Wednesday, August 19, 2020

[log] SoundRTS 1.3.5 released

Available at: http://jlpo.free.fr/soundrts

For multiplayer games, this version requires:

  • client: 1.3.5 or later
  • server: 1.2-c12 or later

Changes from 1.3.4:

  • bug fixed: couldn't save a game with terrain
  • fixed: the hit sound wasn't emitted if it killed the target
  • fixed: the game would freeze if there wasn't enough space in a square to create a unit

Internationalization:

  • converted all the tts.txt files to UTF-8 with BOM signature. The encoding is still explicitly defined in the first line as UTF-8. The BOM signature might help some text editors to select UTF-8 automatically.
  • will always use UTF-8 (or ASCII) for text files other than tts.txt (rules.txt, style.txt, etc)
  • updated Spanish translation (thanks to Oscar Corona)

8 comments:

leha said...

Hello! Is it possible to create distant sounds? For example i created a mod about modern warfare. And i am on g1, while a battle is taking place on l5. And the sounds of artillery and any other weapons should be heard in another way, they are more muffled.

SoundMUD said...

Maybe. Not easy. I'll think about it.

leha said...

Ok. Hear is that archive. As a developer, you are able to fined much better usage for it. A collection include: small arms fire- on different distances + bullit cracks and hits on metal wood and koncreet. Aircrafts, helicopters and airstrikes. Artillery morters and MLRS- all from launch to impact + debry. Explosions on different distances. Rockets and cluster bombs-2 sound files- too dificult to get. Voices on 3 languages- arabic, english and Russian. Footsteps, building distruction. Ambiences and other military stuff like ammow explosion, bmp shots, ZSU23 sounds and so on. size 1.9 gb https://archive.org/details/real-weapons-and-war-sounds

Unknown said...

WARNING WARNING CRITICAL BUG FOUND!
I just found a critical bug: I thought it was my wrongdoing, but it seems to not be, it is where for example if you started with 10 farms, you would get 80 food just like usual, but then no more food can be added on by things that should provide food. I tested in my mod and the main game, with no mod on. Farms, fast food restaurants, and hunting grounds, in my mod, didn't give any more food, they only gave it when they were placed on the map in the starting_units code, and the same with farms in the main game.

SoundMUD said...

It's a limit that can be modified by adding a line to a map, for example in can1.txt or pra1.txt you will find:
global_food_limit 2000

Unknown said...

Aha. Thanks for the explanation. In version 1.3.4, I think it automatically set the food limit to like 10000000 if the parameter wasn't included, but in 1.3.5 it is automatically set to 0. So maps that didn't include it and aren't getting updates can't be played properly. Sorry about the confusion, I knew about the global food limit but I thought since the map didn't have it, it wasn't applied.
The map I was on was swk2a

SoundMUD said...

The default value of global_food_limit is 80.

Jenni said...

hey I noticed this has not been updated in a couple years. lots has changed with windows and such. is this still an active project I thought of playing but if its abandoned wel that kinda makes me sad I tried this somewhere in like 2007 or something. so yeah