diff --git a/mods/d2k/TODO b/mods/d2k/TODO index adc0ad67ed..ad50511553 100644 --- a/mods/d2k/TODO +++ b/mods/d2k/TODO @@ -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 \ No newline at end of file diff --git a/mods/d2k/bits/mouse.shp b/mods/d2k/bits/mouse.shp new file mode 100644 index 0000000000..e7d9d70a35 Binary files /dev/null and b/mods/d2k/bits/mouse.shp differ diff --git a/mods/d2k/mod.yaml b/mods/d2k/mod.yaml index 5b41e764f5..2d861abb41 100644 --- a/mods/d2k/mod.yaml +++ b/mods/d2k/mod.yaml @@ -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 diff --git a/mods/d2k/rules/atreides.yaml b/mods/d2k/rules/atreides.yaml index c3d3a691c7..9079a870de 100644 --- a/mods/d2k/rules/atreides.yaml +++ b/mods/d2k/rules/atreides.yaml @@ -99,7 +99,7 @@ MCVA: Facing: 10 IntoActor: conyarda Offset:-1,-1 - TransformSounds: + TransformSounds: BUILD1.aud NoTransformSounds: AI_DPLOY.AUD RenderUnit: Image: DMCV diff --git a/mods/d2k/rules/system.yaml b/mods/d2k/rules/system.yaml index 51f0441b64..7626b0a6ff 100644 --- a/mods/d2k/rules/system.yaml +++ b/mods/d2k/rules/system.yaml @@ -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