peds.ide are still used in the game either through other (unknown) references or through "hardcoding." For example, VOICE_GFD_POL_ANN (SPC_FA Bank 11) is never mentioned in peds.ide but I'm pretty sure it is used for the police in helicopters and possibly boats based upon its content. There may be other such sounds that are called by something other than peds.ide as well.

 

One interesting aside to this is that VOICE_GEN_NOVOICE (the ID string for peds which do not speak) links to an actual sound bank; however it contains only a single "blank" sound file.

 

Someday, this will all find its way into my SFX Directory...

 

 

    SFX Archive PAINBnk Internal ID string peds=== ================== ====001 VOICE_PAIN_CARL    n/a002 VOICE_PAIN_FEMALE  n/a003 VOICE_PAIN_MALE    n/a    SFX Archive SPC_EABnk Internal ID string peds=== ================== ====001 VOICE_EMG_ARMY1    army(287);002 VOICE_EMG_ARMY2    n/a003 VOICE_EMG_ARMY3    army(287);004 VOICE_EMG_EMT1     laemt1(274);lvemt1(275);sfemt1(276);005 VOICE_EMG_EMT2     n/a006 VOICE_EMG_EMT3     n/a007 VOICE_EMG_EMT4     n/a008 VOICE_EMG_EMT5     laemt1(274);lvemt1(275);sfemt1(276);009 VOICE_EMG_FBI2     fbi(286);010 VOICE_EMG_FBI3     n/a011 VOICE_EMG_FBI4     n/a012 VOICE_EMG_FBI5     n/a013 VOICE_EMG_FBI6     fbi(286);014 VOICE_EMG_LAPD1    lapd1(280);015 VOICE_EMG_LAPD2    n/a016 VOICE_EMG_LAPD3    n/a017 VOICE_EMG_LAPD4    n/a018 VOICE_EMG_LAPD5    n/a019 VOICE_EMG_LAPD6    n/a020 VOICE_EMG_LAPD7    n/a021 VOICE_EMG_LAPD8    lapd1(280);022 VOICE_EMG_LVPD1    lvpd1(282);023 VOICE_EMG_LVPD2    n/a024 VOICE_EMG_LVPD3    n/a025 VOICE_EMG_LVPD4    n/a026 VOICE_EMG_LVPD5    lvpd1(282);027 VOICE_EMG_MCOP1    lapdm1(284);028 VOICE_EMG_MCOP2    n/a029 VOICE_EMG_MCOP3    n/a030 VOICE_EMG_MCOP4    n/a031 VOICE_EMG_MCOP5    n/a032 VOICE_EMG_MCOP6    lapdm1(284);033 VOICE_EMG_PULASKI  n/a034 VOICE_EMG_RCOP1    csher(283);dsher(288);035 VOICE_EMG_RCOP2    n/a036 VOICE_EMG_RCOP3    n/a037 VOICE_EMG_RCOP4    csher(283);dsher(288);038 VOICE_EMG_SFPD1    sfpd1(281);039 VOICE_EMG_SFPD2    n/a040 VOICE_EMG_SFPD3    n/a041 VOICE_EMG_SFPD4    n/a042 VOICE_EMG_SFPD5    sfpd1(281);043 VOICE_EMG_SWAT1    swat(285);044 VOICE_EMG_SWAT2    n/a045 VOICE_EMG_SWAT4    n/a046 VOICE_EMG_SWAT6    swat(285);    SFX Archive SPC_FABnk Internal ID string peds=== ================== ====001 VOICE_GFD_BARBARA  COPGRL3(190);002 VOICE_GFD_BMOBAR   BMOBAR(156);003 VOICE_GFD_BMYBARB  BMYBAR(176);004 VOICE_GFD_BMYTATT  BMYTATT(180);005 VOICE_GFD_CATALINA n/a006 VOICE_GFD_DENISE   GANGRL3(195);007 VOICE_GFD_HELENA   GUNGRL3(191);008 VOICE_GFD_KATIE    NURGRL3(193);009 VOICE_GFD_MICHELLE MECGRL3(192);010 VOICE_GFD_MILLIE   CROGRL3(194);011 VOICE_GFD_POL_ANN  n/a012 VOICE_GFD_WFYBURG  WFYBURG(205);013 VOICE_GFD_WFYCLOT  WFYCLOT(211);014 VOICE_GFD_WMYAMMO  WMYAMMO(179);015 VOICE_GFD_WMYBARB  WMYBAR(177);016 VOICE_GFD_WMYBELL  WMYBELL(167);017 VOICE_GFD_WMYCLOT  WMYCLOT(217);018 VOICE_GFD_WMYPIZZ  WMYPIZZ(155);    SFX Archive SPC_GABnk Internal ID string peds=== ================== ====001 VOICE_GEN_BBDYG1   WBDYG1(24);002 VOICE_GEN_BBDYG2   WBDYG2(25);003 VOICE_GEN_BFORI    BFORI(9);004 VOICE_GEN_BFOST    BFOST(10);005 VOICE_GEN_BFYBE    BFYBE(139);006 VOICE_GEN_BFYBU    BFYBU(148);007 VOICE_GEN_BFYCRP   VBFYCRP(11);008 VOICE_GEN_BFYPRO   BFYPRO(63);009 VOICE_GEN_BFYRI    BFYRI(12);010 VOICE_GEN_BFYST    BFYST(13);011 VOICE_GEN_BIKDRUG  BIKDRUG(254);012 VOICE_GEN_BIKERA   BIKERA(247);013 VOICE_GEN_BIKERB   BIKERB(248);014 VOICE_GEN_BMOCD    BMOCD(262);015 VOICE_GEN_BMORI    BMORI(14);016 VOICE_GEN_BMOSEC   BMOSEC(253);017 VOICE_GEN_BMOST    BMOST(15);BMOCHIL(168);018 VOICE_GEN_BMOTR1   BMOTR1(79);019 VOICE_GEN_BMYAP    BMYAP(16);020 VOICE_GEN_BMYBE    BMYBE(18);021 VOICE_GEN_BMYBOUN  BMYBOUN(163);022 VOICE_GEN_BMYBOX   VBMYBOX(80);023 VOICE_GEN_BMYBU    BMYBU(17);024 VOICE_GEN_BMYCG    BMYCG(144);025 VOICE_GEN_BMYCON   BMYCON(260);026 VOICE_GEN_BMYCR    BMYCR(21);027 VOICE_GEN_BMYDJ    BMYDJ(19);028 VOICE_GEN_BMYDRUG  BMYDRUG(28);029 VOICE_GEN_BMYMOUN  BMYMOUN(51);030 VOICE_GEN_BMYPOL1  BMYPOL1(66);031 VOICE_GEN_BMYPOL2  BMYPOL2(67);032 VOICE_GEN_BMYRI    BMYRI(20);033 VOICE_GEN_BMYST    BMYST(22);034 VOICE_GEN_BYMPI    n/a035 VOICE_GEN_CWFOFR   CWFOFR(196);036 VOICE_GEN_CWFOHB   CWFOHB(197);037 VOICE_GEN_CWFYFR1  CWFYFR1(198);038 VOICE_GEN_CWFYFR2  CWFYFR2(199);039 VOICE_GEN_CWFYHB1  CWFYHB(157);040 VOICE_GEN_CWMOFR1  CWMOFR(158);041 VOICE_GEN_CWMOHB1  CWMOHB1(159);042 VOICE_GEN_CWMOHB2  CWMOHB2(160);043 VOICE_GEN_CWMYFR   CWMYFR(161);044 VOICE_GEN_CWMYHB1  CWMYHB1(162);045 VOICE_GEN_CWMYHB2  CWMYHB2(200);046 VOICE_GEN_DNFOLC1  DNFOLC1(129);047 VOICE_GEN_DNFOLC2  DNFOLC2(130);048 VOICE_GEN_DNFYLC   DNFYLC(131);049 VOICE_GEN_DNMOLC1  DNMOLC1(132);050 VOICE_GEN_DNMOLC2  DNMOLC2(133);051 VOICE_GEN_DNMYLC   DNMYLC(128);052 VOICE_GEN_DWFOLC   DWFOLC(31);053 VOICE_GEN_DWFYLC1  DWFYLC1(151);054 VOICE_GEN_DWFYLC2  DWFYLC1(151);DWFYLC2(201);055 VOICE_GEN_DWMOLC1  DWMOLC1(32);056 VOICE_GEN_DWMOLC2  DWMOLC2(33);057 VOICE_GEN_DWMYLC1  DWMYLC1(34);058 VOICE_GEN_DWMYLC2  DWMYLC1(34);DWMYLC2(202);059 VOICE_GEN_HFORI    HFORI(38);060 VOICE_GEN_HFOST    HFOST(39);061 VOICE_GEN_HFYBE    HFYBE(140);062 VOICE_GEN_HFYPRO   HFYPRO(64);063 VOICE_GEN_HFYRI    HFYRI(40);064 VOICE_GEN_HFYST    HFYST(41);065 VOICE_GEN_HMORI    HMORI(43);066 VOICE_GEN_HMOST    HMOST(44);067 VOICE_GEN_HMYBE    HMYBE(45);068 VOICE_GEN_HMYCM    HMYCM(146);069 VOICE_GEN_HMYCR    HMYCR(47);070 VOICE_GEN_HMYDRUG  HMYDRUG(30);071 VOICE_GEN_HMYRI    HMYRI(46);072 VOICE_GEN_HMYST    HMYST(48);073 VOICE_GEN_IMYST    n/a074 VOICE_GEN_IRFYST   n/a075 VOICE_GEN_IRMYST   n/a076 VOICE_GEN_MAFFA    MAFFA(111);077 VOICE_GEN_MAFFB    MAFFB(112);078 VOICE_GEN_MALE01   male01(7);079 VOICE_GEN_NOVOICE  WFYSEX(178);OMYKARA(203);WMYKARA(204);                        HECK1(258);HECK2(259);WMOICE(264);                        lafd1(277);lvfd1(278);sffd1(279);080 VOICE_GEN_OFORI    OFORI(53);081 VOICE_GEN_OFOST    OFOST(54);082 VOICE_GEN_OFYRI    OFYRI(55);083 VOICE_GEN_OFYST    OFYST(56);084 VOICE_GEN_OMOBOAT  OMOBOAT(210);085 VOICE_GEN_OMOKUNG  OMOKUNG(49);086 VOICE_GEN_OMORI    OMORI(57);087 VOICE_GEN_OMOST    OMOST(58);OMONOOD(209);088 VOICE_GEN_OMYRI    OMYRI(59);089 VOICE_GEN_OMYST    OMYST(60);090 VOICE_GEN_SBFORI   SBFORI(215);091 VOICE_GEN_SBFOST   SBFOST(218);092 VOICE_GEN_SBFYPRO  SBFYPRO(238);093 VOICE_GEN_SBFYRI   SBFYRI(219);094 VOICE_GEN_SBFYST   SBFYST(69);SBFYSTR(256);095 VOICE_GEN_SBFYSTR  n/a096 VOICE_GEN_SBMOCD   SBMOCD(220);097 VOICE_GEN_SBMORI   SBMORI(221);098 VOICE_GEN_SBMOST   SBMOST(222);099 VOICE_GEN_SBMOTR1  SBMOTR2(134);100 VOICE_GEN_SBMOTR2  SBMOTR2(134);101 VOICE_GEN_SBMYCR   SBMYCR(143);102 VOICE_GEN_SBMYRI   SBMYRI(185);103 VOICE_GEN_SBMYST   SBMYST(142);104 VOICE_GEN_SBMYTR3  SBMYTR3(136);105 VOICE_GEN_SFYPRO   SFYPRO(243);106 VOICE_GEN_SHFYPRO  SHFYPRO(237);107 VOICE_GEN_SHMYCR   SHMYCR(223);108 VOICE_GEN_SMYST    SMYST(241);109 VOICE_GEN_SMYST2   SMYST2(242);110 VOICE_GEN_SOFORI   SOFORI(224);111 VOICE_GEN_SOFOST   SOFOST(225);112 VOICE_GEN_SOFYBU   SOFYBU(141);113 VOICE_GEN_SOFYRI   SOFYRI(169);114 VOICE_GEN_SOFYST   SOFYST(226);115 VOICE_GEN_SOMOBU   SOMOBU(227);116 VOICE_GEN_SOMORI   SOMORI(228);117 VOICE_GEN_SOMOST   SOMOST(229);118 VOICE_GEN_SOMYAP   n/a119 VOICE_GEN_SOMYBU   SOMYBU(187);120 VOICE_GEN_SOMYRI   SOMYRI(186);121 VOICE_GEN_SOMYST   SOMYST(170);122 VOICE_GEN_SWFOPRO  SWFOPRO(75);123 VOICE_GEN_SWFORI   SWFORI(231);124 VOICE_GEN_SWFOST   SWFOST(232);125 VOICE_GEN_SWFYRI   SWFYRI(216);126 VOICE_GEN_SWFYST   SWFYST(233);SWFYSTR(257);127 VOICE_GEN_SWFYSTR  n/a128 VOICE_GEN_SWMOCD   SWMOCD(234);129 VOICE_GEN_SWMORI   SWMORI(235);130 VOICE_GEN_SWMOST   SWMOST(236);131 VOICE_GEN_SWMOTR1  SWMOTR1(77);132 VOICE_GEN_SWMOTR2  SWMOTR2(135);133 VOICE_GEN_SWMOTR3  SWMOTR3(137);134 VOICE_GEN_SWMOTR4  SWMOTR4(239);135 VOICE_GEN_SWMOTR5  SWMOTR5(230);136 VOICE_GEN_SWMYCR   SWMYCR(250);137 VOICE_GEN_SWMYHP1  SWMYHP1(72);138 VOICE_GEN_SWMYHP2  SWMYHP2(73);139 VOICE_GEN_SWMYRI   SWMYRI(240);140 VOICE_GEN_SWMYST   SWMYST(188);141 VOICE_GEN_VBFYPRO  VBFYPRO(245);142 VOICE_GEN_VBFYST2  VBFYST2(244);143 VOICE_GEN_VBMOCD   VBMOCD(182);144 VOICE_GEN_VBMYCR   VBMYCR(183);145 VOICE_GEN_VBMYELV  VBMYELV(83);146 VOICE_GEN_VHFYPRO  VHFYPRO(207);147 VOICE_GEN_VHFYST3  VHFYST3(246);148 VOICE_GEN_VHMYCR   VHMYCR(184);149 VOICE_GEN_VHMYELV  VHMYELV(82);150 VOICE_GEN_VIMYELV  VIMYELV(84);151 VOICE_GEN_VWFYPRO  VWFYPRO(85);152 VOICE_GEN_VWFYST1  VWFYST1(87);153 VOICE_GEN_VWFYWAI  VWFYWAI(214);VWFYWA2(263);154 VOICE_GEN_VWMOTR1  VWMOTR1(212);155 VOICE_GEN_VWMOTR2  VWMOTR2(213);156 VOICE_GEN_VWMYAP   n/a157 VOICE_GEN_VWMYBJD  VWMYBJD(171);158 VOICE_GEN_VWMYCD   VWMYCD(206);159 VOICE_GEN_VWMYCR   VWMYCR(181);160 VOICE_GEN_WFOPJ    n/a161 VOICE_GEN_WFORI    WFORI(88);162 VOICE_GEN_WFOST    WFOST(89);163 VOICE_GEN_WFYBE    WFYBE(138);164 VOICE_GEN_WFYBU    WFYBU(150);165 VOICE_GEN_WFYCRK   WFYCRK(145);166 VOICE_GEN_WFYCRP   VWFYCRP(172);167 VOICE_GEN_WFYJG    WFYJG(90);168 VOICE_GEN_WFYLG    WFYLG(251);169 VOICE_GEN_WFYPRO   WFYPRO(152);170 VOICE_GEN_WFYRI    WFYRI(91);171 VOICE_GEN_WFYRO    WFYRO(92);172 VOICE_GEN_WFYST    WFYST(93);173 VOICE_GEN_WFYSTEW  WFYSTEW(76);174 VOICE_GEN_WMOMIB   WMOMIB(165);175 VOICE_GEN_WMOPJ    WMOPJ(62);176 VOICE_GEN_WMOPREA  WMOPREA(68);177 VOICE_GEN_WMORI    WMORI(94);178 VOICE_GEN_WMOSCI   WMOSCI(70);179 VOICE_GEN_WMOST    WMOST(95);180 VOICE_GEN_WMOTR1   WMOTR1(78);181 VOICE_GEN_WMYBE    WMYBE(154);182 VOICE_GEN_WMYBMX   WMYBMX(23);183 VOICE_GEN_WMYBOUN  WMYBOUN(164);184 VOICE_GEN_WMYBOX   VWMYBOX(81);185 VOICE_GEN_WMYBP    WMYBP(26);186 VOICE_GEN_WMYBU    WMYBU(147);187 VOICE_GEN_WMYCD1   WMYCD1(261);188 VOICE_GEN_WMYCD2   n/a189 VOICE_GEN_WMYCH    WMYCH(255);190 VOICE_GEN_WMYCON   WMYCON(27);191 VOICE_GEN_WMYCONB  WMYCONB(153);192 VOICE_GEN_WMYCR    WMYCR(100);193 VOICE_GEN_WMYDRUG  WMYDRUG(29);194 VOICE_GEN_WMYGAR   HMOGAR(35);195 VOICE_GEN_WMYGOL1  WMYGOL1(36);196 VOICE_GEN_WMYGOL2  WMYGOL2(37);197 VOICE_GEN_WMYJG    WMYJG(96);198 VOICE_GEN_WMYLG    WMYLG(97);199 VOICE_GEN_WMYMECH  WMYMECH(50);200 VOICE_GEN_WMYMOUN  WMYMOUN(52);201 VOICE_GEN_WMYPLT   WMYPLT(61);202 VOICE_GEN_WMYRI    WMYRI(98);203 VOICE_GEN_WMYRO    WMYRO(99);204 VOICE_GEN_WMYSGRD  n/a205 VOICE_GEN_WMYSKAT  n/a206 VOICE_GEN_WMYST    WMYST(101);207 VOICE_GEN_WMYTX1   n/a208 VOICE_GEN_WMYTX2   n/a209 VOICE_GEN_WMYVA    WMYVA(189);WMYVA2(252);    SFX Archive SPC_NABnk Internal ID string peds=== ================== ====001 VOICE_GNG_BALLAS1  BALLAS1(102);002 VOICE_GNG_BALLAS2  BALLAS1(102);003 VOICE_GNG_BALLAS3  BALLAS2(103);004 VOICE_GNG_BALLAS4  BALLAS2(103);005 VOICE_GNG_BALLAS5  BALLAS3(104);006 VOICE_GNG_BIG_BEAR n/a007 VOICE_GNG_CESAR    n/a008 VOICE_GNG_DNB1     DNB1(121);009 VOICE_GNG_DNB2     DNB2(122);010 VOICE_GNG_DNB3     DNB3(123);011 VOICE_GNG_DNB5     DNB3(123);012 VOICE_GNG_DWAINE   n/a013 VOICE_GNG_FAM1     FAM1(105);014 VOICE_GNG_FAM2     FAM1(105);015 VOICE_GNG_FAM3     FAM2(106);016 VOICE_GNG_FAM4     FAM2(106);017 VOICE_GNG_FAM5     FAM3(107);018 VOICE_GNG_JIZZY    n/a019 VOICE_GNG_LSV1     LSV1(108);020 VOICE_GNG_LSV2     LSV1(108);021 VOICE_GNG_LSV3     LSV2(109);022 VOICE_GNG_LSV4     LSV2(109);023 VOICE_GNG_LSV5     LSV3(110);024 VOICE_GNG_MACCER   n/a025 VOICE_GNG_MAFBOSS  MAFBOSS(113);026 VOICE_GNG_OGLOC    n/a027 VOICE_GNG_RYDER    n/a028 VOICE_GNG_SFR1     SFR1(173);029 VOICE_GNG_SFR2     SFR1(173);030 VOICE_GNG_SFR3     SFR2(174);031 VOICE_GNG_SFR4     SFR2(174);032 VOICE_GNG_SFR5     SFR3(175);033 VOICE_GNG_SMOKE    n/a034 VOICE_GNG_STRI1    TRIADA(117);TRIADB(118);TRIBOSS(120);035 VOICE_GNG_STRI2    n/a036 VOICE_GNG_STRI4    n/a037 VOICE_GNG_STRI5    TRIADA(117);038 VOICE_GNG_SWEET    n/a039 VOICE_GNG_TBONE    n/a040 VOICE_GNG_TORENO   n/a041 VOICE_GNG_TRUTH    n/a042 VOICE_GNG_VLA1     VLA1(114);043 VOICE_GNG_VLA2     VLA1(114);044 VOICE_GNG_VLA3     VLA2(115);045 VOICE_GNG_VLA4     VLA2(115);046 VOICE_GNG_VLA5     VLA3(116);047 VOICE_GNG_VMAFF1   VMAFF1(124);048 VOICE_GNG_VMAFF2   VMAFF1(124);049 VOICE_GNG_VMAFF3   VMAFF2(125);050 VOICE_GNG_VMAFF4   VMAFF3(126);051 VOICE_GNG_VMAFF5   VMAFF4(127);052 VOICE_GNG_WOOZIE   n/a    SFX Archive SPC_PABnk Internal ID string peds=== ================== ====001 VOICE_PLY_AG       n/a002 VOICE_PLY_AG2      n/a003 VOICE_PLY_AR       n/a004 VOICE_PLY_AR2      n/a005 VOICE_PLY_CD       n/a006 VOICE_PLY_CD2      n/a007 VOICE_PLY_CF       n/a008 VOICE_PLY_CF2      n/a009 VOICE_PLY_CG       n/a010 VOICE_PLY_CG2      n/a011 VOICE_PLY_CR       null(0);012 VOICE_PLY_CR2      n/a013 VOICE_PLY_PG       n/a014 VOICE_PLY_PG2      n/a015 VOICE_PLY_PR       n/a016 VOICE_PLY_PR2      n/a017 VOICE_PLY_WG       n/a018 VOICE_PLY_WG2      n/a019 VOICE_PLY_WR       n/a020 VOICE_PLY_WR2      n/a

 

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Excellent,this will help me !!! I will relase my program todayin two version:

 

Extreme version (will all delete unneeded files,repack sfx sounds + repack all streams to lowless quality (from 1GB to 450MB))

Lite version (will delete only unneded files and repack sfx sounds)

 

This version replace peds.ide,i modified all radio tags to no_voice,but in next version i will add some sounds for ever person.

 

You have thuth,game is hard-coded,i tryed locate fight sounds but they is play randomly.

 

Thanx PD Escobar for undestanding with audio files and for your program.

I maked a mention of you in Readme and splash screen biggrin.gif

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