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 more spice tiles and make them fit
# add game logic for concrete plates (use terrain overlay from bridges/ressources) # add game logic for concrete plates (use terrain overlay from bridges/ressources)
# allow placing turrets on walls # 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) # ornithocopter should flap (might need new RenderOrni code for proper animation)
# R8 converter needs infantry frame resorter # R8 converter needs infantry frame resorter
# add trooper # add trooper (carries bazooka)
# add engineer # add engineer
# add fremen # add fremen (stealthed)
# add saboteur # add saboteur (stealthed with C4)
# add deathhand missile (nuke) # add grenade thrower
# add sandworm # add sadukar (heavy infantry)
# add thumper which really attracts sandworms # 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 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 upgrades
# allow different EVA voices for each faction (currently Atreides only) # allow different EVA voices for each faction (currently Atreides only)
# add SOUND.TS .wav file extractor to RA.Utility.exe # add muzzles and explosions (currently falls back to RA)
# convert .wav to .aud or support .wav files for Dune 2000 sounds
# add muzzles and explosions with lightning (might need engine update)
# create a shellmap (currently just a blank placeholder) # create a shellmap (currently just a blank placeholder)
# rework chrome UI, dialoges, tabs # rework chrome UI, dialoges, tabs
# add sonic tank weapon (currently uses tesla) # add sonic tank weapon (currently uses tesla)
@@ -32,11 +33,11 @@
# allow frigate to deliver 5 units at once to starport # allow frigate to deliver 5 units at once to starport
# starport prices should vary # starport prices should vary
# reinforcements have arrived is played twice when ordering via starport # reinforcements have arrived is played twice when ordering via starport
# add shroud (Dune's 32x32 tiles differ completely from RA/CnC) # 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 transparent # black spots on buildings should be fading team colors
# gamefile extraction (setup/setup.z) from CD fails # 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 # 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 has no transparency and is a little pixelish
# mouse cursor does not change for infantry-only areas (Rough) # infantry-only areas (Rough) do not show the dark-green mouse cursor
# put TilesetBuilder.Export into OpenRA.Utility # 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 # 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/Music
~^/Content/d2k/Tilesets ~^/Content/d2k/Tilesets
~^/Content/d2k/SHPs ~^/Content/d2k/SHPs
~^/Content/d2k/Sound
./mods/ra/bits ./mods/ra/bits
./mods/ra/uibits ./mods/ra/uibits
~^/Content/ra ~^/Content/ra

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

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