Better hatchet sounds,

wired to all units using a hatchet as well as for the bolas of desert
elves. The changes to the UtBS units are untested. Left the old
hatchet projectiles and sound in for backwards support for now.
This commit is contained in:
Lari Nieminen 2007-04-18 08:20:02 +00:00
parent f6654cb147
commit d184fabd5f
18 changed files with 221 additions and 154 deletions

View File

@ -42,6 +42,9 @@ Version 1.3.1+svn:
* added animated windmill, fancy and damaged tents, icepack, and shipwreck * added animated windmill, fancy and damaged tents, icepack, and shipwreck
* fix problems with colour cursor in fullscreen (slow speed, bug #7555 and bug #6052). * fix problems with colour cursor in fullscreen (slow speed, bug #7555 and bug #6052).
* new color cursors * new color cursors
* sound
* new or improved sounds: hatchet
* sounds for user interface events
* language and i18n: * language and i18n:
* updated manual: French * updated manual: French
* updated translations: Bulgarian, Czech, Danish, Dutch, French, German, * updated translations: Bulgarian, Czech, Danish, Dutch, French, German,
@ -94,9 +97,9 @@ Version 1.3.1+svn:
which the attack engine didn't expect (bug #8814) which the attack engine didn't expect (bug #8814)
* new key for [time], sound=, to specify a list of sounds that can play * new key for [time], sound=, to specify a list of sounds that can play
when ToD changes when ToD changes
* more powerful [filter_location], now accepts radius=, [not], and * more powerful [filter_location], now accepts radius=, [not], and
[filter] to match units at the location [filter] to match units at the location
* added [deprecated_message] so WML can also trigger the deprecated * added [deprecated_message] so WML can also trigger the deprecated
messages; used to tag macros scheduled for removal messages; used to tag macros scheduled for removal
* user interface: * user interface:
* new sounds for user interface events * new sounds for user interface events
@ -131,8 +134,8 @@ Version 1.3.1+svn:
multiplayer (bug #8762) multiplayer (bug #8762)
* Performance : wml compression is done in the helper threads instead of * Performance : wml compression is done in the helper threads instead of
the main thread the main thread
* Added some protection against crashing when attacking with units with * Added some protection against crashing when attacking with units with
a high or negative amount of hitpoints (bug #6154, bug #7955, bug #8541) a high or negative amount of hitpoints (bug #6154, bug #7955, bug #8541)
* fix skirmisher filtered by terrain not working properly. * fix skirmisher filtered by terrain not working properly.
* fixed Ethiliel not showing up in the scenario "Vengeance" of TSG * fixed Ethiliel not showing up in the scenario "Vengeance" of TSG
* with a move attack action if the moveto event moves the defender Wesnoth * with a move attack action if the moveto event moves the defender Wesnoth

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@ -73,27 +73,38 @@
icon=attacks/bolas.png icon=attacks/bolas.png
[animation] [animation]
[missile_frame] [missile_frame]
begin=-100 begin=-150
end=0 end=0
image=projectiles/bola-n.png image=projectiles/bola-n.png
image_diagonal=projectiles/bola-ne.png image_diagonal=projectiles/bola-ne.png
[/missile_frame] [/missile_frame]
[if]
hits=yes
[frame]
begin=-300
end=-200
image=newelves/desert-elvish-hunter-ranged-1.png
sound=hatchet.wav
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-300
end=-200
image=newelves/desert-elvish-hunter-ranged-1.png
sound=hatchet-miss.wav
[/frame]
[/else]
[frame] [frame]
begin=-400 begin=-200
end=-250 end=-100
image=newelves/desert-elvish-hunter-ranged-1.png
sound=hatchet.ogg
[/frame]
[frame]
begin=-250
end=-150
image=newelves/desert-elvish-hunter-ranged-2.png image=newelves/desert-elvish-hunter-ranged-2.png
[/frame] [/frame]
[frame] [frame]
begin=-150 begin=-100
end=0 end=0
image=newelves/desert-elvish-hunter-ranged-3.png image=newelves/desert-elvish-hunter-ranged-3.png
sound=firearrow.wav
[/frame] [/frame]
[/animation] [/animation]
[/attack] [/attack]

View File

@ -83,7 +83,7 @@ Special Notes: The skirmish ability allows the rogue to ignore enemy units' zone
icon=attacks/bolas.png icon=attacks/bolas.png
[animation] [animation]
[missile_frame] [missile_frame]
begin=-100 begin=-150
end=0 end=0
image=projectiles/bola-n.png image=projectiles/bola-n.png
image_diagonal=projectiles/bola-ne.png image_diagonal=projectiles/bola-ne.png
@ -93,12 +93,24 @@ Special Notes: The skirmish ability allows the rogue to ignore enemy units' zone
end=-375 end=-375
image=newelves/desert-elvish-prowler-ranged1.png image=newelves/desert-elvish-prowler-ranged1.png
[/frame] [/frame]
[frame] [if]
begin=-375 hits=yes
end=-250 [frame]
image=newelves/desert-elvish-prowler-ranged2.png begin=-375
sound=hatchet.ogg end=-250
[/frame] image=newelves/desert-elvish-prowler-ranged2.png
sound=hatchet.wav
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-375
end=-250
image=newelves/desert-elvish-prowler-ranged2.png
sound=hatchet-miss.wav
[/frame]
[/else]
[frame] [frame]
begin=-250 begin=-250
end=-125 end=-125
@ -113,7 +125,6 @@ Special Notes: The skirmish ability allows the rogue to ignore enemy units' zone
begin=-100 begin=-100
end=0 end=0
image=newelves/desert-elvish-prowler-ranged4.png image=newelves/desert-elvish-prowler-ranged4.png
sound=firearrow.wav
[/frame] [/frame]
[/animation] [/animation]
[/attack] [/attack]

View File

@ -76,17 +76,29 @@ The skirmish ability allows the rogue to ignore enemy units' zones of control an
icon=attacks/bolas.png icon=attacks/bolas.png
[animation] [animation]
[missile_frame] [missile_frame]
begin=-100 begin=-150
end=0 end=0
image=projectiles/bola-n.png image=projectiles/bola-n.png
image_diagonal=projectiles/bola-ne.png image_diagonal=projectiles/bola-ne.png
[/missile_frame] [/missile_frame]
[frame] [if]
begin=-300 hits=yes
end=-150 [frame]
image=newelves/desert-elvish-sentinel-ranged-1.png begin=-300
sound=hatchet.ogg end=-150
[/frame] image=newelves/desert-elvish-sentinel-ranged-1.png
sound=hatchet.wav
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-300
end=-150
image=newelves/desert-elvish-sentinel-ranged-1.png
sound=hatchet-miss.wav
[/frame]
[/else]
[frame] [frame]
begin=-150 begin=-150
end=-100 end=-100
@ -96,7 +108,6 @@ The skirmish ability allows the rogue to ignore enemy units' zones of control an
begin=-100 begin=-100
end=0 end=0
image=newelves/desert-elvish-sentinel-ranged-2.png image=newelves/desert-elvish-sentinel-ranged-2.png
sound=firearrow.wav
[/frame] [/frame]
[/animation] [/animation]
[/attack] [/attack]

View File

@ -69,7 +69,7 @@
sound={SOUND_LIST:MISS} sound={SOUND_LIST:MISS}
[/frame] [/frame]
[/else] [/else]
# FIXME: This animation frame is missing # FIXME: This animation frame is missing
#[frame] #[frame]
# begin=100 # begin=100
# end=200 # end=200
@ -85,18 +85,25 @@
damage=11 damage=11
number=3 number=3
[animation] [animation]
[missile_frame] {MISSILE_FRAME_HATCHET}
begin=50 [if]
end=150 hits=yes
image=projectiles/hatchet-n.png [frame]
image_diagonal=projectiles/hatchet-ne.png begin=-250
[/missile_frame] end=-100
[frame] image=dwarf-pathfinder-ranged1.png
begin=-200 sound=hatchet.wav
end=-100 [/frame]
image=dwarf-pathfinder-ranged1.png [/if]
sound=hatchet.ogg [else]
[/frame] hits=no
[frame]
begin=-250
end=-100
image=dwarf-pathfinder-ranged1.png
sound=hatchet-miss.wav
[/frame]
[/else]
[frame] [frame]
begin=-100 begin=-100
end=0 end=0

View File

@ -72,18 +72,25 @@
damage=8 damage=8
number=3 number=3
[animation] [animation]
[missile_frame] {MISSILE_FRAME_HATCHET}
begin=50 [if]
end=150 hits=yes
image=projectiles/hatchet-n.png [frame]
image_diagonal=projectiles/hatchet-ne.png begin=-250
[/missile_frame] end=-100
[frame] image=dwarf-pathfinder-ranged1.png
begin=-200 sound=hatchet.wav
end=-100 [/frame]
image=dwarf-pathfinder-ranged1.png [/if]
sound=hatchet.ogg [else]
[/frame] hits=no
[frame]
begin=-250
end=-100
image=dwarf-pathfinder-ranged1.png
sound=hatchet-miss.wav
[/frame]
[/else]
[frame] [frame]
begin=-100 begin=-100
end=0 end=0

View File

@ -62,18 +62,25 @@
damage=8 damage=8
number=2 number=2
[animation] [animation]
[missile_frame] {MISSILE_FRAME_HATCHET}
begin=-150 [if]
end=-50 hits=yes
image=projectiles/hatchet-n.png [frame]
image_diagonal=projectiles/hatchet-ne.png begin=-250
[/missile_frame] end=-100
[frame] image=dwarf-scout-ranged1.png
begin=-200 sound=hatchet.wav
end=-100 [/frame]
image=dwarf-scout-ranged1.png [/if]
sound=hatchet.ogg [else]
[/frame] hits=no
[frame]
begin=-250
end=-100
image=dwarf-scout-ranged1.png
sound=hatchet-miss.wav
[/frame]
[/else]
[frame] [frame]
begin=-100 begin=-100
end=0 end=0

View File

@ -90,30 +90,36 @@
[missile_frame] [missile_frame]
begin=-150 begin=-150
end=0 end=0
image=projectiles/stone.png image=projectiles/bola-n.png
image_diagonal=projectiles/stone.png image_diagonal=projectiles/bola-ne.png
[/missile_frame] [/missile_frame]
[if]
hits=yes
[frame]
begin=-300
end=-200
image=newelves/nym-ranged-1.png
sound=hatchet.wav
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-300
end=-200
image=newelves/nym-ranged-1.png
sound=hatchet-miss.wav
[/frame]
[/else]
[frame] [frame]
begin=-400 begin=-200
end=-250
image=newelves/nym-ranged-1.png
sound=hatchet.ogg
[/frame]
[frame]
begin=-250
end=-150
image=newelves/nym-ranged-2.png
[/frame]
[frame]
begin=-150
end=-100 end=-100
image=newelves/nym-ranged-3.png image=newelves/nym-ranged-2.png
[/frame] [/frame]
[frame] [frame]
begin=-100 begin=-100
end=0 end=0
image=newelves/nym-ranged-3.png image=newelves/nym-ranged-3.png
sound=firearrow.wav
[/frame] [/frame]
[/animation] [/animation]
[/attack] [/attack]

View File

@ -94,30 +94,36 @@
[missile_frame] [missile_frame]
begin=-150 begin=-150
end=0 end=0
image=projectiles/stone.png image=projectiles/bola-n.png
image_diagonal=projectiles/stone.png image_diagonal=projectiles/bola-ne.png
[/missile_frame] [/missile_frame]
[if]
hits=yes
[frame]
begin=-300
end=-200
image=newelves/nym-ranged-1.png
sound=hatchet.wav
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-300
end=-200
image=newelves/nym-ranged-1.png
sound=hatchet-miss.wav
[/frame]
[/else]
[frame] [frame]
begin=-400 begin=-200
end=-250
image=newelves/nym-ranged-1.png
sound=hatchet.ogg
[/frame]
[frame]
begin=-250
end=-150
image=newelves/nym-ranged-2.png
[/frame]
[frame]
begin=-150
end=-100 end=-100
image=newelves/nym-ranged-3.png image=newelves/nym-ranged-2.png
[/frame] [/frame]
[frame] [frame]
begin=-100 begin=-100
end=0 end=0
image=newelves/nym-ranged-3.png image=newelves/nym-ranged-3.png
sound=firearrow.wav
[/frame] [/frame]
[/animation] [/animation]
[/attack] [/attack]

View File

@ -93,30 +93,36 @@
[missile_frame] [missile_frame]
begin=-150 begin=-150
end=0 end=0
image=projectiles/stone.png image=projectiles/bola-n.png
image_diagonal=projectiles/stone.png image_diagonal=projectiles/bola-ne.png
[/missile_frame] [/missile_frame]
[if]
hits=yes
[frame]
begin=-300
end=-200
image=newelves/nym-ranged-1.png
sound=hatchet.wav
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-300
end=-200
image=newelves/nym-ranged-1.png
sound=hatchet-miss.wav
[/frame]
[/else]
[frame] [frame]
begin=-400 begin=-200
end=-250
image=newelves/nym-ranged-1.png
sound=hatchet.ogg
[/frame]
[frame]
begin=-250
end=-150
image=newelves/nym-ranged-2.png
[/frame]
[frame]
begin=-150
end=-100 end=-100
image=newelves/nym-ranged-3.png image=newelves/nym-ranged-2.png
[/frame] [/frame]
[frame] [frame]
begin=-100 begin=-100
end=0 end=0
image=newelves/nym-ranged-3.png image=newelves/nym-ranged-3.png
sound=firearrow.wav
[/frame] [/frame]
[/animation] [/animation]
[/attack] [/attack]

View File

@ -106,39 +106,25 @@
damage=10 damage=10
number=2 number=2
[animation] [animation]
hits=no {MISSILE_FRAME_HATCHET}
[missile_frame] [if]
begin=-150 hits=yes
end=0 [frame]
image="projectiles/hatchet-n.png" begin=-250
image_diagonal="projectiles/hatchet-ne.png" end=-100
[/missile_frame] image="units/dwarves/lord-defend.png"
[frame] sound=hatchet.wav
begin=-250 [/frame]
end=-100 [/if]
image="units/dwarves/lord-defend.png" [else]
sound=hatchet.ogg hits=no
[/frame] [frame]
[frame] begin=-250
begin=-100 end=-100
end=0 image="units/dwarves/lord-defend.png"
image="units/dwarves/lord-ranged.png" sound=hatchet-miss.wav
[/frame] [/frame]
[/animation] [/else]
[animation]
hits=yes
[missile_frame]
begin=-100
end=0
image="projectiles/hatchet-n.png"
image_diagonal="projectiles/hatchet-ne.png"
[/missile_frame]
[frame]
begin=-250
end=-100
image="units/dwarves/lord-defend.png"
sound=hatchet.ogg
[/frame]
[frame] [frame]
begin=-100 begin=-100
end=0 end=0

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@ -42,6 +42,12 @@ Version 1.3.1+svn:
* Submerged units are no longer drowned when zooming. * Submerged units are no longer drowned when zooming.
* Fixed problems with colour cursor in fullscreen. * Fixed problems with colour cursor in fullscreen.
* Sound
* New or revised sound effects: hatchet.
* Interface actions such as pressing a button, toggling a checkbox or
opening a menu (among others) will now emit small sounds.
* Experimental ambient sounds for when night falls and morning arrives.
* Units changes and balancing: * Units changes and balancing:
* Converted the cold resistance of the Elvish Sorceress line to a holy * Converted the cold resistance of the Elvish Sorceress line to a holy
resistance. resistance.
@ -133,6 +139,11 @@ Version 1.3.1:
* Units with a hide ability now properly show where they're hidden and * Units with a hide ability now properly show where they're hidden and
the mouseover also gives the right indication. the mouseover also gives the right indication.
* Sound
* New or revised sound effects: morning star, holy magic.
* Added an advanced sound tab to preferences, allowing one to specify the
values used for sample rate and buffer size.
* Language and translations * Language and translations
* Updated translations: British English, Catalan, Czech, Danish, Dutch, * Updated translations: British English, Catalan, Czech, Danish, Dutch,
Estonian, French, German, Greek, Italian, Polish, Russian, Serbian, Estonian, French, German, Greek, Italian, Polish, Russian, Serbian,
@ -164,11 +175,6 @@ Version 1.3.1:
* Lowered the multiplayer lobby lag. * Lowered the multiplayer lobby lag.
* Wesbowl: the respawned units are fully healed again. * Wesbowl: the respawned units are fully healed again.
* Sound
* New or revised sound effects: morning star, holy magic.
* Added an advanced sound tab to preferences, allowing one to specify the
values used for sample rate and buffer size.
* Terrain system * Terrain system
* The entire underlaying system has been converted to a new system (this * The entire underlaying system has been converted to a new system (this
might render some user-made content broken, read this forum thread for might render some user-made content broken, read this forum thread for

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