add the first Sounds

manually resampled to 16 bit 22050 Hz and converted to AUD
This commit is contained in:
Matthias Mailänder
2012-06-11 21:19:40 +02:00
parent f9cbd1bbbf
commit b83188d435
5 changed files with 21 additions and 19 deletions

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@@ -9,22 +9,23 @@
# add more spice tiles and make them fit
# add game logic for concrete plates (use terrain overlay from bridges/ressources)
# allow placing turrets on walls
# support separate turret sequence with RenderBuildingTurreted
# RenderBuildingTurreted does not support separate turret sequence
# ornithocopter should flap (might need new RenderOrni code for proper animation)
# R8 converter needs infantry frame resorter
# add trooper
# add trooper (carries bazooka)
# add engineer
# add fremen
# add saboteur
# add deathhand missile (nuke)
# add sandworm
# add thumper which really attracts sandworms
# add fremen (stealthed)
# add saboteur (stealthed with C4)
# add grenade thrower
# add sadukar (heavy infantry)
# add sandworm (behave like a moving anti-vehicle mine)
# add thumper which deploys and really attracts sandworms
# add neutral buildings: emperor palace, fremen siech, smugglers factory
# add deathhand missile (nuke)
# maybe add ornithocopter strikes (they are currently directly contrallable units with non-reloading machine guns as in Dune II)
# allow upgrades
# allow different EVA voices for each faction (currently Atreides only)
# add SOUND.TS .wav file extractor to RA.Utility.exe
# convert .wav to .aud or support .wav files for Dune 2000 sounds
# add muzzles and explosions with lightning (might need engine update)
# add muzzles and explosions (currently falls back to RA)
# create a shellmap (currently just a blank placeholder)
# rework chrome UI, dialoges, tabs
# add sonic tank weapon (currently uses tesla)
@@ -32,11 +33,11 @@
# allow frigate to deliver 5 units at once to starport
# starport prices should vary
# reinforcements have arrived is played twice when ordering via starport
# add shroud (Dune's 32x32 tiles differ completely from RA/CnC)
# black spots on buildings should be transparent
# fix shroud, currently falls back to 24x24 shadow from RA (Dune's 32x32 tiles differ completely from RA/CnC)
# black spots on buildings should be fading team colors
# gamefile extraction (setup/setup.z) from CD fails
# support patch 1.06 gamefiles: DATA.R8 has more frames and currently fails to extract, also featuring new terrain with white houses and new unit: grenade thrower
# mouse cursor has no transparency and is a little pixelish
# mouse cursor does not change for infantry-only areas (Rough)
# put TilesetBuilder.Export into OpenRA.Utility
# infantry-only areas (Rough) do not show the dark-green mouse cursor
# put TilesetBuilder.Export into OpenRA.Utility to call the functions directly when extracting game-files (instead of opening a GUI)
# create a minimal Freeware auto-download version from patch 1.06 files

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mods/d2k/bits/mouse.shp Normal file

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@@ -14,6 +14,7 @@ Folders:
~^/Content/d2k/Music
~^/Content/d2k/Tilesets
~^/Content/d2k/SHPs
~^/Content/d2k/Sound
./mods/ra/bits
./mods/ra/uibits
~^/Content/ra

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@@ -99,7 +99,7 @@ MCVA:
Facing: 10
IntoActor: conyarda
Offset:-1,-1
TransformSounds:
TransformSounds: BUILD1.aud
NoTransformSounds: AI_DPLOY.AUD
RenderUnit:
Image: DMCV

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@@ -201,11 +201,11 @@ World:
Faction: ordos
#TODO: These are just the Atreides sounds.
EvaAlerts:
RadarUp:
RadarDown:
RadarUp: POWRUP1.aud
RadarDown: POWRDN1.aud
BuildingCannotPlaceAudio: AI_PLACE.AUD
CashTickUp:
CashTickDown:
CashTickUp: CASHTIK1.aud
CashTickDown:CASHTIK1.aud
NewOptions: AI_NEWOP.AUD
LowPower: AI_POWER.AUD
SilosNeeded: AI_SILOS.AUD