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View Full Version : Want to help EB2? List the sound events from M2TW



Tellos Athenaios
04-15-2012, 03:43
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:


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)

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):



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

jirisys
04-15-2012, 08:27
ALL of the .txt files? You didn't explain quite clearly about that Tellos.

~Jirisys ()

Tellos Athenaios
04-15-2012, 10:31
No, just the *.txt files mentioned in descr_sounds.txt.

nazgool
04-15-2012, 11:46
I can help you :). Right now i'm learnig how to make 3d models so i have unpacked m2tw.

Tellos Athenaios
04-15-2012, 18:16
Added link to (a TWC thread about) the Vanilla sound code files.

Tellos Athenaios
04-16-2012, 19:33
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:


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:


; 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:


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:


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):


"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.
https://img99.imageshack.us/img99/7603/snapshot1z.th.png (https://img99.imageshack.us/i/snapshot1z.png/)

A type 3 one, notice how the event name is written in the first few bytes:
https://img687.imageshack.us/img687/7739/snapshothh.th.png (https://img687.imageshack.us/i/snapshothh.png/)

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.

nazgool
04-29-2012, 10:33
I checked all files from Sound Text Files.rar.
This are all standalone events i found.


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_RETRAINING
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

Tux
04-29-2012, 19:22
Thanks nazgool for that. Hopefully it's what Tellos needs.

Tellos Athenaios
04-30-2012, 05:58
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. :2thumbsup:



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?

nazgool
04-30-2012, 10:18
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 :/.

XSamatan
05-01-2012, 10:01
Good job!

Brave Brave Sir Robin
05-02-2012, 17:53
A balloon for you Nazgool. :balloon2:

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.

Tellos Athenaios
05-03-2012, 03:27
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:


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).

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.

nazgool
05-06-2012, 07:31
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 :)

Tellos Athenaios
05-06-2012, 22:24
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: https://forums.totalwar.org/vb/showthread.php?141092-Want-to-help-EB2-List-the-sound-events-from-M2TW&p=2053445801&viewfull=1#post2053445801

nazgool
05-07-2012, 17:47
So, no more talking ;).
I get down to business and we will see what can i do with this files.

nazgool
05-10-2012, 18:47
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 :).

Tellos Athenaios
05-13-2012, 03:34
Thanks a lot! :2thumbsup:

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. :gah2:

nazgool
05-16-2012, 17:39
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 ;).