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Identyfikator | Projekt | Kategoria | Widoczność | Data zgłoszenia | Data modyfikacji |
---|---|---|---|---|---|
0000182 | Poland Rebuilding | Modele | publiczny | 2023-09-18 04:10 | 2023-09-18 04:12 |
Zgłaszający | michaleczeq | Przypisany do | michaleczeq | ||
Priorytet | żaden | Ważność | poprawka | Powtarzalność | nie dotyczy |
Status | rozwiązany | 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. | ||||
Dodatkowe mapy | Nie | ||||
Pozycja z pliku bugs.txt | |||||
Wersja DEV modyfikacji | |||||
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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" } } |
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 |