add the first Sounds
manually resampled to 16 bit 22050 Hz and converted to AUD
This commit is contained in:
@@ -9,22 +9,23 @@
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# add more spice tiles and make them fit
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# add game logic for concrete plates (use terrain overlay from bridges/ressources)
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# allow placing turrets on walls
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# support separate turret sequence with RenderBuildingTurreted
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# RenderBuildingTurreted does not support separate turret sequence
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# ornithocopter should flap (might need new RenderOrni code for proper animation)
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# R8 converter needs infantry frame resorter
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# add trooper
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# add trooper (carries bazooka)
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# add engineer
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# add fremen
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# add saboteur
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# add deathhand missile (nuke)
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# add sandworm
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# add thumper which really attracts sandworms
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# add fremen (stealthed)
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# add saboteur (stealthed with C4)
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# add grenade thrower
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# add sadukar (heavy infantry)
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# add sandworm (behave like a moving anti-vehicle mine)
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# add thumper which deploys and really attracts sandworms
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# add neutral buildings: emperor palace, fremen siech, smugglers factory
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# add deathhand missile (nuke)
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# maybe add ornithocopter strikes (they are currently directly contrallable units with non-reloading machine guns as in Dune II)
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# allow upgrades
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# allow different EVA voices for each faction (currently Atreides only)
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# add SOUND.TS .wav file extractor to RA.Utility.exe
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# convert .wav to .aud or support .wav files for Dune 2000 sounds
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# add muzzles and explosions with lightning (might need engine update)
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# add muzzles and explosions (currently falls back to RA)
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# create a shellmap (currently just a blank placeholder)
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# rework chrome UI, dialoges, tabs
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# add sonic tank weapon (currently uses tesla)
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@@ -32,11 +33,11 @@
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# allow frigate to deliver 5 units at once to starport
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# starport prices should vary
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# reinforcements have arrived is played twice when ordering via starport
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# add shroud (Dune's 32x32 tiles differ completely from RA/CnC)
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# black spots on buildings should be transparent
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# fix shroud, currently falls back to 24x24 shadow from RA (Dune's 32x32 tiles differ completely from RA/CnC)
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# black spots on buildings should be fading team colors
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# gamefile extraction (setup/setup.z) from CD fails
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# 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
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# mouse cursor has no transparency and is a little pixelish
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# mouse cursor does not change for infantry-only areas (Rough)
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# put TilesetBuilder.Export into OpenRA.Utility
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# infantry-only areas (Rough) do not show the dark-green mouse cursor
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# put TilesetBuilder.Export into OpenRA.Utility to call the functions directly when extracting game-files (instead of opening a GUI)
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# create a minimal Freeware auto-download version from patch 1.06 files
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BIN
mods/d2k/bits/mouse.shp
Normal file
BIN
mods/d2k/bits/mouse.shp
Normal file
Binary file not shown.
@@ -14,6 +14,7 @@ Folders:
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~^/Content/d2k/Music
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~^/Content/d2k/Tilesets
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~^/Content/d2k/SHPs
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~^/Content/d2k/Sound
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./mods/ra/bits
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./mods/ra/uibits
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~^/Content/ra
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@@ -99,7 +99,7 @@ MCVA:
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Facing: 10
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IntoActor: conyarda
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Offset:-1,-1
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TransformSounds:
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TransformSounds: BUILD1.aud
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NoTransformSounds: AI_DPLOY.AUD
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RenderUnit:
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Image: DMCV
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@@ -201,11 +201,11 @@ World:
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Faction: ordos
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#TODO: These are just the Atreides sounds.
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EvaAlerts:
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RadarUp:
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RadarDown:
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RadarUp: POWRUP1.aud
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RadarDown: POWRDN1.aud
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BuildingCannotPlaceAudio: AI_PLACE.AUD
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CashTickUp:
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CashTickDown:
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CashTickUp: CASHTIK1.aud
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CashTickDown:CASHTIK1.aud
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NewOptions: AI_NEWOP.AUD
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LowPower: AI_POWER.AUD
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SilosNeeded: AI_SILOS.AUD
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