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| Identyfikator | Projekt | Kategoria | Widoczność | Data zgłoszenia | Data modyfikacji |
|---|---|---|---|---|---|
| 0000182 | Poland Rebuilding | Modele | publiczny | 2023-09-18 04:10 | 2023-12-13 01:06 |
| Zgłaszający | michaleczeq | Przypisany do | michaleczeq | ||
| Priorytet | żaden | Ważność | poprawka | Powtarzalność | nie dotyczy |
| Status | zamknięty | Rozwiązanie | poprawiony | ||
| Platforma | PC | System operacyjny | Windows | Wersja systemu | 11 |
| Wersja produktu | 2.5.7 | ||||
| Wersja docelowa | 2.5.7 | Poprawione w wersji | 2.5.7 | ||
| Temat | 0000182: > REMOVED MODELS LIST (2.5.7) < | ||||
| Opis | Important info for modders!PL: Oto lista modeli usuniętych z zasobów PR. Jeżeli twój mod wymaga PR, przed aktualizacją upewnij się, że nie używasz tych modeli. W przeciwnym razie gra może crashować! Models:
Sounds:
| ||||
| Dodatkowe informacje | PL:Jeśli przed aktualizacją potrzebujesz plik zawierający nowe definicje modeli, znajdziesz do w załączniku pod nazwą "model.fld.removed.sii". Jeśli Twój mod nadpisuje pliki .snd z mapy PR, będziesz musiał zastąpić wszystkie powyższe dźwięki. Zanim rozpoczniesz proces wymiany, najpierw musisz pobrać i zainstalować plik "sound_item_data.promods.sii" z załączników. Po zastąpieniu wszystkich dźwięków plik ten powinien zostać usunięty. Jeśli nie chcesz zastępować dźwięków, możesz użyć pliku "sound_item_data.polreb.compat.sii", który dodaje kompatybilność w przód dla usuniętych dźwięków. EN:If you need a file containing new model definitions before updating, you will find it in the attachment under "model.fld.removed.sii" name . If your mod overrides .snd files from PR map, you will must replace all sounds above. Before you start replace process, firstly you must download and install "sound_item_data.promods.sii" file from attachements. After replacing all sounds, this file should be deleted. If you don't want to replace sounds, you can use "sound_item_data.polreb.compat.sii" file that adds forward-compatibility for removed sounds. | ||||
| Znaczniki | Brak powiązanych tagów. | ||||
| Dołączone pliki | sound_item_data.polreb.compat.sii (11,191 bajtów)
SiiNunit
{
# Jeżeli tylko możliwe, to wywalić co się da.
sound_item_data : sound.1 # sound.forest1
{
name: "!old_data/polreb/xOLD environment - Forest 1"
#sound_path: "/sound/las_1.ogg" # OLD
#sound_path: "/sound/forest1.ogg"
sound_path: "/sound/world/promods.bank#environment/forest1"
max_dist: 300
}
sound_item_data : sound.Las # sound.forest2
{
name: "!old_data/polreb/xOLD environment - Forest 2"
#sound_path: "/sound/environment/las.ogg" # OLD
#sound_path: "/sound/forest2.ogg"
sound_path: "/sound/world/promods.bank#environment/forest2"
max_dist: 300
}
sound_item_data : sound.Las2 # sound.forest3
{
name: "!old_data/polreb/xOLD environment - Forest 3"
#sound_path: "/sound/environment/las2.ogg" # OLD
#sound_path: "/sound/forest3.ogg"
sound_path: "/sound/world/promods.bank#environment/forest3"
max_dist: 300
}
sound_item_data : sound.Las3 # sound.forest4
{
name: "!old_data/polreb/xOLD environment - Forest 4"
#sound_path: "/sound/environment/las3.ogg" # OLD
#sound_path: "/sound/forest4.ogg"
sound_path: "/sound/world/promods.bank#environment/forest4"
max_dist: 300
}
sound_item_data : sound.mechaniczna # sound.chainsaw1
{
name: "!old_data/polreb/xOLD industrial - Chainsaw 1"
#sound_path: "/sound/pila_mechaniczna.ogg" # OLD
#sound_path: "/sound/chainsaw1.ogg"
sound_path: "/sound/world/promods.bank#industrial/chainsaw1"
max_dist: 150
}
sound_item_data : sound.rzeka1 # sound.river1
{
name: "!old_data/polreb/xOLD environment - River 1"
#sound_path: "/sound/environment/rzeka1.ogg" # OLD
#sound_path: "/sound/environment/river1.ogg"
sound_path: "/sound/world/promods.bank#environment/river1"
max_dist: 300
}
sound_item_data : sound.rzeka2 # sound.river2
{
name: "!old_data/polreb/xOLD environment - River 2"
#sound_path: "/sound/environment/rzeka2.ogg" # OLD
#sound_path: "/sound/environment/river2.ogg"
sound_path: "/sound/world/promods.bank#environment/river2"
max_dist: 300
}
sound_item_data : sound.syrena01 # sound.siren1
{
name: "!old_data/polreb/xOLD emergency - Siren 1"
#sound_path: "/sound/syrena1.ogg" # OLD
#sound_path: "/sound/siren1.ogg"
sound_path: "/sound/world/promods.bank#emergency/siren1"
max_dist: 30
}
sound_item_data : sound.syrena02 # sound.siren2
{
name: "!old_data/polreb/xOLD emergency - Siren 2"
#sound_path: "/sound/syrena2.ogg" # OLD
#sound_path: "/sound/siren2.ogg"
sound_path: "/sound/world/promods.bank#emergency/siren2"
max_dist: 30
}
sound_item_data : sound.syrena03 # sound.siren3
{
name: "!old_data/polreb/xOLD emergency - Siren 3"
#sound_path: "/sound/syrena3.ogg" # OLD
#sound_path: "/sound/siren3.ogg"
sound_path: "/sound/world/promods.bank#emergency/siren3"
max_dist: 30
}
sound_item_data : sound.syrena1 # sound.siren4
{
name: "!old_data/polreb/xOLD emergency - Siren 4"
#sound_path: "/sound/environment/syrena1.ogg" # OLD
#sound_path: "/sound/siren4.ogg"
sound_path: "/sound/world/promods.bank#emergency/siren4"
max_dist: 300
}
sound_item_data : sound.syrena2 # sound.siren5
{
name: "!old_data/polreb/xOLD emergency - Siren 5"
#sound_path: "/sound/environment/syrena2.ogg" # OLD
#sound_path: "/sound/siren5.ogg"
sound_path: "/sound/world/promods.bank#emergency/siren5"
max_dist: 300
}
sound_item_data : sound.gwar_miasta1 # sound.cambient1
{
name: "!old_data/polreb/xOLD city - Ambient 1"
#sound_path: "/sound/environment/gwar_miasta1.ogg" # OLD
#sound_path: "/sound/environment/city_ambient1.ogg"
sound_path: "/sound/world/promods.bank#city/city_ambient1"
max_dist: 300
}
sound_item_data : sound.gwar_miasta2 # sound.cambient2
{
name: "!old_data/polreb/xOLD city - Ambient 2"
#sound_path: "/sound/environment/gwar_miasta2.ogg" # OLD
#sound_path: "/sound/environment/city_ambient2.ogg"
sound_path: "/sound/world/promods.bank#city/city_ambient2"
max_dist: 300
}
sound_item_data : sound.gwar_miasta3 # sound.cambient3
{
name: "!old_data/polreb/xOLD city - Ambient 3"
#sound_path: "/sound/environment/gwar_miasta3.ogg" # OLD
#sound_path: "/sound/environment/city_ambient3.ogg"
sound_path: "/sound/world/promods.bank#city/city_ambient3"
max_dist: 300
}
sound_item_data : sound.Gwar_uliczny # sound.sambient
{
name: "!old_data/polreb/xOLD city - Ambient 4"
#sound_path: "/sound/environment/gwar_uliczny.ogg" # OLD
#sound_path: "/sound/environment/sambient.ogg"
sound_path: "/sound/world/promods.bank#city/sambient"
max_dist: 300
}
sound_item_data : sound.karetka # sound.ambulance1
{
name: "!old_data/polreb/xOLD emergency - Ambulance 1"
#sound_path: "/sound/environment/karetka.ogg" # OLD
#sound_path: "/sound/environment/ambulance1.ogg"
sound_path: "/sound/world/promods.bank#emergency/ambulance1"
max_dist: 300
}
sound_item_data : sound.karetka2 # sound.ambulance2
{
name: "!old_data/polreb/xOLD emergency - Ambulance 2"
#sound_path: "/sound/environment/karetka2.ogg" # OLD
#sound_path: "/sound/environment/ambulance2.ogg"
sound_path: "/sound/world/promods.bank#emergency/ambulance2"
max_dist: 300
}
sound_item_data : sound.policja # sound.police
{
name: "!old_data/polreb/xOLD emergency - Police"
#sound_path: "/sound/environment/policja.ogg" # OLD
#sound_path: "/sound/environment/police.ogg"
sound_path: "/sound/world/promods.bank#emergency/police"
max_dist: 300
}
sound_item_data : sound.ulica1 # sound.street1
{
name: "!old_data/polreb/xOLD city - Street 1"
#sound_path: "/sound/environment/ulica1.ogg" # OLD
#sound_path: "/sound/environment/street1.ogg"
sound_path: "/sound/world/promods.bank#city/street1"
max_dist: 300
}
sound_item_data : sound.ulica2 # sound.street2
{
name: "!old_data/polreb/xOLD city - Street 2"
#sound_path: "/sound/environment/ulica2.ogg" # OLD
#sound_path: "/sound/environment/street2.ogg"
sound_path: "/sound/world/promods.bank#city/street2"
max_dist: 300
}
sound_item_data : sound.Klakson # sound.horn
{
name: "!old_data/polreb/xOLD city - Horn"
#sound_path: "/sound/environment/klakson.ogg" # OLD
#sound_path: "/sound/environment/horn.ogg"
sound_path: "/sound/world/promods.bank#city/horn"
max_dist: 300
}
sound_item_data : sound.Krowa # sound.cow
{
name: "!old_data/polreb/xOLD environment - Cow"
#sound_path: "/sound/environment/krowa.ogg" # OLD
#sound_path: "/sound/cow.ogg"
sound_path: "/sound/world/promods.bank#environment/cow"
max_dist: 300
}
sound_item_data : sound.Piesek # sound.dog
{
name: "!old_data/polreb/xOLD environment - Dog"
#sound_path: "/sound/environment/piesek.ogg" # OLD
#sound_path: "/sound/dog.ogg"
sound_path: "/sound/world/promods.bank#environment/dog"
max_dist: 300
}
sound_item_data : sound.Statek # sound.ship1
{
name: "!old_data/polreb/xOLD industrial - Ship 1"
#sound_path: "/sound/environment/statek.ogg" # OLD
#sound_path: "/sound/ship1.ogg"
sound_path: "/sound/world/promods.bank#industrial/ship1"
max_dist: 300
}
sound_item_data : sound.Statek2 # sound.ship2
{
name: "!old_data/polreb/xOLD industrial - Ship 2"
#sound_path: "/sound/environment/statek2.ogg" # OLD
#sound_path: "/sound/ship2.ogg"
sound_path: "/sound/world/promods.bank#industrial/ship2"
max_dist: 300
}
sound_item_data : sound.Dzwon # sound.bell1
{
name: "!old_data/polreb/xOLD city - Bell 1"
#sound_path: "/sound/environment/dzwon.ogg" # OLD
#sound_path: "/sound/bell1.ogg"
sound_path: "/sound/world/promods.bank#city/bell1"
max_dist: 300
}
sound_item_data : sound.Dzwon2 # sound.bell2
{
name: "!old_data/polreb/xOLD city - Bell 2"
#sound_path: "/sound/environment/dzwon2.ogg" # OLD
#sound_path: "/sound/bell2.ogg"
sound_path: "/sound/world/promods.bank#city/bell2"
max_dist: 300
}
sound_item_data : sound.Krowy # sound.cows
{
name: "!old_data/polreb/xOLD environment - Cows"
#sound_path: "/sound/environment/krowy.ogg" # OLD
#sound_path: "/sound/environment/cows.ogg"
sound_path: "/sound/world/promods.bank#environment/cows"
max_dist: 300
}
sound_item_data : sound.Morze # sound.sea
{
name: "!old_data/polreb/xOLD environment - Sea 2"
#sound_path: "/sound/environment/morze.ogg" # OLD
#sound_path: "/sound/environment/sea.ogg"
sound_path: "/sound/world/promods.bank#environment/sea"
max_dist: 300
}
sound_item_data : sound.Skraj_lasu_1 # sound.forestedge1
{
name: "!old_data/polreb/xOLD environment - Forest edge"
#sound_path: "/sound/environment/skraj_lasu_1.ogg" # OLD
#sound_path: "/sound/environment/forestedge1.ogg"
sound_path: "/sound/world/promods.bank#environment/forestedge1"
max_dist: 300
}
sound_item_data : sound.Staw # sound.pond
{
name: "!old_data/polreb/xOLD environment - Pond"
#sound_path: "/sound/environment/staw.ogg" # OLD
#sound_path: "/sound/environment/pond.ogg"
sound_path: "/sound/world/promods.bank#environment/pond"
max_dist: 300
}
sound_item_data : sound.Strumyk # sound.stream
{
name: "!old_data/polreb/xOLD environment - Stream"
#sound_path: "/sound/environment/strumyk.ogg" # OLD
#sound_path: "/sound/environment/stream.ogg"
sound_path: "/sound/world/promods.bank#environment/stream"
max_dist: 300
}
sound_item_data : sound.Wioska1 # sound.village1
{
name: "!old_data/polreb/xOLD environment - Village 1"
#sound_path: "/sound/environment/wioska1.ogg" # OLD
#sound_path: "/sound/environment/village1.ogg"
sound_path: "/sound/world/promods.bank#environment/village1"
max_dist: 300
}
sound_item_data : sound.Wioska2 # sound.village2
{
name: "!old_data/polreb/xOLD environment - Village 2"
#sound_path: "/sound/environment/wioska2.ogg" # OLD
#sound_path: "/sound/environment/village2.ogg"
sound_path: "/sound/world/promods.bank#environment/village2"
max_dist: 300
}
sound_item_data : sound.Autobus # sound.bus
{
name: "!old_data/polreb/xOLD city - Bus"
#sound_path: "/sound/environment/autobus.ogg" # OLD
#sound_path: "/sound/bus.ogg"
sound_path: "/sound/world/promods.bank#city/bus"
max_dist: 80
}
sound_item_data : sound.Narzedzia # sound.tools
{
name: "!old_data/polreb/xOLD industrial - Tools"
#sound_path: "/sound/environment/narzedzia.ogg" # OLD
#sound_path: "/sound/environment/tools.ogg"
sound_path: "/sound/world/promods.bank#industrial/tools"
max_dist: 100
}
sound_item_data : sound.Maszyna # sound.machine
{
name: "!old_data/polreb/xOLD industrial - Machine"
#sound_path: "/sound/environment/maszyna.ogg" # OLD
#sound_path: "/sound/environment/machine.ogg"
sound_path: "/sound/world/promods.bank#industrial/machine"
max_dist: 80
}
sound_item_data : sound.wypadek # sound.accident1
{
name: "!old_data/polreb/xOLD emergency - Accident 1"
#sound_path: "/sound/wypadek.ogg" # OLD
#sound_path: "/sound/accident1.ogg"
sound_path: "/sound/world/promods.bank#emergency/accident1"
max_dist: 30
}
}
sound_item_data.promods.sii (8,989 bajtów)
SiiNunit
{
# For modders: Please do not modify this file if you want to add a new entry. Create in
# this directory a new file "<base_name>.<idofyourmod>.sii" where <base_name> is name of
# base file without the extension (e.g. "city" for "/def/city.sii") and <idofyourmod> is
# some string which is unlikely to conflict with other mod.
#
# Warning: Even if the units are specified in more than one source file, they share the
# same namespace so suffixes or prefixes should be used to avoid conflicts.
sound_item_data : sound.moose
{
name: "!promods/Moose"
sound_path: "/sound/world/promods.bank#environment/moose"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.coldwind
{
name: "!promods/Cold wind"
sound_path: "/sound/world/promods.bank#environment/cold_wind"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.steam_vent
{
name: "!promods/Steam vent"
sound_path: "/sound/world/promods.bank#environment/steam_vent"
# sound_is_3d: true
# min_dist: 10
max_dist: 50
}
sound_item_data : sound.bagpipes2
{
name: "!promods/Bagpipes 2"
sound_path: "/sound/world/promods.bank#local/bagpipes2"
# sound_is_3d: true
# min_dist: 10
max_dist: 50
}
sound_item_data : sound.bagpipes3
{
name: "!promods/Bagpipes 3"
sound_path: "/sound/world/promods.bank#local/bagpipes3"
# sound_is_3d: true
# min_dist: 10
max_dist: 50
}
sound_item_data : sound.seagulls1
{
name: "!promods/Seagulls 1"
sound_path: "/sound/world/promods.bank#environment/seagulls1"
# sound_is_3d: true
# min_dist: 10
max_dist: 50
}
sound_item_data : sound.seasound1
{
name: "!promods/Sea 1"
sound_path: "/sound/world/promods.bank#environment/seasound1"
# sound_is_3d: true
# min_dist: 10
max_dist: 50
}
sound_item_data : sound.forest1
{
name: "!promods/Forest 1"
sound_path: "/sound/world/promods.bank#environment/forest1"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.forest2
{
name: "!promods/Forest 2"
sound_path: "/sound/world/promods.bank#environment/forest2"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.forest3
{
name: "!promods/Forest 3"
sound_path: "/sound/world/promods.bank#environment/forest3"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.forest4
{
name: "!promods/Forest 4"
sound_path: "/sound/world/promods.bank#environment/forest4"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.chainsaw1
{
name: "!promods/Chainsaw 1"
sound_path: "/sound/world/promods.bank#industrial/chainsaw1"
# sound_is_3d: true
# min_dist: 40
max_dist: 150
}
sound_item_data : sound.siren1
{
name: "!promods/Siren 1"
sound_path: "/sound/world/promods.bank#emergency/siren1"
# sound_is_3d: true
# min_dist: 5
max_dist: 30
}
sound_item_data : sound.siren2
{
name: "!promods/Siren 2"
sound_path: "/sound/world/promods.bank#emergency/siren2"
# sound_is_3d: true
# min_dist: 5
max_dist: 30
}
sound_item_data : sound.siren3
{
name: "!promods/Siren 3"
sound_path: "/sound/world/promods.bank#emergency/siren3"
# sound_is_3d: true
# min_dist: 5
max_dist: 30
}
sound_item_data : sound.siren4
{
name: "!promods/Siren 4"
sound_path: "/sound/world/promods.bank#emergency/siren4"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.siren5
{
name: "!promods/Siren 5"
sound_path: "/sound/world/promods.bank#emergency/siren5"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.accident1
{
name: "!promods/Accident 1"
sound_path: "/sound/world/promods.bank#emergency/accident1"
# sound_is_3d: true
# min_dist: 5
max_dist: 30
}
sound_item_data : sound.port1
{
name: "!promods/Port 1"
sound_path: "/sound/world/promods.bank#industrial/port1"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.port2
{
name: "!promods/Port 2"
sound_path: "/sound/world/promods.bank#industrial/port2"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.river1
{
name: "!promods/River 1"
sound_path: "/sound/world/promods.bank#environment/river1"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.river2
{
name: "!promods/River 2"
sound_path: "/sound/world/promods.bank#environment/river2"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.cambient1
{
name: "!promods/Ambient 1"
sound_path: "/sound/world/promods.bank#city/city_ambient1"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.cambient2
{
name: "!promods/Ambient 2"
sound_path: "/sound/world/promods.bank#city/city_ambient2"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.cambient3
{
name: "!promods/Ambient 3"
sound_path: "/sound/world/promods.bank#city/city_ambient3"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.ambulance1
{
name: "!promods/Ambulance 1"
sound_path: "/sound/world/promods.bank#emergency/ambulance1"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.ambulance2
{
name: "!promods/Ambulance 2"
sound_path: "/sound/world/promods.bank#emergency/ambulance2"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.machine
{
name: "!promods/Machine"
sound_path: "/sound/world/promods.bank#industrial/machine"
# sound_is_3d: true
# min_dist: 20
max_dist: 80
}
sound_item_data : sound.police
{
name: "!promods/Police"
sound_path: "/sound/world/promods.bank#emergency/police"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.street1
{
name: "!promods/Street 1"
sound_path: "/sound/world/promods.bank#city/street1"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.street2
{
name: "!promods/Street 2"
sound_path: "/sound/world/promods.bank#city/street2"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.horn
{
name: "!promods/Horn"
sound_path: "/sound/world/promods.bank#city/horn"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.sambient
{
name: "!promods/Ambient 4"
sound_path: "/sound/world/promods.bank#city/sambient"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.village1
{
name: "!promods/Village 1"
sound_path: "/sound/world/promods.bank#environment/village1"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.village2
{
name: "!promods/Village 2"
sound_path: "/sound/world/promods.bank#environment/village2"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.bus
{
name: "!promods/Bus"
sound_path: "/sound/world/promods.bank#city/bus"
# sound_is_3d: true
# min_dist: 20
max_dist: 80
}
sound_item_data : sound.ship1
{
name: "!promods/Ship 1"
sound_path: "/sound/world/promods.bank#industrial/ship1"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.ship2
{
name: "!promods/Ship 2"
sound_path: "/sound/world/promods.bank#industrial/ship2"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.cow
{
name: "!promods/Cow"
sound_path: "/sound/world/promods.bank#environment/cow"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.dog
{
name: "!promods/Dog"
sound_path: "/sound/world/promods.bank#environment/dog"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.bell1
{
name: "!promods/Bell 1"
sound_path: "/sound/world/promods.bank#city/bell1"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.bell2
{
name: "!promods/Bell 2"
sound_path: "/sound/world/promods.bank#city/bell2"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.cows
{
name: "!promods/Cows"
sound_path: "/sound/world/promods.bank#environment/cows"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.sea
{
name: "!promods/Sea 2"
sound_path: "/sound/world/promods.bank#environment/sea"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.forestedge1
{
name: "!promods/Forest edge"
sound_path: "/sound/world/promods.bank#environment/forestedge1"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.pond
{
name: "!promods/Pond"
sound_path: "/sound/world/promods.bank#environment/pond"
# sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.stream
{
name: "!promods/Stream"
sound_path: "/sound/world/promods.bank#environment/stream"
## sound_is_3d: true
# min_dist: 60
max_dist: 300
}
sound_item_data : sound.tools
{
name: "!promods/Tools"
sound_path: "/sound/world/promods.bank#industrial/tools"
## sound_is_3d: true
## min_dist: 30
max_dist: 100
}
//sound_item_data : sound.waterfall
//{
// name: "!promods/Waterfall"
// sound_path: "/sound/world/promods.bank#environment/waterfall"
// ## sound_is_3d: true
// ## min_dist: 20
// max_dist: 200
//}
}
model.fld.removed.sii (263 bajtów)
SiiNunit
{
# by FLD / TZ express map
model_def : model.pr_fld23 {
model_desc: "/prefab/construction/const_block_01.pmd"
category: "x_OLD"
}
model_def : model.pr_fld24 {
model_desc: "/prefab/construction/const_block_02.pmd"
category: "x_OLD"
}
} | ||||
| Pozycja błędu z pliku bugs.txt (każda lokacja w nowej linii) | |||||
| Rewizja modyfikacji (rev. XXX) | |||||
| Data zmiany | Nazwa użytkownika | Pole | Zmiana |
|---|---|---|---|
| 2023-09-18 04:10 | michaleczeq | Nowe zgłoszenie | |
| 2023-09-18 04:10 | michaleczeq | Status | nowy => przypisany |
| 2023-09-18 04:10 | michaleczeq | Przypisany do | => michaleczeq |
| 2023-09-18 04:10 | michaleczeq | Dodano plik: sound_item_data.polreb.compat.sii | |
| 2023-09-18 04:10 | michaleczeq | Dodano plik: sound_item_data.promods.sii | |
| 2023-09-18 04:10 | michaleczeq | Dodano plik: model.fld.removed.sii | |
| 2023-09-18 04:12 | michaleczeq | Status | przypisany => rozwiązany |
| 2023-09-18 04:12 | michaleczeq | Rozwiązanie | otwarty => poprawiony |
| 2023-09-18 04:12 | michaleczeq | Poprawione w wersji | => 2.5.7 |
| 2023-12-13 01:06 | michaleczeq | Status | rozwiązany => zamknięty |