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  1. #1
    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 :/.

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  2. #2
    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!

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  3. #3
    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
    x30 From mikepettytw for showing how to edit in game text.
    From Brennus for wit.

  4. #4

    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.

  5. #5
    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 :)

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

  6. #6

    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: https://forums.totalwar.org/vb/showt...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.

  7. #7
    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

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