added more Dune 2000 EVA voices
currently Atreides only
This commit is contained in:
@@ -1,5 +1,5 @@
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# make structures appear earlier when errecting from ground
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# make structures appear earlier when errecting from ground
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# harvester unload frames missing (too few DATA.R8 frames in general)
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# harvester harvest and unload frames missing (too few DATA.R8 frames in general)
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# carryalls should automatically transport harvesters (needs complex logic)
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# carryalls should automatically transport harvesters (needs complex logic)
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# windtrap animations missing
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# windtrap animations missing
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# outpost animations missing
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# outpost animations missing
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@@ -22,8 +22,9 @@
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# add deathhand missile (nuke)
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# add deathhand missile (nuke)
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# add sandworm
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# add sandworm
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# add thumper which really attracts sandworms
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# add thumper which really attracts sandworms
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# add neutral buildings: emperor palace, fremen siech, smugglers house
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# allow upgrades
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# allow upgrades
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# add voices (Dune 2000/DATA/SFX folder contains .aud files)
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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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# 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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# 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 with lightning (might need engine update)
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@@ -34,7 +35,6 @@
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# add sonic tank weapon (currently uses tesla)
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# add sonic tank weapon (currently uses tesla)
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# make deviator change the allegiance of ememy units (currently shoots rockets)
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# make deviator change the allegiance of ememy units (currently shoots rockets)
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# replace RA mouse.shp, nopower.shp with Dune 2000 equivalent
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# replace RA mouse.shp, nopower.shp with Dune 2000 equivalent
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# add bots (blocked by issue #2184)
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# complete Arrakis tileset (blocked by issue #2178)
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# complete Arrakis tileset (blocked by issue #2178)
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# allow frigate to deliver 5 units at once to starport
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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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# starport prices should vary
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@@ -6,25 +6,41 @@ Player:
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BuildSpeed: .4
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BuildSpeed: .4
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LowPowerSlowdown: 3
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LowPowerSlowdown: 3
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QueuedAudio: AI_BUILD.AUD
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QueuedAudio: AI_BUILD.AUD
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OnHoldAudio: AI_HOLD.AUD
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ReadyAudio: AI_BDRDY.AUD
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ReadyAudio: AI_BDRDY.AUD
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CancelledAudio: AI_CANCL.AUD
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ClassicProductionQueue@Defense:
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ClassicProductionQueue@Defense:
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Type: Defense
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Type: Defense
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BuildSpeed: .4
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BuildSpeed: .4
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LowPowerSlowdown: 3
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LowPowerSlowdown: 3
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QueuedAudio: AI_BUILD.AUD
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QueuedAudio: AI_BUILD.AUD
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OnHoldAudio: AI_HOLD.AUD
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ReadyAudio: AI_BDRDY.AUD
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ReadyAudio: AI_BDRDY.AUD
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CancelledAudio: AI_CANCL.AUD
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ClassicProductionQueue@Vehicle:
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ClassicProductionQueue@Vehicle:
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Type: Vehicle
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Type: Vehicle
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BuildSpeed: .4
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BuildSpeed: .4
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LowPowerSlowdown: 3
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LowPowerSlowdown: 3
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ReadyAudio: AI_UNRDY.AUD
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QueuedAudio:AI_TRAIN.AUD
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OnHoldAudio: AI_HOLD.AUD
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CancelledAudio: AI_CANCL.AUD
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ClassicProductionQueue@Infantry:
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ClassicProductionQueue@Infantry:
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Type: Infantry
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Type: Infantry
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BuildSpeed: .4
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BuildSpeed: .4
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LowPowerSlowdown: 3
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LowPowerSlowdown: 3
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ReadyAudio: AI_UNRDY.AUD
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QueuedAudio:AI_TRAIN.AUD
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OnHoldAudio: AI_HOLD.AUD
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CancelledAudio: AI_CANCL.AUD
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ClassicProductionQueue@Plane:
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ClassicProductionQueue@Plane:
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Type: Plane
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Type: Plane
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BuildSpeed: .4
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BuildSpeed: .4
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LowPowerSlowdown: 3
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LowPowerSlowdown: 3
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ReadyAudio: AI_UNRDY.AUD
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QueuedAudio:AI_TRAIN.AUD
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OnHoldAudio: AI_HOLD.AUD
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CancelledAudio: AI_CANCL.AUD
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PlaceBuilding:
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PlaceBuilding:
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SupportPowerManager:
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SupportPowerManager:
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ConquestVictoryConditions:
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ConquestVictoryConditions:
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@@ -86,6 +102,7 @@ Player:
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DebugResourceOreCapacity:
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DebugResourceOreCapacity:
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-GpsWatcher:
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-GpsWatcher:
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BaseAttackNotifier:
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BaseAttackNotifier:
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Audio: AI_ATACK.AUD
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World:
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World:
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OpenWidgetAtGameStart:
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OpenWidgetAtGameStart:
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@@ -189,15 +206,17 @@ World:
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SpawnMPUnits@ordos:
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SpawnMPUnits@ordos:
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InitialUnit: mcvo
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InitialUnit: mcvo
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Faction: ordos
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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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EvaAlerts:
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RadarUp:
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RadarUp:
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RadarDown:
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RadarDown:
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BuildingCannotPlaceAudio:
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BuildingCannotPlaceAudio: AI_PLACE.AUD
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CashTickUp:
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CashTickUp:
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CashTickDown:
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CashTickDown:
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LowPower:
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NewOptions: AI_NEWOP.AUD
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SilosNeeded:
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LowPower: AI_POWER.AUD
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PrimaryBuildingSelected:
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SilosNeeded: AI_SILOS.AUD
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PrimaryBuildingSelected: AI_PRMRY.AUD
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AbilityInsufficientPower:
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AbilityInsufficientPower:
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LevelUp:
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LevelUp:
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SpatialBins:
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SpatialBins:
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