Talk:The Simpsons: Hit & Run/Unused Voice Clips
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Version differences?
That is to say, are all of these sounds found hidden away inside all versions of the game, or only some?
--TGlitschen (talk) 22:36, 10 February 2016 (EST)
Agnes Skinner dialogue
Can someone please add the dialogue intended for Agnes Skinner as a pedestrian? --Elite Octoling (talk) 06:22, 8 July 2017 (EDT)
Answering Machine Dialogue
I'm thinking the first bit labelled "Answering Machine Dialogue" is actually from the phone booths, because I believe I've heard those lines when calling for the vehicles of the corresponding characters, as long as they're actually in the car when you call them. --Mortis (talk) 22:19, 7 November 2018 (EST)
- Nope, characters use their dialogues from their "dialogue folders"(dialog.rcf/*characternamecode*). These answering machine dialogues are entirely unused, and nobody really knows what they were for. CMB (talk) 06:52, 8 November 2018 (EST)
Lisa's "w_activate" dialog
I found a way for Lisa's "w_activate" dialog to play in game (footage: https://youtu.be/UM8MdhTs9BQ) and I need help deciding whether or not the section covering it should be removed from this page. The method requires no hacks or real glitches, but it still seems like an oversight nonetheless.
"w_activate" dialog is intended to play when interacting with a switch. Level 3 has none of these. However, the level DOES have a doorbell gag at the Off-Ramp Inn. As it turns out, the game treats doorbell gags as any old button. It's just that the dialog from the doorbell will play BEFORE the player character's "w_activate" lines can, cutting it off and meaning they can never be heard. The workaround to this? Just press the doorbell AGAIN during the doorbell dialog, but right near the end. It needs to be timed so that by the time the button press animation is finished, the doorbell dialog that is currently playing has stopped. The "w_activate" lines will then play, and this works for Lisa too. --DeepFriedBurger (talk) 09:03, 5 September 2020 (UTC)