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Thread: Want to help EB2? List the sound events from M2TW

  1. #1
    Senior Member Senior Member Tellos Athenaios's Avatar
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    Default Want to help EB2? List the sound events from M2TW

    Currently I am working on a modding tool which will generate the data for the following file: "data/sounds/events.dat". As part of this work there are a lot of "little" tasks and tests which I need to do to understand the file format better. This work isn't difficult, it just takes some spare time and preferably a clone army/henchmen to do it for you while you get on with the more challenging work. But then I thought, maybe I don't need to do that all on my own, maybe there are fans willing to help out?

    So, the task of today: compiling lists of "standalone events". In M2TW there are event "banks" (recognisable by the "bank" keyword) and there are what I term "standalone" events (recognisable by the fact that they are not part of an event "bank"). What I am after is the names of all such "standalone" events.

    If you have an unpacked M2TW (and/or Kingdoms) you can help by opening the *.txt files in the data/ directory and compiling a list of each of these events you find. (If you don't have an unpacked M2TW/Kingdoms but would like to help, look in the tools/ directory for unpack_all.bat, which can be used to unpack your M2TW first.) The relevant *.txt files are enumerated in data/descr_sounds.txt (by the lines which start with "include"). Alternatively the Vanilla sound code can be found here: http://www.twcenter.net/forums/showthread.php?t=74106


    Additionally you can separate these events further. There are two types of standalone events: type 2, and type 3. I refer to them by these names because of the files names generated when you unpack data/sounds/events.dat with XIDX (see link in my signature) like this:
    Code:
    C:\xidx\bin\xidx_x86.exe -xeb "C:\Medieval II - Total War\mods\americas\data\sounds\events.dat"
    This command will generate a lot of files, some names will start with "2_" others with "3_" and these correspond to the events which we're after. If you open the ones which start with "3_" in a hexeditor the first bytes will be quite readable, as these correspond to the name of the event which is encoded in the file.

    Finally the most difficult is identifying the type 2 events. You can help here as well by opening the Type 2 events (the ones with the "2_" prefix) in the hexeditor and comparing the names of the sound files (again this will be quite readable) with the M2TW event sound code and noting which events if any match the files. (E.g. 2_a_1.bin => some_event.)

    So to sum up:
    You can help EB2 by helping me to compile lists of standalone event names found in M2TW event sound code.
    You can help me even more by helping me to separate the events by type. Type 2 or Type 3. For this you will need XIDX (see the link in my sig) and a hexeditor (there are plenty of good free hexeditors available).
    It is a lot of work, so it would be best if volunteers could first post to "claim" the files that they will work on so the workload per volunteer can be reduced to something manageable. Also it would be good if there were a couple of volunteers for each file so any mistakes can be spotted & corrected more easily.

    Here's a list of the sound files used by the type 2 events that I've found. (280 events out of 313)
    Code:
    data/sounds/SFX/Interface/button_down.mp3
    data/sounds/SFX/interface/open_message_mtw2.mp3
    data/sounds/SFX/campaign_map/merge_armies_02.wav
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_01.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_02.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_01.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_02.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_01.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_02.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_01.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_02.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_01.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_02.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_01.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_02.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_01.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_02.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_01.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_02.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_01.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_02.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_01.mp3
    data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_02.mp3
    data/sounds/SFX/interface/campaign/end_turn_arabic_01.mp3
    data/sounds/SFX/interface/campaign/end_turn_arabic_02.mp3
    data/sounds/SFX/interface/campaign/end_turn_arabic_03.mp3
    data/sounds/SFX/interface/campaign/end_turn_arabic_04.mp3
    data/sounds/SFX/interface/campaign/end_turn_arabic_05.mp3
    data/sounds/SFX/interface/campaign/end_turn_arabic_06.mp3
    data/sounds/SFX/interface/frontend/start_MTW2_short.mp3
    data/sounds/SFX/interface/frontend/text_slide.mp3
    data/sounds/SFX/interface/frontend/next_mtw_01.mp3
    data/sounds/SFX/interface/frontend/remove_army.mp3
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/frontend/dialog_disappear.mp3
    data/sounds/SFX/interface/check_button_mtw2.mp3
    data/sounds/SFX/interface/check_button_mtw2.mp3
    data/sounds/SFX/interface/frontend/go_back_02.mp3
    data/sounds/SFX/interface/frontend/scroll_arrow.mp3
    data/sounds/SFX/interface/frontend/scroll_arrow.mp3
    data/sounds/SFX/interface/frontend/scroll_arrow.mp3
    data/sounds/SFX/interface/frontend/scroll_arrow.mp3
    data/sounds/SFX/interface/slider.wav
    data/sounds/SFX/interface/frontend/text_input.wav
    data/sounds/SFX/Interface/Frontend/tick_on.mp3
    data/sounds/SFX/interface/frontend/tick_off.mp3
    data/sounds/SFX/campaign_map/engage_enemy.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/campaign_map/engage_enemy.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/slam_01.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/scroll_arrow.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/select_building.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/scroll_arrow.mp3
    data/sounds/SFX/campaign_map/engage_enemy.mp3
    data/sounds/SFX/interface/frontend/slam_01.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/apply_change.mp3
    data/sounds/SFX/interface/frontend/change_faction_mtw2.mp3
    data/sounds/SFX/interface/frontend/next_team.mp3
    data/sounds/SFX/interface/frontend/upgrade_armour.mp3
    data/sounds/SFX/interface/frontend/upgrade_experience.mp3
    data/sounds/SFX/interface/frontend/upgrade_weapon.mp3
    data/sounds/SFX/interface/frontend/remove_army.mp3
    data/sounds/SFX/interface/frontend/computer_choose_Army.mp3
    data/sounds/SFX/interface/frontend/quick_03.mp3
    data/sounds/SFX/interface/frontend/quick_03.mp3
    data/sounds/SFX/Interface/button_down.mp3
    data/sounds/SFX/Interface/button_down.mp3
    data/sounds/SFX/interface/frontend/text_input.wav
    data/sounds/SFX/interface/tooltip_02.mp3
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/campaign_map/merge_armies_02.wav
    data/sounds/SFX/interface/keep_collapse.mp3
    data/sounds/SFX/interface/scroll_02_open.mp3
    data/sounds/SFX/interface/scroll_03_open.mp3
    data/sounds/SFX/interface/scroll_06_open.mp3
    data/sounds/SFX/interface/scroll_08_open.mp3
    data/sounds/SFX/interface/scroll_10_open.mp3
    data/sounds/SFX/interface/scroll_12_open.mp3
    data/sounds/SFX/interface/scroll_13_open.mp3
    data/sounds/SFX/interface/scroll_14_open.mp3
    data/sounds/SFX/interface/scroll_16_open.mp3
    data/sounds/SFX/interface/scroll_17_open.mp3
    data/sounds/SFX/interface/scroll_18_open.mp3
    data/sounds/SFX/interface/scroll_19_open.mp3
    data/sounds/SFX/interface/scroll_01_close.mp3
    data/sounds/SFX/interface/scroll_04_close.mp3
    data/sounds/SFX/interface/scroll_05_close.mp3
    data/sounds/SFX/interface/scroll_07_close.mp3
    data/sounds/SFX/interface/scroll_09_close.mp3
    data/sounds/SFX/interface/scroll_11_close.mp3
    data/sounds/SFX/interface/scroll_15_close.mp3
    data/sounds/SFX/interface/scroll_22_close.mp3
    data/sounds/SFX/interface/frontend/scroll_arrow.mp3
    data/sounds/SFX/interface/frontend/scroll_arrow.mp3
    data/sounds/SFX/interface/slider.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/Interface/button_down.mp3
    data/sounds/SFX/campaign_map/summary_finance_01.mp3
    data/sounds/SFX/campaign_map/summary_finance_02.mp3
    data/sounds/SFX/campaign_map/summary_generic_01.mp3
    data/sounds/SFX/campaign_map/summary_generic_02.mp3
    data/sounds/SFX/campaign_map/summary_generic_03.mp3
    data/sounds/SFX/campaign_map/summary_generic_04.mp3
    data/sounds/SFX/campaign_map/summary_building_01.mp3
    data/sounds/SFX/campaign_map/summary_building_02.mp3
    data/sounds/SFX/campaign_map/summary_training_01.mp3
    data/sounds/SFX/campaign_map/summary_training_02.mp3
    data/sounds/SFX/campaign_map/summary_training_03.mp3
    data/sounds/SFX/campaign_map/summary_training_04.mp3
    data/sounds/SFX/campaign_map/summary_training_05.mp3
    data/sounds/SFX/interface/radar_click_mtw2.mp3
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/pickup_card.mp3
    data/sounds/SFX/interface/drop_building_mtw2.mp3
    data/sounds/SFX/interface/tab.mp3
    data/sounds/SFX/interface/tab.mp3
    data/sounds/SFX/interface/tab.mp3
    data/sounds/SFX/interface/tab.mp3
    data/sounds/SFX/interface/move_camera_mtw2.mp3
    data/sounds/SFX/interface/select_and_locate.mp3
    data/sounds/SFX/interface/select_and_locate.mp3
    data/sounds/SFX/interface/drop_building_mtw2.mp3
    data/sounds/SFX/interface/select_and_locate.mp3
    data/sounds/SFX/interface/drop_building_mtw2.mp3
    data/sounds/SFX/interface/move_camera_mtw2.mp3
    data/sounds/SFX/interface/view_settlement_battlefield_mtw2.mp3
    data/sounds/SFX/campaign_map/summary_generic_01.mp3
    data/sounds/SFX/campaign_map/summary_generic_02.mp3
    data/sounds/SFX/campaign_map/summary_generic_03.mp3
    data/sounds/SFX/campaign_map/summary_generic_04.mp3
    data/sounds/SFX/interface/radar_zoom.mp3
    data/sounds/SFX/interface/advisor_popout.mp3
    data/sounds/SFX/interface/advisor_popin.mp3
    data/sounds/SFX/interface/message.mp3
    data/sounds/SFX/interface/message_fall.mp3
    data/sounds/SFX/interface/message_stop.mp3
    data/sounds/SFX/Interface/button_down.mp3
    data/sounds/SFX/Interface/select_building_city_noise_mtw2_01.mp3
    data/sounds/SFX/Interface/select_building_city_noise_mtw2_02.mp3
    data/sounds/SFX/Interface/select_building_city_noise_mtw2_03.mp3
    data/sounds/SFX/Interface/select_building_city_noise_mtw2_04.mp3
    data/sounds/SFX/Interface/select_building_city_noise_mtw2_05.mp3
    data/sounds/SFX/Interface/select_building_city_noise_mtw2_06.mp3
    data/sounds/SFX/Interface/select_building_city_noise_mtw2_07.mp3
    data/sounds/SFX/Interface/select_building_city_noise_mtw2_08.mp3
    data/sounds/SFX/Interface/button_down.mp3
    data/sounds/SFX/Interface/button_down.mp3
    data/sounds/SFX/interface/select_building.mp3
    data/sounds/SFX/interface/remove_from_queue_mtw2.mp3
    data/sounds/SFX/interface/pickup_card.mp3
    data/sounds/SFX/interface/add_building_mtw2.mp3
    data/sounds/SFX/interface/remove_from_queue_mtw2.mp3
    data/sounds/SFX/interface/pickup_building_mtw2.mp3
    data/sounds/SFX/interface/tab.mp3
    data/sounds/SFX/interface/panel_close.mp3
    data/sounds/SFX/interface/view_settlement_battlefield_mtw2.mp3
    data/sounds/SFX/Campaign_Map/report.mp3
    data/sounds/SFX/Interface/button_down.mp3
    data/sounds/SFX/interface/scroll_02_open.mp3
    data/sounds/SFX/interface/scroll_03_open.mp3
    data/sounds/SFX/interface/scroll_06_open.mp3
    data/sounds/SFX/interface/scroll_08_open.mp3
    data/sounds/SFX/interface/scroll_10_open.mp3
    data/sounds/SFX/interface/scroll_12_open.mp3
    data/sounds/SFX/interface/scroll_13_open.mp3
    data/sounds/SFX/interface/scroll_14_open.mp3
    data/sounds/SFX/interface/scroll_16_open.mp3
    data/sounds/SFX/interface/scroll_17_open.mp3
    data/sounds/SFX/interface/scroll_18_open.mp3
    data/sounds/SFX/interface/scroll_19_open.mp3
    data/sounds/SFX/interface/scroll_01_close.mp3
    data/sounds/SFX/interface/scroll_04_close.mp3
    data/sounds/SFX/interface/scroll_05_close.mp3
    data/sounds/SFX/interface/scroll_07_close.mp3
    data/sounds/SFX/interface/scroll_09_close.mp3
    data/sounds/SFX/interface/scroll_11_close.mp3
    data/sounds/SFX/interface/scroll_15_close.mp3
    data/sounds/SFX/interface/scroll_22_close.mp3
    data/sounds/SFX/interface/tab.mp3
    data/sounds/SFX/interface/campaign/prisoner_release_01.mp3
    data/sounds/SFX/interface/campaign/prisoner_release_02.mp3
    data/sounds/SFX/interface/campaign/prisoner_release_03.mp3
    data/sounds/SFX/interface/campaign/prisoner_release_04.mp3
    data/sounds/SFX/interface/campaign/prisoner_release_05.mp3
    data/sounds/SFX/interface/campaign/prisoner_release_06.mp3
    data/sounds/SFX/interface/campaign/prisoner_release_07.mp3
    data/sounds/SFX/interface/campaign/prisoner_release_08.mp3
    data/sounds/SFX/interface/campaign/prisoner_release_09.mp3
    data/sounds/SFX/interface/campaign/prisoner_release_10.mp3
    data/sounds/SFX/interface/campaign/prisoner_group_execution_guillotine_01.mp3
    data/sounds/SFX/interface/campaign/prisoner_group_execution_guillotine_02.mp3
    data/sounds/SFX/interface/campaign/prisoner_group_execution_hanging_01.mp3
    data/sounds/SFX/interface/campaign/prisoner_group_execution_horse_01.mp3
    data/sounds/SFX/interface/campaign/prisoner_execution_musket.mp3
    data/sounds/SFX/interface/campaign/prisoner_group_execution_guillotine_01.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_01.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_02.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_03.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_04.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_05.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_06.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_07.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_08.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_10.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_11.mp3
    data/sounds/SFX/interface/campaign/prisoner_ransom_12.mp3
    data/sounds/SFX/interface/scroll_02_open.mp3
    data/sounds/SFX/interface/scroll_03_open.mp3
    data/sounds/SFX/interface/scroll_06_open.mp3
    data/sounds/SFX/interface/scroll_08_open.mp3
    data/sounds/SFX/interface/scroll_10_open.mp3
    data/sounds/SFX/interface/scroll_12_open.mp3
    data/sounds/SFX/interface/scroll_13_open.mp3
    data/sounds/SFX/interface/scroll_14_open.mp3
    data/sounds/SFX/interface/scroll_16_open.mp3
    data/sounds/SFX/interface/scroll_17_open.mp3
    data/sounds/SFX/interface/scroll_18_open.mp3
    data/sounds/SFX/interface/scroll_19_open.mp3
    data/sounds/SFX/interface/scroll_01_close.mp3
    data/sounds/SFX/interface/scroll_04_close.mp3
    data/sounds/SFX/interface/scroll_05_close.mp3
    data/sounds/SFX/interface/scroll_07_close.mp3
    data/sounds/SFX/interface/scroll_09_close.mp3
    data/sounds/SFX/interface/scroll_11_close.mp3
    data/sounds/SFX/interface/scroll_15_close.mp3
    data/sounds/SFX/interface/scroll_22_close.mp3
    data/sounds/SFX/interface/frontend/scroll_arrow.mp3
    data/sounds/SFX/interface/frontend/scroll_arrow.mp3
    data/sounds/SFX/interface/slider.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/panel_close.mp3
    data/sounds/SFX/interface/panel_close.mp3
    data/sounds/SFX/interface/radar_click_mtw2.mp3
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/battlefield/GUI_slide_down.mp3
    data/sounds/SFX/interface/battlefield/GUI_slide_up.mp3
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/radar_zoom.mp3
    data/sounds/SFX/interface/radar_zoom.mp3
    data/sounds/SFX/interface/double_button.mp3
    data/sounds/SFX/interface/double_button.mp3
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/pickup_card.mp3
    data/sounds/SFX/interface/drop_building_mtw2.mp3
    data/sounds/SFX/interface/battlefield/zoom_to_unit.mp3
    data/sounds/SFX/interface/battlefield/zoom_to_unit.mp3
    data/sounds/SFX/interface/Battlefield/drag_formation.wav
    data/sounds/SFX/interface/battlefield/move.wav
    data/sounds/SFX/interface/Battlefield/group_select.wav
    data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav
    data/sounds/SFX/interface/battlefield/flash_units.mp3



    Below is the list of the type 3 events I've found (659 event names out of 659 files):

    Code:
    AGINCOURT_NARRATOR_1
    AGINCOURT_NARRATOR_10
    AGINCOURT_NARRATOR_11
    AGINCOURT_NARRATOR_12
    AGINCOURT_NARRATOR_13
    AGINCOURT_NARRATOR_14
    AGINCOURT_NARRATOR_15
    AGINCOURT_NARRATOR_2
    AGINCOURT_NARRATOR_3
    AGINCOURT_NARRATOR_4
    AGINCOURT_NARRATOR_5
    AGINCOURT_NARRATOR_6
    AGINCOURT_NARRATOR_7
    AGINCOURT_NARRATOR_8
    AGINCOURT_NARRATOR_9
    ANIM_ARCHER_AIM
    ANIM_ARCHER_FIRE
    ANIM_ARCHER_LOAD
    ANIM_Ballista_Crank
    ANIM_Ballista_Finish_Crank
    ANIM_Ballista_Fire
    ANIM_Ballista_Load
    ANIM_Ballista_distant_Fire
    ANIM_Basilisk_Fire
    ANIM_Bell_Standard
    ANIM_Bombard_Fire
    ANIM_Bombard_Recover
    ANIM_Building_collapse
    ANIM_Building_collapse_LARGE
    ANIM_Building_collapse_SMALL
    ANIM_CAMEL_ATTACK
    ANIM_CAMEL_DEATH
    ANIM_CARNYX_SIGNAL_CHARGE
    ANIM_Catapult_Crank
    ANIM_Catapult_Crank_Finish
    ANIM_Catapult_Fire
    ANIM_Catapult_distant_Fire
    ANIM_Catapult_whoosh
    ANIM_Crossbow_Fire
    ANIM_Crossbow_Load
    ANIM_Crossbow_Wind
    ANIM_Crossbow_Wind_End
    ANIM_Culverin_Fire
    ANIM_ELE_ATTACK
    ANIM_ELE_DEATH
    ANIM_FALL_SQUASH
    ANIM_Flag_flapping
    ANIM_Gate_metal_DESTROYED
    ANIM_Gate_metal_IMPACT
    ANIM_Gate_portcullis_DOWN
    ANIM_Gate_portcullis_UP
    ANIM_Gate_portcullis_move_down
    ANIM_Gate_portcullis_move_up
    ANIM_Gate_wood_IMPACT
    ANIM_Gate_wood_LARGE_DESTROYED
    ANIM_Gate_wood_SMALL_DESTROYED
    ANIM_Gate_wood_large_close
    ANIM_Gate_wood_large_creak
    ANIM_Gate_wood_large_open
    ANIM_Gate_wood_small_CLOSE
    ANIM_Gate_wood_small_OPEN
    ANIM_Gate_wood_small_creak
    ANIM_Great_Bombard_Fire
    ANIM_Gunner_Fire
    ANIM_HORSE_ATTACK
    ANIM_HORSE_DEATH
    ANIM_HORSE_REGROUP
    ANIM_Huge_Bombard_Chain
    ANIM_Huge_Bombard_Fire
    ANIM_Huge_Bombard_Move
    ANIM_Huge_Bombard_Prepare
    ANIM_Huge_Bombard_Recoil
    ANIM_Human_ready
    ANIM_KICK
    ANIM_KILL_MOUNT
    ANIM_Ladder_Destroyed
    ANIM_Ladder_Raised
    ANIM_Mortar_Fire
    ANIM_Musket_Ammo
    ANIM_Musket_Fire
    ANIM_Musket_Gunpowder
    ANIM_Musket_Rod
    ANIM_Musket_cock
    ANIM_RAM_PREPARE
    ANIM_RL_Fuse
    ANIM_RL_Fuse_loop
    ANIM_RL_Prepare
    ANIM_SCRAPE
    ANIM_SPEAR_FIRE
    ANIM_SQUASH
    ANIM_STAB
    ANIM_SWIM
    ANIM_SWOOSH
    ANIM_Serpentine_Fire
    ANIM_Siege_Tower_Close
    ANIM_Siege_Tower_Creak
    ANIM_Siege_Tower_Destroyed
    ANIM_Siege_Tower_Open
    ANIM_Siege_Tower_Wind
    ANIM_Stone_HITS
    ANIM_Stone_collapse_LARGE
    ANIM_Stone_collapse_LARGE_DISTANT
    ANIM_Stone_collapse_MEDIUM
    ANIM_Stone_collapse_MEDIUM_DISTANT
    ANIM_Stone_collapse_SMALL
    ANIM_Stone_collapse_SMALL_DISTANT
    ANIM_TESTUDO
    ANIM_Trebuchet_Crank
    ANIM_Trebuchet_Fire
    ANIM_Trebuchet_Rope_drop
    ANIM_Trebuchet_distant_Crank
    ANIM_Trebuchet_distant_Fire
    ANIM_Trebuchet_recover
    ANIM_Trebuchet_swing
    ANIM_WARDOG_ATTACK
    ANIM_WARDOG_BARK
    ANIM_WARDOG_DEATH
    ANIM_Wood_collapse_LARGE
    ANIM_Wood_collapse_LARGE_DISTANT
    ANIM_Wood_collapse_SMALL
    ANIM_Wood_collapse_SMALL_DISTANT
    ANIM_artillery_Fire
    ANIM_cannon_ball_jam
    ANIM_cannon_ball_roll
    ANIM_cannon_creaks
    ANIM_cannon_large_distant
    ANIM_cannon_load_ball
    ANIM_cannon_load_in
    ANIM_cannon_load_out
    ANIM_cannon_recover
    ANIM_cannon_small_distant
    ANIM_cannon_thud
    ANIM_cannon_wheel_bounce
    ANIM_destroyed_siege_LARGE
    ANIM_destroyed_siege_MEDIUM
    ANIM_destroyed_siege_SMALL
    ANIM_ribault_fuse
    ARROW_FLY
    ARROW_WHIZZ_SOUND
    ARSUF_NARRATOR_1
    ARSUF_NARRATOR_10
    ARSUF_NARRATOR_2
    ARSUF_NARRATOR_3
    ARSUF_NARRATOR_4
    ARSUF_NARRATOR_5
    ARSUF_NARRATOR_6
    ARSUF_NARRATOR_7
    ARSUF_NARRATOR_8
    ARSUF_NARRATOR_9
    Agincourt_Lose
    Agincourt_Sergeant_1
    Agincourt_Sergeant_2
    Agincourt_Sergeant_3
    Agincourt_Sergeant_4
    Agincourt_Sergeant_5
    Agincourt_Sergeant_6
    Agincourt_Sergeant_7
    Agincourt_Sergeant_8
    Agincourt_Sergeant_9
    Agincourt_Win
    Arabic_Tension
    Arsuf_Sergeant_1
    Arsuf_Sergeant_2
    Arsuf_Sergeant_3
    Aztec_Tension
    BATTLE_AI_ASSISTANCE_OFF
    BATTLE_AI_ASSISTANCE_ON
    BATTLE_CHARGE_MELEE_ATTACK_UNIT
    BATTLE_CHARGE_MISSILE_ATTACK_UNIT
    BATTLE_CHARGE_SIEGE_ATTACK
    BATTLE_DESELECT_ALL
    BATTLE_DESELECT_CARD
    BATTLE_DISABLE_FIRE_AT_WILL
    BATTLE_DISABLE_GUARD_MODE
    BATTLE_DISABLE_LINKING
    BATTLE_DISABLE_SKIRMISH_MODE
    BATTLE_DOUBLE_SPEED
    BATTLE_DROP_CARD
    BATTLE_ENABLE_FIRE_AT_WILL
    BATTLE_ENABLE_GUARD_MODE
    BATTLE_ENABLE_LINKING
    BATTLE_ENABLE_SKIRMISH_MODE
    BATTLE_END_DEPLOYMENT
    BATTLE_FOLLOW_UNIT
    BATTLE_GROUP_SELECTED_UNITS
    BATTLE_HALT_STOP_CURRENT_ORDERS
    BATTLE_HIDE_GROUP_FORMATIONS
    BATTLE_HIDE_UI
    BATTLE_INVALID_ATTACK_TARGET
    BATTLE_INVALID_DESTINATION
    BATTLE_LOOSE_FORMATION
    BATTLE_MELEE_ATTACK_UNIT
    BATTLE_MISSILE_ATTACK_UNIT
    BATTLE_NORMAL_FORMATION
    BATTLE_PANEL_MENU_CHECK_BUTTON
    BATTLE_PANEL_MENU_CLOSE_BUTTON
    BATTLE_PANEL_MENU_SCROLLING
    BATTLE_PANEL_MENU_SCROLL_ARROWS
    BATTLE_PANEL_MENU_SCROLL_BALL
    BATTLE_PANEL_MENU_SELECT
    BATTLE_PANEL_MENU_TICK_BOX_OFF
    BATTLE_PANEL_MENU_TICK_BOX_ON
    BATTLE_PANEL_MENU_X_BUTTON
    BATTLE_PAUSE
    BATTLE_PICKUP_CARD
    BATTLE_RUN_MODE
    BATTLE_SCROLL_CLOSES
    BATTLE_SCROLL_OPENS
    BATTLE_SELECT_ALL
    BATTLE_SELECT_CARD
    BATTLE_SELECT_CAVALRY
    BATTLE_SELECT_GROUP_FORMATION
    BATTLE_SELECT_INFANTRY
    BATTLE_SELECT_MELEE
    BATTLE_SELECT_MISSILE_
    BATTLE_SELECT_NEXT_GROUP
    BATTLE_SELECT_PREVIOUS_GROUP
    BATTLE_SELECT_SIEGE
    BATTLE_SELECT_UNIT_DESTINATION
    BATTLE_SHOW_GROUP_FORMATIONS
    BATTLE_SIEGE_ATTACK
    BATTLE_SPECIAL_FORMATION
    BATTLE_STOP_FOLLOWING_UNIT
    BATTLE_TIGHT_FORMATION
    BATTLE_TRIPLE_SPEED
    BATTLE_TURN_MUSIC_OFF
    BATTLE_TURN_MUSIC_ON
    BATTLE_TURN_SOUND_EFFECTS_OFF
    BATTLE_TURN_SOUND_EFFECTS_ON_
    BATTLE_UI_END_DRAG_FORMATION
    BATTLE_UI_END_DRAG_SELECTION
    BATTLE_UI_FLASH_UNIT_UNDERLAYS
    BATTLE_UI_GRAB_SIEGE_WEAPON
    BATTLE_UI_MISSILE_ATTACK
    BATTLE_UI_QUICK_MISSILE_ATTACK
    BATTLE_UI_QUICK_SPEAR_ATTACK
    BATTLE_UI_QUICK_SWORD_ATTACK
    BATTLE_UI_RUN_TO_LOCATION
    BATTLE_UI_SELECT_UNIT
    BATTLE_UI_SIEGE_ATTACK
    BATTLE_UI_SPEAR_ATTACK
    BATTLE_UI_START_DRAG_FORMATION
    BATTLE_UI_START_DRAG_SELECTION
    BATTLE_UI_SWORD_ATTACK
    BATTLE_UI_WALK_TO_LOCATION
    BATTLE_UNGROUP_SELECTED_UNITS
    BATTLE_UNHIDE_UI
    BATTLE_UNPAUSE
    BATTLE_WALK_MODE
    BATTLE_WITHDRAW
    BATTLE_ZOOM_GENERAL
    BATTLE_ZOOM_RADAR_IN
    BATTLE_ZOOM_RADAR_OUT
    BATTLE_ZOOM_TO_UNIT
    BATTLE_ZOOM_UNIT
    BURNING_SCREAM
    BUTTON_DOWN
    Burning_building_large
    Burning_building_medium
    Burning_building_small
    Burning_man_sound
    CANNON_FIRING
    CANNON_HIT_GROUND
    CANNON_HIT_GROUND_FIERY
    COW_FLY
    COW_FLYS_BUZZING
    COW_IMPACT
    CROSSBOW_FLY
    CROSSBOW_FLY_CONSTANT
    DORYLAEUM_NARRATOR_1
    DORYLAEUM_NARRATOR_10
    DORYLAEUM_NARRATOR_11
    DORYLAEUM_NARRATOR_12
    DORYLAEUM_NARRATOR_2
    DORYLAEUM_NARRATOR_3
    DORYLAEUM_NARRATOR_4
    DORYLAEUM_NARRATOR_5
    DORYLAEUM_NARRATOR_6
    DORYLAEUM_NARRATOR_7
    DORYLAEUM_NARRATOR_8
    DORYLAEUM_NARRATOR_9
    DRUID_CHANT
    Dorylaeum_Sergeant_1
    Dorylaeum_Sergeant_2
    Dorylaeum_Sergeant_3
    Dorylaeum_Sergeant_4
    Dorylaeum_Sergeant_5
    Dorylaeum_Sergeant_6
    Dorylaeum_Sergeant_7
    END_TURN
    END_TURN_CULTURE_1
    END_TURN_CULTURE_2
    END_TURN_CULTURE_3
    END_TURN_CULTURE_4
    END_TURN_CULTURE_5
    Euro_Tension
    FIRE_FLARE_UP
    HASTINGS_NARRATOR_1
    HASTINGS_NARRATOR_10
    HASTINGS_NARRATOR_2a
    HASTINGS_NARRATOR_2b
    HASTINGS_NARRATOR_2c
    HASTINGS_NARRATOR_2d
    HASTINGS_NARRATOR_3
    HASTINGS_NARRATOR_4
    HASTINGS_NARRATOR_5
    HASTINGS_NARRATOR_6
    HASTINGS_NARRATOR_7
    HASTINGS_NARRATOR_8
    HASTINGS_NARRATOR_9
    HATTIN_NARRATOR_1
    HATTIN_NARRATOR_10
    HATTIN_NARRATOR_11
    HATTIN_NARRATOR_12
    HATTIN_NARRATOR_2
    HATTIN_NARRATOR_3
    HATTIN_NARRATOR_4
    HATTIN_NARRATOR_5
    HATTIN_NARRATOR_6
    HATTIN_NARRATOR_7
    HATTIN_NARRATOR_8
    HATTIN_NARRATOR_9
    Hastings_Sergeant_1
    Hastings_Sergeant_2
    Hastings_Sergeant_3
    Hastings_Sergeant_4
    Hastings_Sergeant_5
    Hastings_Sergeant_6
    Hastings_Sergeant_7
    Hastings_Sergeant_8
    Hastings_Sergeant_9
    Hastings_Tutorial_Battle
    Hastings_Tutorial_General_1
    Hastings_Tutorial_General_2
    Hastings_Tutorial_General_3
    Hastings_Tutorial_Mobilize
    Hastings_Tutorial_Tension
    Hattin_Sergeant_1
    Hattin_Sergeant_2
    Hattin_Sergeant_3
    Hattin_Sergeant_4
    INCOMING
    MERGE_ARMIES
    Mediterranean_Tension
    Monster_Ribault_Fire
    NAPTHA_LOOP
    OPEN_MSG
    OTUMBA_NARRATOR_1
    OTUMBA_NARRATOR_10
    OTUMBA_NARRATOR_11
    OTUMBA_NARRATOR_12
    OTUMBA_NARRATOR_13
    OTUMBA_NARRATOR_2
    OTUMBA_NARRATOR_3
    OTUMBA_NARRATOR_4
    OTUMBA_NARRATOR_5
    OTUMBA_NARRATOR_6
    OTUMBA_NARRATOR_7
    OTUMBA_NARRATOR_8
    OTUMBA_NARRATOR_9
    Otumba_Lose
    Otumba_Sergeant_1
    Otumba_Sergeant_10
    Otumba_Sergeant_11
    Otumba_Sergeant_2
    Otumba_Sergeant_3
    Otumba_Sergeant_4
    Otumba_Sergeant_5
    Otumba_Sergeant_6
    Otumba_Sergeant_7
    Otumba_Sergeant_8
    Otumba_Sergeant_9
    Otumba_Win
    PAVIA_NARRATOR_1
    PAVIA_NARRATOR_10
    PAVIA_NARRATOR_11
    PAVIA_NARRATOR_12
    PAVIA_NARRATOR_2
    PAVIA_NARRATOR_3
    PAVIA_NARRATOR_4
    PAVIA_NARRATOR_5
    PAVIA_NARRATOR_6
    PAVIA_NARRATOR_7
    PAVIA_NARRATOR_8
    PAVIA_NARRATOR_9
    PREBATTLE_CHEERING
    Pavia_Sergeant_1
    Pavia_Sergeant_10
    Pavia_Sergeant_11
    Pavia_Sergeant_12
    Pavia_Sergeant_13
    Pavia_Sergeant_2
    Pavia_Sergeant_3
    Pavia_Sergeant_4
    Pavia_Sergeant_5
    Pavia_Sergeant_6
    Pavia_Sergeant_7
    Pavia_Sergeant_8
    Pavia_Sergeant_9
    Ribault_Fire
    Rocket_Launcher_Fire
    SETENIL_NARRATOR_1
    SETENIL_NARRATOR_2
    SETENIL_NARRATOR_3
    SETENIL_NARRATOR_4
    SETENIL_NARRATOR_5
    SETENIL_NARRATOR_6
    SETENIL_NARRATOR_7
    SETENIL_NARRATOR_8
    SETENIL_NARRATOR_9
    SM_ANIM_BATTLE
    SM_ANIM_FALL
    SM_ANIM_FOOTSTEP
    SM_ANIM_IDLE_CLEAR_THROAT
    SM_ANIM_IDLE_NECK_CRACK
    SM_ANIM_IDLE_SCRATCH_HEAD
    SM_ANIM_IDLE_SNEEZE
    SM_ANIM_IDLE_SNIFF
    SM_ANIM_IDLE_STRETCH_ARMS
    SM_ANIM_IDLE_STRETCH_BACK
    SM_ANIM_SCRAPE
    SM_ANIM_SMALL_SWOOSH
    SM_ANIM_SWOOSH
    SM_BODY_HIT
    START_GAME
    STRAT_ADD_BUILDING_TO_QUEUE
    STRAT_ADD_UNIT_TO_QUEUE
    STRAT_ADVICE_BUBBLE_APPEARS
    STRAT_ADVICE_BUBBLE_DISAPPEARS
    STRAT_ADVICE_PANEL_SLIDING_IN
    STRAT_ADVICE_PANEL_SLIDING_OUT
    STRAT_ARROW_BUTTONS
    STRAT_ASK_FOR_ADVICE
    STRAT_ASK_FOR_UNIT_ADVICE
    STRAT_BATTLE_ZOOM
    STRAT_BUILD_FORT
    STRAT_BUILD_WATCHTOWER
    STRAT_CLICK_ON_RADAR_TELEPORTS_SCREEN
    STRAT_CONSTRUCTION_DELETE_BUILDING
    STRAT_CONSTRUCTION_DRAG_BUILDING
    STRAT_CONSTRUCTION_SELECT_BUILDING
    STRAT_DESELECT_CARD
    STRAT_DESTROY_BUILDING
    STRAT_DIPLOMACY_AMBIENT
    STRAT_DIPLOMACY_ARROW_BUTTONS
    STRAT_DIPLOMACY_SCROLL_CLOSE
    STRAT_DIPLOMACY_SCROLL_OPEN
    STRAT_DIPLOMACY_TEXT_CLICK
    STRAT_DISBAND_UNIT
    STRAT_DROP_BUILDING
    STRAT_DROP_CARD
    STRAT_DROP_UNIT
    STRAT_END_TURN_DOWN
    STRAT_EVENT_CARD_STARTS_TO_FALL
    STRAT_EVENT_CARD_STOPS_FALLING
    STRAT_HIDE_INFO_RIGHT_CLICK_AGAIN
    STRAT_LOCATE_POSITION_OF_SETTLEMENT
    STRAT_LOCATE_SELECTED_CHARACTER_ON_MAP
    STRAT_LOCATION_POSITION_OF_SETTLEMENT
    STRAT_MESSAGE_DISMISS
    STRAT_MOVE_CAMERA_TO_SELECTION_BUTTON
    STRAT_NEW_MESSAGES_AVAILABLE
    STRAT_OPEN_CONTRUCTION_PANEL
    STRAT_OPEN_DIPLOMATIC_STANDING_WINDOW
    STRAT_OPEN_FACTION_SUMMARY
    STRAT_OPEN_FINANCES_WINDOW
    STRAT_OPEN_MISSIONS_LOG
    STRAT_OPEN_POPE_TAB
    STRAT_OPEN_TRAINING_PANEL
    STRAT_PANEL_MENU_CHECK_BUTTON
    STRAT_PANEL_MENU_CLOSE_BUTTON
    STRAT_PANEL_MENU_FACTION_SHIELD_BUTTON
    STRAT_PANEL_MENU_SCROLLING
    STRAT_PANEL_MENU_SCROLL_ARROWS
    STRAT_PANEL_MENU_SCROLL_BALL
    STRAT_PANEL_MENU_SELECT
    STRAT_PANEL_MENU_TICK_BOX_OFF
    STRAT_PANEL_MENU_TICK_BOX_ON
    STRAT_PANEL_MENU_X_BUTTON
    STRAT_PICKUP_BUILDING
    STRAT_PICKUP_CARD
    STRAT_PICKUP_UNIT
    STRAT_PRISONERS_EXECUTED
    STRAT_PRISONERS_EXECUTED_GUNPOWDER
    STRAT_PRISONERS_RANSOMED
    STRAT_PRISONERS_RELEASED
    STRAT_REMOVE_FROM_QUEUE
    STRAT_REMOVE_RALLY_POINT
    STRAT_REMOVE_UNIT_FROM_QUEUE
    STRAT_SCROLL_CLOSES
    STRAT_SCROLL_OPENS
    STRAT_SELECT_BUILDING
    STRAT_SELECT_CARD
    STRAT_SELECT_CHARACTER
    STRAT_SELECT_CITY
    STRAT_SELECT_CITY_DOWN
    STRAT_SELECT_DETAIL
    STRAT_SELECT_NEXT
    STRAT_SELECT_PREVIOUS
    STRAT_SET_FACTION_HEIR
    STRAT_SET_GAME_OPTIONS
    STRAT_SHOW_BUILDINGS_IN_SETTLEMENT
    STRAT_SHOW_BUILDS_IN_SETTLEMENT
    STRAT_SHOW_CARDINAL_LIST
    STRAT_SHOW_EVENTS_LOG
    STRAT_SHOW_FAMILY_TREE
    STRAT_SHOW_INFO_RIGHT_CLICK
    STRAT_SHOW_MISSION_TARGET
    STRAT_SHOW_RALLY_POINTS
    STRAT_SHOW_TRADE_SUMMARY
    STRAT_SHOW_UNITS_IN_GARRISON
    STRAT_SHOW_UNITS_IN_GARRISON_THAT_REQURE_RETRAINING
    STRAT_SHOW_UNITS_ON_SHIP
    STRAT_SHOW_VISITORS_IN_SETTLEMENT
    STRAT_TAB_SELECT
    STRAT_TOOLTIP
    STRAT_TRAINING_QUEUE_DELETE_UNIT
    STRAT_TRAINING_QUEUE_DRAG_UNIT
    STRAT_TRAINING_QUEUE_SELECT_UNIT
    STRAT_VIEW_SETTLEMENT_ON_BATTLEMAP
    Setenil_Sergeant_1
    Setenil_Sergeant_2
    Setenil_Sergeant_3
    Setenil_Sergeant_4
    Setenil_Sergeant_5
    Setenil_Sergeant_6
    Setenil_Sergeant_7
    TANNENBERG_NARRATOR_1a
    TANNENBERG_NARRATOR_1b
    TANNENBERG_NARRATOR_2
    TANNENBERG_NARRATOR_3
    TANNENBERG_NARRATOR_4
    TANNENBERG_NARRATOR_5
    TANNENBERG_NARRATOR_6
    TANNENBERG_NARRATOR_7
    TANNENBERG_NARRATOR_8
    TANNENBERG_NARRATOR_9
    TORCH
    TOWER_ARROW_FIRING
    TOWER_BALLISTA_FIRING
    TUTORIAL_NARRATOR_1
    TUTORIAL_NARRATOR_10
    TUTORIAL_NARRATOR_11
    TUTORIAL_NARRATOR_2
    TUTORIAL_NARRATOR_3
    TUTORIAL_NARRATOR_4
    TUTORIAL_NARRATOR_5
    TUTORIAL_NARRATOR_6
    TUTORIAL_NARRATOR_7
    TUTORIAL_NARRATOR_8
    TUTORIAL_NARRATOR_9
    Tannenberg_Sergeant_1
    Tannenberg_Sergeant_2
    Tannenberg_Sergeant_3
    Tannenberg_Sergeant_4
    Tannenberg_Sergeant_5
    Tannenberg_Sergeant_6
    Tannenberg_Sergeant_7
    Test
    UI_APPLY_VIDEO_SETTINGS
    UI_ARROW_BUTTONS
    UI_ATTACKER_BUTTON
    UI_CHANGE_ARMOUR
    UI_CHANGE_EXPERIENCE
    UI_CHANGE_WEAPON
    UI_CHOOSE_AN_ARMY
    UI_CHOOSE_CONDITIONS_FOR_BATTLE
    UI_CHOOSE_LOCATION
    UI_CLEAR_CURRENT_ARMY
    UI_COMPUTER_CHOOSE_ARMY
    UI_CONTINUE_CAMPAIGN
    UI_CUSTOMISE_THE_ARMIES
    UI_CUSTOMISE_THE_BATTLE
    UI_DEFFENDER_BUTTON
    UI_DROP_CARD
    UI_DROP_MENUS_DOWN
    UI_DROP_MENUS_UP
    UI_DROP_MENU_ITEM_HIGHLIGHT
    UI_DROP_MENU_ITEM_SELECT
    UI_DROP_MENU_SCROLLING
    UI_DROP_MENU_SCROLL_ARROW_HEAD
    UI_DROP_MENU_SCROLL_BALL
    UI_ERROR_DIALOG_APPEAR
    UI_ERROR_DIALOG_CHECK
    UI_ERROR_DIALOG_DISAPPEAR
    UI_ESC_KEY
    UI_F1_HELP
    UI_FACTION_SHIELD_BUTTONS
    UI_FIELD_CHANGED
    UI_GAME_APPEARS
    UI_GAME_DISAPPEARS
    UI_HELP_DIALOG_APPEAR
    UI_HELP_DIALOG_CHECK
    UI_HELP_DIALOG_DISAPPEAR
    UI_HIGHLIGHT
    UI_HOST_GAME
    UI_JOIN_AS_SPECTATOR
    UI_JOIN_GAME
    UI_KEY_REASSIGNED
    UI_LEVELS_ARROWS
    UI_LOAD_KEY_SETTINGS
    UI_LOAD_SELECT_GAME
    UI_MULTIPLAYER_TOGGLE_RECIEVE_INCOMING
    UI_MULTIPLAYER_TOGGLE_RECIEVE_OUTGOING
    UI_NEXT_FACTION_BUTTON
    UI_NEXT_TEAM_BUTTON
    UI_NO_FACTION_BUTTON
    UI_PICK_UP_CARD
    UI_QUIT_DIALOG_APPEAR
    UI_QUIT_DIALOG_CHECK
    UI_QUIT_DIALOG_DISAPPEAR
    UI_QUIT_DIALOG_X
    UI_REFRESH_GAME_LIST
    UI_REMOVE_UNIT
    UI_RESTORE_DEFAULT_KEYS
    UI_RETURN_TO_PREVIOUS
    UI_SAVE_KEY_SETTINGS
    UI_SELECT_A_FACTION
    UI_SELECT_BATTLE
    UI_SELECT_CAMPAIGN
    UI_SELECT_FUNCTION
    UI_SELECT_GAME
    UI_SELECT_MENU_ITEM
    UI_SELECT_UNIT
    UI_SORT_BY_COLUMN_BUTTONS
    UI_START_REASSIGNMENT
    UI_START_THE_BATTLE
    UI_START_THE_CAMPAIGN
    UI_START_THE_HISTORICAL_BATTLE
    UI_TEXT_FIELD_CLICKED
    UI_TEXT_FIELD_ENTERED
    UI_TICK_BOX_OFF
    UI_TICK_BOX_ON
    WEAPON_SAP_DIGGING
    WELL
    ambient_Settlement
    ambient_Settlement_arabic
    ambient_Settlement_night
    ambient_alchemy
    ambient_arabic_market
    ambient_archery
    ambient_ballista
    ambient_barracks
    ambient_blacksmith
    ambient_brothel
    ambient_cannon
    ambient_catapult
    ambient_cathedral
    ambient_church
    ambient_dog
    ambient_dog_night
    ambient_euro_bell
    ambient_farm
    ambient_gunsmith
    ambient_horse_stables
    ambient_market
    ambient_small_church
    ambient_swamp
    ambient_tavern

    Last edited by Tellos Athenaios; 04-15-2012 at 18:13.
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


    “ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

  2. #2
    JEBMMP Creator & AtB Maker Member jirisys's Avatar
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    In the town where I was born.
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    Default Re: Want to help EB2? List the sound events from M2TW

    ALL of the .txt files? You didn't explain quite clearly about that Tellos.

    ~Jirisys ()
    Spoiler Alert, click show to read: 
    Because we all need to compensate...

  3. #3
    Senior Member Senior Member Tellos Athenaios's Avatar
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    Default Re: Want to help EB2? List the sound events from M2TW

    No, just the *.txt files mentioned in descr_sounds.txt.
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


    “ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

  4. #4
    Member Member nazgool's Avatar
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    Poland
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    Default Re: Want to help EB2? List the sound events from M2TW

    I can help you :). Right now i'm learnig how to make 3d models so i have unpacked m2tw.

  5. #5
    Senior Member Senior Member Tellos Athenaios's Avatar
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    Default Re: Want to help EB2? List the sound events from M2TW

    Added link to (a TWC thread about) the Vanilla sound code files.
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


    “ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

  6. #6
    Senior Member Senior Member Tellos Athenaios's Avatar
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    Default Re: Want to help EB2? List the sound events from M2TW

    Per request a bit more of a step by step instructions of what I need.

    Reading the Code
    I'll take descr_sounds_interface.txt as an example. If you open it in a text editor you will probably first see a section starting with DEFAULT and later something like this:
    Code:
    BANK: cursor_click
    This means the first part of the file defines an event "bank". I'm not after bank events, so what we need is to scroll down to see if there are events "outside" of this event "bank". Scrolling reveals a bit of code that reads:
    Code:
    ; we need this here to signal the end of the bank
    DEFAULT: 1d volume -10
    What that code means that when you see a new DEFAULT block, the M2TW parser for the code will consider the bank "closed". So from hereon out any events found are these "standalone" events, unless we find a new "bank" declaration first. Looking further:
    Code:
    event STRAT_PRISONERS_EXECUTED volume 0 streamed
    folder data/sounds/SFX/interface/campaign
    ;end_turn_mtw2_01
    
    prisoner_group_execution_guillotine_01.mp3
    prisoner_group_execution_guillotine_02.mp3
    prisoner_group_execution_hanging_01.mp3
    prisoner_group_execution_horse_01.mp3
    
    end
    Now that is one of those events I'm after: a "standalone" event. It is called "STRAT_PRISONERS_EXECUTED".

    Figuring out the event type
    If you have downloaded XIDX you can help me figure out whether or not this STRAT_PRISONERS_EXECUTED event is a type 2 or a type 3 event as follows. First make a an empty directory to work in, let's say: C:\evt-tests\scratch. Then copy your data/sounds/events.dat and data/sounds/events.idx files to this directory (C:\evt-tests\scracth). Next, download XIDX binaries (link in my signature), and use 7zip to extract the contents. Let's say to C:\evt-tests\xidx\. You will now have a Readme file in C:\evt-tests\xidx\, and the XIDX program in C:\evt-tests\xidx\bin\. Assuming you have a 32bit Windows system you will want to use the _x86 version of XIDX, if you have 64bit Windows you probably want to use the _amd64 version instead. (See the XIDX Readme about other systems such as Linux, Mac OSX etc.: the short version is you'll probably want to compile the tool from source instead.).

    So now let's use XIDX to disassemble the events DAT/IDX pair copied earlier. Using a commandline (cmd.exe) navigate to the directory where you copied the the DAT/IDX pair to (C:\evt-tests\scratch), like this:
    Code:
    C:
    cd evt-tests
    cd scratch
    Then run use XIDX to disassemble the events DAT/IDX pair like this (assuming that XIDX was extracted to C:\evt-tests\xidx, and you use the _amd64 version of the tool):
    Code:
    "C:\evt-tests\xidx\bin\xidx_am64.exe" -xeb events
    Now you should have a lot of *.bin files in this directory (C:\evt-test\scratch). You can then use a hexeditor to open each of the files prefixed with "2_" (type 2 events) or "3_" (type 3 events) to see if any of them match the event we're looking for STRAT_PRISONERS_EXECUTED. You can tell if a type 3 event matches STRAT_PRISONERS_EXECUTED by looking at the first few bytes in the hexeditor (will likely be the top-left corner). Some examples:

    A type 2 event:
    To find out if this event could be STRAT_PRISONERS_EXECUTED you need to check that each of the files mentioned in the file match with the ones declared for STRAT_PRISONERS_EXECUTED.


    A type 3 one, notice how the event name is written in the first few bytes:


    This is obviously a very laborious approach, it is better to first have a list of events you want to identify and then systematically match events to file names one by one as it will help avoid lot's of duplicate checking.
    Last edited by Tellos Athenaios; 04-16-2012 at 19:39.
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


    “ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

  7. #7
    Member Member nazgool's Avatar
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    Default Re: Want to help EB2? List the sound events from M2TW

    I checked all files from Sound Text Files.rar.
    This are all standalone events i found.

    Spoiler Alert, click show to read: 

    descr_sounds_accents.txt – no standalone events
    descr_sounds_music.txt
    • Hastings_Tutorial_Tension
    • Hastings_Tutorial_Mobilize
    • Hastings_Tutorial_Battle
    • Arabic_Tension
    • Mediterranean_Tension
    • Euro_Tension
    • Aztec_Tension

    descr_sounds_interface.txt – no standalone events
    descr_sounds_stratmap.txt- no standalone events
    descr_sounds_stratmap_voice.txt – no standalone events
    descr_sounds_units.txt - no standalone events
    descr_sounds_units_ambient.txt – no standalone events
    descr_sounds_units_idle.txt – no standalone events
    descr_sounds_units_march.txt with this and another files i had problems. There were some standalone events there but had strange names so i copy all firsts lines.
    • unit cavalry light, heavy, spearmen, skirmish, missile
    season summer
    terrain grass_short, grass_long, sand, forest_dense, scrub_dense, rock, mud_road, mud, swamp, dirt

    • unit cavalry light, heavy, spearmen, skirmish, missile
    season summer, winter
    terrain stone_road, ice

    • unit cavalry light, heavy, spearmen, skirmish, missile
    season summer
    terrain water

    • unit cavalry light, heavy, spearmen, skirmish, missile
    season winter
    climates unused1, steppe, temperate_deciduous_forest, temperate_coniferous_forest, highland, alpine, tropical
    terrain grass_short, grass_long, sand, forest_dense, scrub_dense, rock, dirt

    • unit cavalry light, heavy, spearmen, skirmish, missile
    season summer, winter
    terrain wood

    • type Bedouin Camel Riders, Camel Gunners, Tuareg Camel Spearmens
    season summer, winter
    terrain grass_short, grass_long, sand, forest_dense, scrub_dense, rock, wood, stone_road, ice, mud_road, mud, swamp, dirt

    • type Bedouin Camel Riders, Camel Gunners, Tuareg Camel Spearmens
    season winter
    climates steppe, temperate_deciduous_forest, temperate_coniferous_forest, highland, alpine, tropical
    terrain grass_short, grass_long, sand, forest_dense, scrub_dense, rock

    • type Bedouin Camel Riders, Camel Gunners, Tuareg Camel Spearmens
    season summer
    terrain water

    • type Bedouin Camel Riders, Camel Gunners, Tuareg Camel Spearmens
    season winter
    climates steppe, temperate_deciduous_forest, temperate_coniferous_forest, highland, alpine, tropical
    terrain stone_road

    • type Elephants, Elephant Artillery, Elephants Mercs, Elephant Artillery Mercs, Elephant Rocketeer
    season summer
    terrain grass_short, grass_long, sand, forest_dense, scrub_dense, rock, wood, stone_road, mud_road, mud, swamp, dirt, stone_road

    • type Elephants, Elephant Artillery, Elephants Mercs, Elephant Artillery Mercs, Elephant Rocketeer
    season winter
    climates unused1, steppe, temperate_deciduous_forest, temperate_coniferous_forest, highland, alpine, tropical
    terrain grass_short, grass_long, sand, forest_dense, scrub_dense, rock, dirt

    • type Elephants, Elephant Artillery, Elephants Mercs, Elephant Artillery Mercs, Elephant Rocketeer
    season summer
    terrain water



    descr_sounds_units_run.txt
    • unit cavalry light, heavy, spearmen, skirmish, missile
    season summer, winter
    terrain grass_short, grass_long, sand, forest_dense, scrub_dense, rock, mud_road, mud, swamp, dirt

    • unit cavalry light, heavy, spearmen, skirmish, missile
    season summer, winter
    terrain stone_road, ice

    • unit cavalry light, heavy, spearmen, skirmish, missile
    season summer
    terrain water
    • unit cavalry light, heavy, spearmen, skirmish, missile
    season winter
    climates steppe, temperate_deciduous_forest, temperate_coniferous_forest, highland, alpine, tropical
    terrain grass_short, grass_long, sand, forest_dense, scrub_dense, rock

    • unit cavalry light, heavy, spearmen, skirmish, missile
    season summer, winter
    terrain wood

    • type Bedouin Camel Riders, Camel Gunners, Tuareg Camel Spearmens
    season summer, winter
    terrain grass_short, grass_long, sand, forest_dense, scrub_dense, rock, ice, wood, stone_road, ice, mud_road, mud, swamp, dirt

    • type Bedouin Camel Riders, Camel Gunners, Tuareg Camel Spearmens
    season winter
    climates steppe, temperate_deciduous_forest, temperate_coniferous_forest, highland, alpine, tropical
    terrain grass_short, grass_long, sand, forest_dense, scrub_dense, rock

    • type Bedouin Camel Riders, Camel Gunners, Tuareg Camel Spearmens
    season summer
    terrain wate


    • type Elephants, Elephant Artillery, Elephants Mercs, Elephant Artillery Mercs, Elephant Rocketeer
    season summer
    terrain grass_short, grass_long, sand, forest_dense, scrub_dense, rock, wood, stone_road, mud_road, mud, swamp

    • type Elephants, Elephant Artillery, Elephants Mercs, Elephant Artillery Mercs, Elephant Rocketeer
    season winter
    climates steppe, temperate_deciduous_forest, temperate_coniferous_forest, highland, alpine, tropical
    terrain stone_road

    • type Elephants, Elephant Artillery, Elephants Mercs, Elephant Artillery Mercs, Elephant Rocketeer
    season summer, winter
    terrain water

    • type Elephants, Elephant Artillery, Elephants Mercs, Elephant Artillery Mercs, Elephant Rocketeer
    season winter
    climates steppe, temperate_deciduous_forest, temperate_coniferous_forest, highland, alpine, tropical
    terrain grass_short, grass_long, sand, forest_dense, scrub_dense, rock

    descr_sounds_units_charge.txt - no standalone events
    descr_sounds_units_fight.txt- no standalone events
    descr_sounds_units_fire.txt - no standalone events
    descr_sounds_units_anims.txt – no standalone events
    descr_sounds_units_voice.txt– no standalone events
    descr_sounds_units_reform.txt –no standalone events
    descr_sounds_units_collide.txt– no standalone events
    descr_sounds_units_taunt.txt– no standalone events
    descr_sounds_units_retreat.txt– no standalone events
    descr_sounds_units_confirm.txt– no standalone events
    descr_sounds_units_celebrate.txt–no standalone events
    descr_sounds_weapons.txt–no standalone events
    descr_sounds_structures.txt- no standalone events
    descr_sounds_enviro.txt- no standalone events
    descr_sounds_engine.txt -no standalone events
    descr_sounds_events.txt - no standalone events
    descr_sounds_advice.txt - no standalone events
    descr_sounds_prebattle.txt- no standalone events
    descr_sounds_battle_events.txt - no standalone events

    descr_sounds_narration.txt
    HASTINGS_NARRATOR_1
    HASTINGS_NARRATOR_2a
    HASTINGS_NARRATOR_2b
    HASTINGS_NARRATOR_2c
    HASTINGS_NARRATOR_2d
    HASTINGS_NARRATOR_3
    HASTINGS_NARRATOR_4
    HASTINGS_NARRATOR_5
    HASTINGS_NARRATOR_6
    HASTINGS_NARRATOR_7
    HASTINGS_NARRATOR_8
    HASTINGS_NARRATOR_9
    HASTINGS_NARRATOR_10
    PAVIA_NARRATOR_1
    PAVIA_NARRATOR_2
    PAVIA_NARRATOR_3
    PAVIA_NARRATOR_4
    PAVIA_NARRATOR_5
    PAVIA_NARRATOR_6
    PAVIA_NARRATOR_7
    PAVIA_NARRATOR_8
    PAVIA_NARRATOR_9
    PAVIA_NARRATOR_10
    PAVIA_NARRATOR_11
    PAVIA_NARRATOR_12
    OTUMBA_NARRATOR_1
    OTUMBA_NARRATOR_2
    OTUMBA_NARRATOR_3
    OTUMBA_NARRATOR_4
    OTUMBA_NARRATOR_5
    OTUMBA_NARRATOR_6
    OTUMBA_NARRATOR_7
    OTUMBA_NARRATOR_8
    OTUMBA_NARRATOR_9
    OTUMBA_NARRATOR_10
    OTUMBA_NARRATOR_11
    OTUMBA_NARRATOR_12
    OTUMBA_NARRATOR_13
    AGINCOURT_NARRATOR_1
    AGINCOURT_NARRATOR_2
    AGINCOURT_NARRATOR_3
    AGINCOURT_NARRATOR_4
    AGINCOURT_NARRATOR_5
    AGINCOURT_NARRATOR_6
    AGINCOURT_NARRATOR_7
    AGINCOURT_NARRATOR_8
    AGINCOURT_NARRATOR_9
    AGINCOURT_NARRATOR_10
    AGINCOURT_NARRATOR_11
    AGINCOURT_NARRATOR_12
    AGINCOURT_NARRATOR_13
    AGINCOURT_NARRATOR_14
    AGINCOURT_NARRATOR_15
    DORYLAEUM_NARRATOR_1
    DORYLAEUM_NARRATOR_2
    DORYLAEUM_NARRATOR_3
    DORYLAEUM_NARRATOR_4
    DORYLAEUM_NARRATOR_5
    DORYLAEUM_NARRATOR_6
    DORYLAEUM_NARRATOR_7
    DORYLAEUM_NARRATOR_8
    DORYLAEUM_NARRATOR_9
    DORYLAEUM_NARRATOR_10
    DORYLAEUM_NARRATOR_11
    DORYLAEUM_NARRATOR_12
    SETENIL_NARRATOR_1
    SETENIL_NARRATOR_2
    SETENIL_NARRATOR_3
    SETENIL_NARRATOR_4
    SETENIL_NARRATOR_5
    SETENIL_NARRATOR_6
    SETENIL_NARRATOR_7
    SETENIL_NARRATOR_8
    SETENIL_NARRATOR_9
    HATTIN_NARRATOR_1
    HATTIN_NARRATOR_2
    HATTIN_NARRATOR_3
    HATTIN_NARRATOR_4
    HATTIN_NARRATOR_5
    HATTIN_NARRATOR_6
    HATTIN_NARRATOR_7
    HATTIN_NARRATOR_8
    HATTIN_NARRATOR_9
    HATTIN_NARRATOR_10
    HATTIN_NARRATOR_11
    HATTIN_NARRATOR_12
    TANNENBERG_NARRATOR_1a
    TANNENBERG_NARRATOR_1b
    TANNENBERG_NARRATOR_2
    TANNENBERG_NARRATOR_3
    TANNENBERG_NARRATOR_4
    TANNENBERG_NARRATOR_5
    TANNENBERG_NARRATOR_6
    TANNENBERG_NARRATOR_7
    TANNENBERG_NARRATOR_8
    TANNENBERG_NARRATOR_9
    ARSUF_NARRATOR_1
    ARSUF_NARRATOR_2
    ARSUF_NARRATOR_3

    ARSUF_NARRATOR_4
    ARSUF_NARRATOR_5
    ARSUF_NARRATOR_6
    ARSUF_NARRATOR_7
    ARSUF_NARRATOR_8
    ARSUF_NARRATOR_9
    ARSUF_NARRATOR_10
    TUTORIAL_NARRATOR_1
    TUTORIAL_NARRATOR_2
    TUTORIAL_NARRATOR_3
    TUTORIAL_NARRATOR_4
    TUTORIAL_NARRATOR_5
    TUTORIAL_NARRATOR_6
    TUTORIAL_NARRATOR_7
    TUTORIAL_NARRATOR_8
    TUTORIAL_NARRATOR_9
    TUTORIAL_NARRATOR_10
    TUTORIAL_NARRATOR_11

    descr_sounds_generic.txt
    Rocket_Launcher_Fire
    Monster_Ribault_Fire
    Ribault_Fire
    SM_ANIM_FOOTSTEP
    SM_ANIM_BATTLE
    SM_ANIM_SWOOSH
    SM_ANIM_SMALL_SWOOSH
    SM_ANIM_SCRAPE
    SM_ANIM_FALL
    SM_ANIM_IDLE_NECK_CRACK
    SM_ANIM_IDLE_STRETCH_ARMS
    SM_ANIM_IDLE_STRETCH_BACK
    SM_ANIM_IDLE_SNEEZE
    SM_ANIM_IDLE_SCRATCH_HEAD
    SM_ANIM_IDLE_CLEAR_THROAT
    SM_ANIM_IDLE_SNIFF
    SM_BODY_HIT
    TOWER_ARROW_FIRING
    TOWER_BALLISTA_FIRING
    CANNON_FIRING
    ambient_Settlement
    ambient_Settlement_night
    ambient_dog
    ambient_dog_night
    ambient_euro_bell
    ambient_Settlement_arabic
    ambient_farm
    ambient_swamp
    WELL
    ambient_alchemy
    ambient_archery
    ambient_ballista
    ambient_barracks
    ambient_blacksmith
    ambient_brothel
    ambient_gunsmith
    ambient_cannon
    ambient_cathedral
    ambient_catapult
    ambient_church
    ambient_market
    ambient_arabic_market
    ambient_tavern
    ambient_small_church
    ambient_horse_stables
    Burning_building_large
    Burning_building_medium
    Burning_building_small
    TORCH
    NAPTHA_LOOP
    FIRE_FLARE_UP
    Burning_man_sound
    BURNING_SCREAM
    DRUID_CHANT
    COW_IMPACT
    COW_FLYS_BUZZING
    COW_FLY
    INCOMING
    CANNON_HIT_GROUND
    CANNON_HIT_GROUND_FIERY
    ANIM_Building_collapse
    ANIM_Building_collapse_LARGE
    ANIM_Building_collapse_SMALL
    ANIM_Stone_collapse_LARGE
    ANIM_Stone_collapse_MEDIUM
    ANIM_Stone_collapse_SMALL
    ANIM_Stone_HITS
    ANIM_Wood_collapse_LARGE
    ANIM_Wood_collapse_SMALL
    ANIM_Stone_collapse_LARGE_DISTANT
    ANIM_Stone_collapse_MEDIUM_DISTANT
    ANIM_Stone_collapse_SMALL_DISTANT
    ANIM_Wood_collapse_LARGE_DISTANT
    ANIM_Wood_collapse_SMALL_DISTANT
    ANIM_Gate_wood_small_creak
    ANIM_Gate_wood_small_OPEN
    ANIM_Gate_wood_small_CLOSE
    ANIM_Gate_wood_large_creak
    ANIM_Gate_wood_large_open
    ANIM_Gate_wood_large_close
    ANIM_Gate_portcullis_move_down
    ANIM_Gate_portcullis_move_up
    ANIM_Gate_portcullis_UP
    ANIM_Gate_portcullis_DOWN
    ANIM_Gate_wood_SMALL_DESTROYED
    ANIM_Gate_wood_LARGE_DESTROYED

    ANIM_Gate_metal_DESTROYED
    ANIM_Gate_wood_IMPACT
    ANIM_Gate_metal_IMPACT
    ANIM_Human_ready
    ANIM_Flag_flapping
    ANIM_KILL_MOUNT
    ANIM_SWIM
    ANIM_KICK
    ANIM_STAB
    ANIM_SWOOSH
    ANIM_SCRAPE
    ANIM_ARCHER_LOAD
    ANIM_ARCHER_AIM
    ANIM_ARCHER_FIRE
    ANIM_SPEAR_FIRE
    ANIM_Crossbow_Load
    ANIM_Crossbow_Wind
    ANIM_Crossbow_Wind_End
    ANIM_Crossbow_Fire
    ARROW_FLY
    ARROW_WHIZZ_SOUND
    CROSSBOW_FLY_CONSTANT
    CROSSBOW_FLY
    ANIM_Gunner_Fire
    ANIM_Musket_Fire
    ANIM_Musket_Ammo
    ANIM_Musket_Gunpowder
    ANIM_Musket_cock
    ANIM_FALL_SQUASH
    ANIM_SQUASH
    ANIM_TESTUDO
    ANIM_HORSE_ATTACK
    ANIM_HORSE_DEATH
    ANIM_HORSE_REGROUP
    ANIM_CAMEL_ATTACK
    ANIM_CAMEL_DEATH
    ANIM_ELE_ATTACK
    ANIM_ELE_DEATH
    ANIM_WARDOG_BARK
    ANIM_WARDOG_ATTACK
    ANIM_WARDOG_DEATH
    ANIM_Siege_Move_Medium
    ANIM_Siege_Move_Large
    ANIM_cannon_load_in
    ANIM_cannon_load_out
    ANIM_cannon_load_ball
    ANIM_destroyed_siege_SMALL
    ANIM_destroyed_siege_MEDIUM
    ANIM_destroyed_siege_LARGE
    ANIM_cannon_creaks
    ANIM_cannon_thud
    ANIM_cannon_wheel_bounce
    ANIM_cannon_ball_roll
    ANIM_cannon_ball_jam
    ANIM_cannon_small_distant
    ANIM_cannon_large_distant
    ANIM_cannon_recover
    ANIM_artillery_Fire
    ANIM_Basilisk_Fire
    ANIM_Bombard_Fire
    ANIM_Culverin_Fire
    ANIM_Great_Bombard_Fire
    ANIM_Huge_Bombard_Fire
    ANIM_Huge_Bombard_Recoil
    ANIM_Huge_Bombard_Chain
    ANIM_Huge_Bombard_Prepare
    ANIM_Huge_Bombard_Move
    ANIM_Mortar_Fire
    ANIM_ribault_fuse
    ANIM_Serpentine_Fire
    ANIM_Ballista_Fire
    ANIM_Ballista_distant_Fire
    ANIM_Ballista_Crank
    ANIM_Ballista_Finish_Crank
    ANIM_Ballista_Load
    ANIM_Catapult_whoosh
    ANIM_Catapult_Fire
    ANIM_Catapult_distant_Fire
    ANIM_Catapult_Crank
    ANIM_Catapult_Crank_Finish
    ANIM_Trebuchet_Fire
    ANIM_Trebuchet_Crank
    ANIM_Trebuchet_distant_Fire
    ANIM_Trebuchet_distant_Crank
    ANIM_Trebuchet_recover
    ANIM_Trebuchet_swing
    ANIM_Trebuchet_Rope_drop
    ANIM_RL_Fuse
    ANIM_RL_Prepare
    ANIM_RL_Fuse_loop
    ANIM_Ladder_Raised
    ANIM_Ladder_Destroyed
    ANIM_Siege_Tower_Open
    ANIM_Siege_Tower_Close
    ANIM_Siege_Tower_Creak
    ANIM_Siege_Tower_Wind
    ANIM_Siege_Tower_Destroyed
    ANIM_RAM_PREPARE
    ANIM_Bell_Standard
    STRAT_PRISONERS_EXECUTED
    STRAT_PRISONERS_EXECUTED_GUNPOWDER
    STRAT_PRISONERS_RELEASED
    STRAT_PRISONERS_RANSOMED
    STRAT_PRISONERS_PRE_RELEASE_HIGH
    STRAT_PRISONERS_PRE_RELEASE_MED
    STRAT_PRISONERS_PRE_RELEASE_LOW
    STRAT_PRISONERS_PRE_RANSOM_HIGH
    STRAT_PRISONERS_PRE_RANSOM_MED
    STRAT_PRISONERS_PRE_RANSOM_LOW
    STRAT_PRISONERS_PRE_EXECUTE_HIGH
    STRAT_PRISONERS_PRE_EXECUTE_MED
    STRAT_PRISONERS_PRE_EXECUTE_LOW
    STRAT_PRISONERS_PRE_ACCEPT_HIGH
    STRAT_PRISONERS_PRE_ACCEPT_MED
    STRAT_PRISONERS_PRE_ACCEPT_LOW
    STRAT_PRISONERS_PRE_REJECT_HIGH
    STRAT_PRISONERS_PRE_REJECT_MED
    STRAT_PRISONERS_PRE_REJECT_LOW
    STRAT_SELECT_CARD
    STRAT_DESELECT_CARD
    BATTLE_UI_START_DRAG_FORMATION
    BATTLE_UI_END_DRAG_FORMATION
    BATTLE_UI_START_DRAG_SELECTION
    BATTLE_UI_END_DRAG_SELECTION
    BUTTON_DOWN
    BATTLE_UI_FLASH_UNIT_UNDERLAYS
    UI_NEXT_FACTION_BUTTON
    UI_NEXT_TEAM_BUTTON
    UI_CHANGE_ARMOUR
    UI_CHANGE_EXPERIENCE
    UI_CHANGE_WEAPON
    UI_CLEAR_CURRENT_ARMY
    UI_COMPUTER_CHOOSE_ARMY
    UI_REFRESH_GAME_LIST
    UI_MULTIPLAYER_TOGGLE_RECIEVE_INCOMING
    UI_MULTIPLAYER_TOGGLE_RECIEVE_OUTGOING
    UI_LOAD_KEY_SETTINGS
    UI_SAVE_KEY_SETTINGS
    START_GAME
    UI_HIGHLIGHT
    UI_SELECT_MENU_ITEM
    UI_RETURN_TO_PREVIOUS
    UI_TEXT_FIELD_CLICKED
    UI_TEXT_FIELD_ENTERED
    UI_FIELD_CHANGED
    UI_TICK_BOX_ON
    UI_TICK_BOX_OFF
    UI_HELP_DIALOG_APPEAR
    UI_HELP_DIALOG_DISAPPEAR
    OPEN_MSG
    MERGE_ARMIES
    STRAT_SELECT_CHARACTER
    STRAT_SELECT_CITY_DOWN
    STRAT_SELECT_CITY
    STRAT_TAB_SELECT
    END_TURN
    END_TURN_CULTURE_1
    END_TURN_CULTURE_2
    END_TURN_CULTURE_3
    END_TURN_CULTURE_4
    END_TURN_CULTURE_5
    END_TURN_CULTURE_6
    STRAT_END_TURN_DOWN
    STRAT_BATTLE_ZOOM
    STRAT_BUILD_FORT
    STRAT_BUILD_WATCHTOWER
    STRAT_TRAINING_QUEUE_SELECT_UNIT
    STRAT_TRAINING_QUEUE_DELETE_UNIT
    STRAT_TRAINING_QUEUE_DRAG_UNIT
    STRAT_CONSTRUCTION_SELECT_BUILDING
    STRAT_CONSTRUCTION_DELETE_BUILDING
    STRAT_CONSTRUCTION_DRAG_BUILDING
    STRAT_HIGHLIGHT
    STRAT_TOOLTIP
    STRAT_SHOW_INFO_RIGHT_CLICK
    STRAT_HIDE_INFO_RIGHT_CLICK_AGAIN
    STRAT_DISBAND_UNIT
    STRAT_DESTROY_BUILDING
    STRAT_SCROLL_OPENS
    STRAT_SCROLL_CLOSES
    STRAT_PANEL_MENU_SELECT
    STRAT_PANEL_MENU_SCROLL_BALL
    STRAT_PANEL_MENU_SCROLL_ARROWS
    STRAT_PANEL_MENU_SCROLLING
    STRAT_PANEL_MENU_TICK_BOX_ON
    STRAT_PANEL_MENU_TICK_BOX_OFF
    STRAT_PANEL_MENU_CLOSE_BUTTON
    STRAT_PANEL_MENU_CHECK_BUTTON
    STRAT_PANEL_MENU_X_BUTTON
    STRAT_PANEL_MENU_FACTION_SHIELD_BUTTON
    STRAT_SET_GAME_OPTIONS
    STRAT_OPEN_DIPLOMATIC_STANDING_WINDOW
    STRAT_OPEN_FACTION_SUMMARY
    STRAT_OPEN_MISSIONS_LOG
    STRAT_SHOW_TRADE_SUMMARY
    STRAT_OPEN_FINANCES_WINDOW
    STRAT_OPEN_POPE_TAB
    STRAT_SHOW_FAMILY_TREE
    STRAT_OPEN_CONTRUCTION_PANEL
    STRAT_OPEN_TRAINING_PANEL
    STRAT_CLICK_ON_RADAR_TELEPORTS_SCREEN
    STRAT_PICKUP_CARD
    STRAT_DROP_CARD
    STRAT_SHOW_UNITS_IN_GARRISON
    STRAT_SHOW_BUILDS_IN_SETTLEMENT
    STRAT_SHOW_VISITORS_IN_SETTLEMENT
    STRAT_SHOW_UNITS_ON_SHIP
    STRAT_MOVE_CAMERA_TO_SELECTION_BUTTON
    STRAT_SELECT_NEXT
    STRAT_SELECT_PREVIOUS
    STRAT_SHOW_MISSION_TARGET
    STRAT_SHOW_CARDINAL_LIST
    STRAT_SELECT_BUILDING
    STRAT_ADD_BUILDING_TO_QUEUE
    STRAT_REMOVE_FROM_QUEUE
    STRAT_PICKUP_BUILDING
    STRAT_DROP_BUILDING
    STRAT_ADD_UNIT_TO_QUEUE
    STRAT_REMOVE_UNIT_FROM_QUEUE
    STRAT_PICKUP_UNIT
    STRAT_DROP_UNIT
    STRAT_ASK_FOR_ADVICE
    STRAT_LOCATE_POSITION_OF_SETTLEMENT
    STRAT_ASK_FOR_UNIT_ADVICE
    STRAT_SHOW_RALLY_POINTS
    STRAT_REMOVE_RALLY_POINT
    STRAT_SHOW_UNITS_IN_GARRISON_THAT_REQURE_RETRAININ G
    STRAT_SHOW_EVENTS_LOG
    STRAT_LOCATE_SELECTED_CHARACTER_ON_MAP
    STRAT_SET_FACTION_HEIR
    STRAT_VIEW_SETTLEMENT_ON_BATTLEMAP
    STRAT_LOCATION_POSITION_OF_SETTLEMENT
    STRAT_SHOW_BUILDINGS_IN_SETTLEMENT
    STRAT_ARROW_BUTTONS
    STRAT_SELECT_DETAIL
    STRAT_ADVICE_PANEL_SLIDING_IN
    STRAT_ADVICE_PANEL_SLIDING_OUT
    STRAT_ADVICE_BUBBLE_APPEARS
    STRAT_ADVICE_BUBBLE_DISAPPEARS
    STRAT_NEW_MESSAGES_AVAILABLE
    STRAT_EVENT_CARD_STARTS_TO_FALL
    STRAT_EVENT_CARD_STOPS_FALLING
    STRAT_MESSAGE_DISMISS
    STRAT_DIPLOMACY_AMBIENT
    STRAT_DIPLOMACY_SCROLL_OPEN
    STRAT_DIPLOMACY_SCROLL_CLOSE
    STRAT_DIPLOMACY_TEXT_CLICK
    STRAT_DIPLOMACY_ARROW_BUTTONS
    BATTLE_UI_SELECT_UNIT
    BATTLE_UI_SWORD_ATTACK
    BATTLE_UI_QUICK_SWORD_ATTACK
    BATTLE_UI_SPEAR_ATTACK
    BATTLE_UI_QUICK_SPEAR_ATTACK
    BATTLE_UI_MISSILE_ATTACK
    BATTLE_UI_QUICK_MISSILE_ATTACK
    BATTLE_UI_SIEGE_ATTACK
    BATTLE_UI_GRAB_SIEGE_WEAPON
    BATTLE_UI_WALK_TO_LOCATION
    BATTLE_UI_RUN_TO_LOCATION
    BATTLE_SCROLL_OPENS
    BATTLE_SCROLL_CLOSES
    BATTLE_PANEL_MENU_SELECT
    BATTLE_PANEL_MENU_SCROLL_BALL
    BATTLE_PANEL_MENU_SCROLL_ARROWS
    BATTLE_PANEL_MENU_SCROLLING
    BATTLE_PANEL_MENU_TICK_BOX_ON
    BATTLE_PANEL_MENU_TICK_BOX_OFF
    BATTLE_PANEL_MENU_CLOSE_BUTTON
    BATTLE_PANEL_MENU_CHECK_BUTTON
    BATTLE_PANEL_MENU_X_BUTTON
    BATTLE_END_DEPLOYMENT
    BATTLE_FOLLOW_UNIT
    BATTLE_STOP_FOLLOWING_UNIT
    BATTLE_ZOOM_UNIT
    BATTLE_HIDE_UI
    BATTLE_UNHIDE_UI
    BATTLE_TURN_MUSIC_ON
    BATTLE_TURN_MUSIC_OFF
    BATTLE_TURN_SOUND_EFFECTS_ON_
    BATTLE_TURN_SOUND_EFFECTS_OFF
    BATTLE_ZOOM_RADAR_IN
    BATTLE_ZOOM_RADAR_OUT
    BATTLE_PAUSE
    BATTLE_UNPAUSE
    BATTLE_DOUBLE_SPEED
    BATTLE_TRIPLE_SPEED
    BATTLE_SELECT_CARD
    BATTLE_DESELECT_CARD
    BATTLE_PICKUP_CARD
    BATTLE_DROP_CARD
    BATTLE_ZOOM_TO_UNIT
    BATTLE_ZOOM_GENERAL
    BATTLE_SELECT_ALL
    BATTLE_DESELECT_ALL
    BATTLE_SELECT_CAVALRY
    BATTLE_SELECT_INFANTRY
    BATTLE_SELECT_MELEE
    BATTLE_SELECT_MISSILE_
    BATTLE_SELECT_SIEGE
    BATTLE_SELECT_NEXT_GROUP
    BATTLE_SELECT_PREVIOUS_GROUP
    BATTLE_HALT_STOP_CURRENT_ORDERS
    BATTLE_WITHDRAW
    BATTLE_GROUP_SELECTED_UNITS
    BATTLE_UNGROUP_SELECTED_UNITS
    BATTLE_ENABLE_LINKING
    BATTLE_DISABLE_LINKING
    BATTLE_TIGHT_FORMATION
    BATTLE_LOOSE_FORMATION
    BATTLE_ENABLE_SKIRMISH_MODE
    BATTLE_DISABLE_SKIRMISH_MODE
    BATTLE_ENABLE_FIRE_AT_WILL
    BATTLE_DISABLE_FIRE_AT_WILL
    BATTLE_NORMAL_FORMATION
    BATTLE_SPECIAL_FORMATION
    BATTLE_ENABLE_GUARD_MODE
    BATTLE_DISABLE_GUARD_MODE
    BATTLE_RUN_MODE
    BATTLE_WALK_MODE
    BATTLE_SHOW_GROUP_FORMATIONS
    BATTLE_HIDE_GROUP_FORMATIONS
    BATTLE_SELECT_GROUP_FORMATION
    BATTLE_AI_ASSISTANCE_ON
    BATTLE_AI_ASSISTANCE_OFF
    UI_F1_HELP
    UI_HELP_DIALOG_CHECK
    UI_ESC_KEY
    UI_QUIT_DIALOG_APPEAR
    UI_QUIT_DIALOG_CHECK
    UI_QUIT_DIALOG_X
    UI_QUIT_DIALOG_DISAPPEAR
    UI_ERROR_DIALOG_APPEAR
    UI_ERROR_DIALOG_CHECK
    UI_ERROR_DIALOG_DISAPPEAR
    UI_DROP_MENUS_DOWN
    UI_DROP_MENUS_UP
    UI_DROP_MENU_ITEM_HIGHLIGHT
    UI_DROP_MENU_ITEM_SELECT
    UI_DROP_MENU_SCROLL_ARROW_HEAD
    UI_DROP_MENU_SCROLL_BALL
    UI_DROP_MENU_SCROLLING
    UI_CONTINUE_CAMPAIGN
    UI_SELECT_A_FACTION
    UI_FACTION_SHIELD_BUTTONS
    UI_START_THE_CAMPAIGN
    UI_SELECT_CAMPAIGN
    UI_SELECT_BATTLE
    UI_CHOOSE_AN_ARMY
    UI_START_THE_HISTORICAL_BATTLE
    UI_CHOOSE_LOCATION
    UI_CUSTOMISE_THE_BATTLE
    UI_ARROW_BUTTONS
    UI_ATTACKER_BUTTON
    UI_DEFFENDER_BUTTON
    UI_NO_FACTION_BUTTON
    UI_CUSTOMISE_THE_ARMIES
    UI_PICK_UP_CARD
    UI_DROP_CARD
    UI_SELECT_UNIT
    UI_REMOVE_UNIT
    UI_LEVELS_ARROWS
    UI_START_THE_BATTLE
    UI_GAME_APPEARS
    UI_GAME_DISAPPEARS
    UI_JOIN_AS_SPECTATOR
    UI_JOIN_GAME
    UI_HOST_GAME
    UI_REFRESH_GAME_LIST
    UI_SORT_BY_COLUMN_BUTTONS
    UI_SELECT_GAME
    UI_CHOOSE_CONDITIONS_FOR_BATTLE
    UI_LOAD_SELECT_GAME
    UI_APPLY_VIDEO_SETTINGS
    UI_SELECT_FUNCTION
    UI_START_REASSIGNMENT
    UI_KEY_REASSIGNED
    UI_RESTORE_DEFAULT_KEYS
    BATTLE_SELECT_UNIT_DESTINATION
    BATTLE_INVALID_DESTINATION
    BATTLE_MELEE_ATTACK_UNIT
    BATTLE_CHARGE_MELEE_ATTACK_UNIT
    BATTLE_MISSILE_ATTACK_UNIT
    BATTLE_CHARGE_MISSILE_ATTACK_UNIT
    BATTLE_SIEGE_ATTACK
    BATTLE_CHARGE_SIEGE_ATTACK
    BATTLE_INVALID_ATTACK_TARGET



  8. #8
    Bored Member Tux's Avatar
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    Default Re: Want to help EB2? List the sound events from M2TW

    Thanks nazgool for that. Hopefully it's what Tellos needs.

  9. #9
    Senior Member Senior Member Tellos Athenaios's Avatar
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    Default Re: Want to help EB2? List the sound events from M2TW

    Quote Originally Posted by nazgool View Post
    I checked all files from Sound Text Files.rar.
    This are all standalone events i found.
    First of all a huge thank you from me.

    descr_sounds_units_march.txt with this and another files i had problems. There were some standalone events there but had strange names so i copy all firsts lines.
    Nah those are all part of bank unit_march and bank unit_run. (Which explains why they look strange to you: the events don't have names but instead the code describes the circumstances when the sound should play.)

    Now if I might push my luck, could you please categorise the events you found as type 2 or type 3 for me as well?
    Last edited by Tellos Athenaios; 04-30-2012 at 06:02.
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


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  10. #10
    Member Member nazgool's Avatar
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    Default Re: Want to help EB2? List the sound events from M2TW

    I'm glad that i can help a little :).
    Of course i will categorise this files but right now i'm on my long weekend so i'll start on saturday.
    Right now i don't have access to M2TW :/.

  11. #11
    EB Support Guy Senior Member XSamatan's Avatar
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    Default Re: Want to help EB2? List the sound events from M2TW

    Good job!

    1.2 fixes - Updated regularly. Latest news from 2009-02-01.
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  12. #12
    RABO! Member Brave Brave Sir Robin's Avatar
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    Default Re: Want to help EB2? List the sound events from M2TW

    A balloon for you Nazgool.

    Also, if you guys have any more tasks which the community could perform to speed things along even just a little, please don't hesitate to ask us.
    From Frontline for fixing siege towers of death
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  13. #13
    Senior Member Senior Member Tellos Athenaios's Avatar
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    Default Re: Want to help EB2? List the sound events from M2TW

    Yes. I wrote a Python script which takes care of the hard part of identifying events, which means I no longer require Nazgool's help in "categorising" events as type 2 or type 3 itself. However, there is a bit of a catch: some events use exactly the same tracks (in exactly the same order). Also, some events are commented out.

    As a result help is still very much appreciated, however the scope has changed somewhat:

    Therefore if you have some time and M2TW set up for modding (with sounds code) then you can help me by making each event uniquely identifiable. You can do this by editing the sound files for the folowing events so that per event the exact combination of filenames is unique. A simple way would be to add the event name as track, for example:
    Code:
    event STRAT_SELECT_CARD volume -35  dry_level 1 wet_level .5
    folder data/sounds/SFX/interface/battlefield
    card_select_mtw_01
    ;; add unique bit: the event name itself
    STRAT_SELECT_CARD
    end
    These are the events which I've not yet identified, excluding the ones which were commented out (and they should ideally also be identified).
    Code:
    STRAT_SELECT_CARD, // (24, 235, 275, 129, 244, 97, 257, 130, 62, 308, 116, 236, 258, 256, 115, 274, 255, 61)
        STRAT_DESELECT_CARD, // (24, 235, 275, 129, 244, 97, 257, 130, 62, 308, 116, 236, 258, 256, 115, 274, 255, 61)
        UI_MULTIPLAYER_TOGGLE_RECIEVE_INCOMING, // (90, 91)
        UI_MULTIPLAYER_TOGGLE_RECIEVE_OUTGOING, // (90, 91)
        UI_TEXT_FIELD_ENTERED, // (43, 94)
        UI_FIELD_CHANGED, // (43, 94)
        STRAT_SELECT_CHARACTER, // (24, 235, 275, 129, 244, 97, 257, 130, 62, 308, 116, 236, 258, 256, 115, 274, 255, 61)
        STRAT_BATTLE_ZOOM, // (163, 190)
        STRAT_PANEL_MENU_SCROLL_BALL, // (232, 233, 113, 65, 112, 39, 56, 36, 35, 40)
        STRAT_PANEL_MENU_SCROLL_ARROWS, // (232, 233, 113, 65, 112, 39, 56, 36, 35, 40)
        STRAT_PANEL_MENU_SCROLLING, // (234, 41, 114)
        STRAT_PANEL_MENU_TICK_BOX_ON, // (24, 235, 275, 129, 244, 97, 257, 130, 62, 308, 116, 236, 258, 256, 115, 274, 255, 61)
        STRAT_PANEL_MENU_TICK_BOX_OFF, // (24, 235, 275, 129, 244, 97, 257, 130, 62, 308, 116, 236, 258, 256, 115, 274, 255, 61)
        STRAT_CLICK_ON_RADAR_TELEPORTS_SCREEN, // (128, 243)
        STRAT_PICKUP_CARD, // (276, 131, 183)
        STRAT_DROP_CARD, // (277, 154, 148, 132)
        STRAT_SHOW_UNITS_IN_GARRISON, // (135, 134, 133, 195, 136, 187)
        STRAT_SHOW_BUILDS_IN_SETTLEMENT, // (135, 134, 133, 195, 136, 187)
        STRAT_SHOW_VISITORS_IN_SETTLEMENT, // (135, 134, 133, 195, 136, 187)
        STRAT_SHOW_UNITS_ON_SHIP, // (135, 134, 133, 195, 136, 187)
        STRAT_MOVE_CAMERA_TO_SELECTION_BUTTON, // (137, 161)
        STRAT_SELECT_NEXT, // (140, 139, 150)
        STRAT_SELECT_PREVIOUS, // (140, 139, 150)
        STRAT_DROP_BUILDING, // (277, 154, 148, 132)
        STRAT_DROP_UNIT, // (277, 154, 148, 132)
        STRAT_LOCATE_POSITION_OF_SETTLEMENT, // (140, 139, 150)
        STRAT_LOCATE_SELECTED_CHARACTER_ON_MAP, // (137, 161)
        STRAT_VIEW_SETTLEMENT_ON_BATTLEMAP, // (163, 190)
        STRAT_MESSAGE_DISMISS, // (237, 239, 188)
        STRAT_DIPLOMACY_ARROW_BUTTONS, // (135, 134, 133, 195, 136, 187)
        BATTLE_PANEL_MENU_SCROLL_BALL, // (232, 233, 113, 65, 112, 39, 56, 36, 35, 40)
        BATTLE_PANEL_MENU_SCROLL_ARROWS, // (232, 233, 113, 65, 112, 39, 56, 36, 35, 40)
        BATTLE_PANEL_MENU_SCROLLING, // (234, 41, 114)
        BATTLE_PANEL_MENU_TICK_BOX_ON, // (24, 235, 275, 129, 244, 97, 257, 130, 62, 308, 116, 236, 258, 256, 115, 274, 255, 61)
        BATTLE_PANEL_MENU_TICK_BOX_OFF, // (24, 235, 275, 129, 244, 97, 257, 130, 62, 308, 116, 236, 258, 256, 115, 274, 255, 61)
        BATTLE_PANEL_MENU_CLOSE_BUTTON, // (237, 239, 188)
        BATTLE_PANEL_MENU_X_BUTTON, // (237, 239, 188)
        BATTLE_ZOOM_UNIT, // (128, 243)
        BATTLE_TURN_MUSIC_ON, // (24, 235, 275, 129, 244, 97, 257, 130, 62, 308, 116, 236, 258, 256, 115, 274, 255, 61)
        BATTLE_TURN_MUSIC_OFF, // (24, 235, 275, 129, 244, 97, 257, 130, 62, 308, 116, 236, 258, 256, 115, 274, 255, 61)
        BATTLE_TURN_SOUND_EFFECTS_ON_, // (24, 235, 275, 129, 244, 97, 257, 130, 62, 308, 116, 236, 258, 256, 115, 274, 255, 61)
        BATTLE_TURN_SOUND_EFFECTS_OFF, // (24, 235, 275, 129, 244, 97, 257, 130, 62, 308, 116, 236, 258, 256, 115, 274, 255, 61)
        BATTLE_DOUBLE_SPEED, // (273, 272)
        BATTLE_TRIPLE_SPEED, // (273, 272)
        BATTLE_SELECT_CARD, // (24, 235, 275, 129, 244, 97, 257, 130, 62, 308, 116, 236, 258, 256, 115, 274, 255, 61)
        BATTLE_DESELECT_CARD, // (24, 235, 275, 129, 244, 97, 257, 130, 62, 308, 116, 236, 258, 256, 115, 274, 255, 61)
        BATTLE_PICKUP_CARD, // (276, 131, 183)
        BATTLE_DROP_CARD, // (277, 154, 148, 132)
        BATTLE_ZOOM_TO_UNIT, // (279, 278)
        BATTLE_ZOOM_GENERAL, // (279, 278)
        BATTLE_SELECT_ALL, // (24, 235, 275, 129, 244, 97, 257, 130, 62, 308, 116, 236, 258, 256, 115, 274, 255, 61)
        BATTLE_DESELECT_ALL, // (24, 235, 275, 129, 244, 97, 257, 130, 62, 308, 116, 236, 258, 256, 115, 274, 255, 61)
        UI_HELP_DIALOG_CHECK, // (24, 235, 275, 129, 244, 97, 257, 130, 62, 308, 116, 236, 258, 256, 115, 274, 255, 61)
        UI_QUIT_DIALOG_X, // (32, 29)
        UI_ERROR_DIALOG_CHECK, // (32, 29)
        UI_DROP_MENUS_DOWN, // (232, 233, 113, 65, 112, 39, 56, 36, 35, 40)
        UI_DROP_MENUS_UP, // (232, 233, 113, 65, 112, 39, 56, 36, 35, 40)
        UI_DROP_MENU_SCROLL_ARROW_HEAD, // (232, 233, 113, 65, 112, 39, 56, 36, 35, 40)
        UI_DROP_MENU_SCROLL_BALL, // (232, 233, 113, 65, 112, 39, 56, 36, 35, 40)
        UI_DROP_MENU_SCROLLING, // (234, 41, 114)
        UI_CONTINUE_CAMPAIGN, // (46, 49, 66)
        UI_SELECT_A_FACTION, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)
        UI_FACTION_SHIELD_BUTTONS, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)
        UI_START_THE_CAMPAIGN, // (46, 49, 66)
        UI_SELECT_CAMPAIGN, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)
        UI_SELECT_BATTLE, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)
        UI_CHOOSE_AN_ARMY, // (68, 52)
        UI_START_THE_HISTORICAL_BATTLE, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)
        UI_CHOOSE_LOCATION, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)
        UI_CUSTOMISE_THE_BATTLE, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)
        UI_ARROW_BUTTONS, // (232, 233, 113, 65, 112, 39, 56, 36, 35, 40)
        UI_ATTACKER_BUTTON, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)
        UI_DEFFENDER_BUTTON, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)
        UI_NO_FACTION_BUTTON, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)
        UI_CUSTOMISE_THE_ARMIES, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)
        UI_PICK_UP_CARD, // (24, 235, 275, 129, 244, 97, 257, 130, 62, 308, 116, 236, 258, 256, 115, 274, 255, 61)
        UI_DROP_CARD, // (24, 235, 275, 129, 244, 97, 257, 130, 62, 308, 116, 236, 258, 256, 115, 274, 255, 61)
        UI_SELECT_UNIT, // (181, 63)
        UI_REMOVE_UNIT, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)
        UI_LEVELS_ARROWS, // (232, 233, 113, 65, 112, 39, 56, 36, 35, 40)
        UI_START_THE_BATTLE, // (46, 49, 66)
        UI_GAME_DISAPPEARS, // (68, 52)
        UI_REFRESH_GAME_LIST, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)
        UI_SORT_BY_COLUMN_BUTTONS, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)
        UI_SELECT_GAME, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)
        UI_CHOOSE_CONDITIONS_FOR_BATTLE, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)
        UI_LOAD_SELECT_GAME, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)
        UI_APPLY_VIDEO_SETTINGS, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)
        UI_SELECT_FUNCTION, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)
        UI_START_REASSIGNMENT, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)
        UI_KEY_REASSIGNED, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)
        UI_RESTORE_DEFAULT_KEYS, // (50, 59, 75, 78, 47, 81, 72, 79, 64, 74, 76, 51, 48, 60, 58, 54, 73, 77, 57, 53, 55, 80)



    When you're done editing the code you'd need to make a backup directory in your data/sounds folder (say data/sounds/backup) and move all DAT and IDX from data/sounds to this new directory (data/sounds/backup). This way the game will attempt to generate the IDX/DAT files, the next time you run it.

    When the game has regenerated, could you please upload a ZIP archive with the sound code you created (all files starting with descr_sounds or export_descr_sounds) from your data directory and a copy of the data/sounds/events.dat and data/sounds/events.idx files ? Then I can disassemble the events pack and compare it against the sound code using this script.
    Last edited by Tellos Athenaios; 05-03-2012 at 03:30.
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


    “ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

  14. #14
    Member Member nazgool's Avatar
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    Default Re: Want to help EB2? List the sound events from M2TW

    I'm back and if you still need help with this files i can do this part.
    I'll be waiting for a message.

    Brave Brave Sir Robin, thanks for balloon :)

  15. #15
    Senior Member Senior Member Tellos Athenaios's Avatar
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    Default Re: Want to help EB2? List the sound events from M2TW

    Quote Originally Posted by nazgool View Post
    I'm back and if you still need help with this files i can do this part.
    I'll be waiting for a message.

    Brave Brave Sir Robin, thanks for balloon :)
    Yes, please. My previous post should hopefully explain what I still need: http://forums.totalwar.org/vb/showth...post2053445801
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


    “ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

  16. #16
    Member Member nazgool's Avatar
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    Default Re: Want to help EB2? List the sound events from M2TW

    So, no more talking ;).
    I get down to business and we will see what can i do with this files.

    from Brave Brave Sir Robin
    from Tellos Athenaios as a welcome to Campus Martius

  17. #17
    Member Member nazgool's Avatar
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    Default Re: Want to help EB2? List the sound events from M2TW

    Hello,
    It's done. I hope i don't mess anything. All this events were located in descr_sounds_generic.txt
    If I can be of any further help do not hesitate to contact me, EB is my favorit mod so i always find some time to help :).

    from Brave Brave Sir Robin
    from Tellos Athenaios as a welcome to Campus Martius

  18. #18
    Senior Member Senior Member Tellos Athenaios's Avatar
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    Default Re: Want to help EB2? List the sound events from M2TW

    Thanks a lot!

    Unfortunately it turns out the experiment was unsuccessful. M2TW strips files that don't exist silently which meant that the unique identifiers you added were also stripped. So, back to the drawing board for me.
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


    “ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

  19. #19
    Member Member nazgool's Avatar
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    Default Re: Want to help EB2? List the sound events from M2TW

    This is bad news :/ but remember, if you need some help with this, send me pm or post info here.
    I'll be glad to help ;).

    from Brave Brave Sir Robin
    from Tellos Athenaios as a welcome to Campus Martius

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