Wyświetl szczegóły problemu

IdentyfikatorProjektKategoriaWidocznośćData modyfikacji
0000182Poland RebuildingModelepubliczny2023-12-13 01:06
Zgłaszającymichaleczeq Przypisany domichaleczeq  
PriorytetżadenWażnośćpoprawkaPowtarzalnośćnie dotyczy
Status zamkniętyRozwiązaniepoprawiony 
PlatformaPCSystem operacyjnyWindowsWersja systemu11
Wersja produktu2.5.7 
Wersja docelowa2.5.7Poprawione w wersji2.5.7 
Temat0000182: > 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!
EN: Here is a list of removed models from PR assets. If your mod require PR, before update please make sure, that you not using these models. Otherwise your game can crash!

Models:

  • model.fld23 ► pr_fld23
  • model.fld24 ► pr_fld24

Sounds:

  • sound.1 ► forest1
  • sound.Las ► forest2
  • sound.Las2 ► forest3
  • sound.Las3 ► forest4
  • sound.mechaniczna ► chainsaw1
  • sound.rzeka1 ► river1
  • sound.rzeka2 ► river2
  • sound.syrena01 ► siren1
  • sound.syrena02 ► siren2
  • sound.syrena03 ► siren3
  • sound.syrena1 ► siren4
  • sound.syrena2 ► siren5
  • sound.gwar_miasta1 ► cambient1
  • sound.gwar_miasta2 ► cambient2
  • sound.gwar_miasta3 ► cambient3
  • sound.Gwar_uliczny ► sambient
  • sound.karetka ► ambulance1
  • sound.karetka2 ► ambulance2
  • sound.policja ► police
  • sound.ulica1 ► street1
  • sound.ulica2 ► street2
  • sound.Klakson ► horn
  • sound.Krowa ► cow
  • sound.Piesek ► dog
  • sound.Statek ► ship1
  • sound.Statek2 ► ship2
  • sound.Dzwon ► bell1
  • sound.Dzwon2 ► bell2
  • sound.Krowy ► cows
  • sound.Morze ► sea
  • sound.Skraj_lasu_1 ► forestedge1
  • sound.Staw ► pond
  • sound.Strumyk ► stream
  • sound.Wioska1 ► village1
  • sound.Wioska2 ► village2
  • sound.Autobus ► bus
  • sound.Narzedzia ► tools
  • sound.Maszyna ► machine
  • sound.wypadek ► accident1
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.
Niestety dźwięki nie mogą być wymienione za pomocą pliku replace.sii. By wymienić dźwięki, należy uruchomić edytor w trybie edycji dźwięków (-edit europe -sound), a następnie w oknie wyszukiwania (Ctrl+F) wybrać zakładkę "Find References" --> Search type: "Sound"; Sound: "!old_data/polreb/<sound>" --> Find, zaznaczyć wszystkie znalezione wyniki oraz podmienić je na odpowiednik z Promods (PPM --> Properties).

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.
Unfortunately, sounds cannot be replaced using the replace.sii file. To replace sounds, run the editor in the sound editing mode (-edit europe -sound), and then select the "Find References" tab in the search window (Ctrl+F). " --> Search type: "Sound"; Sound: "!old_data/polreb/<sound>" --> Find, select all found results and replace them with the equivalent from Promods (RMB --> Properties).

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.

ZnacznikiBrak 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.polreb.compat.sii (11,191 bajtów)   
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
//}

}
sound_item_data.promods.sii (8,989 bajtów)   
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"
}

}
model.fld.removed.sii (263 bajtów)   
Pozycja z pliku bugs.txt (każda lokalizacja w nowej linii)
Wersja REV modyfikacji

Aktywności

Historia zgłoszenia

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