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chore: Add retail game data for Zero Hour 1.01 (TheSuperHackers#2)
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GeneralsZH/Data/English/CommandMap.ini

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@@ -973,7 +973,6 @@ CommandMap CAMERA_RESET
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UseableIn = GAME
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End
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CommandMap TOGGLE_CAMERA_TRACKING_DRAWABLE
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Key = KEY_T
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Transition = DOWN
@@ -987,4 +986,3 @@ CommandMap TOGGLE_FAST_FORWARD_REPLAY
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Modifiers = NONE
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UseableIn = GAME
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End
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GeneralsZH/Data/INI/AIData.ini

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AIData
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; set the values in ini/default/aidata.ini for now.
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End
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;-------------------------------------------------------------------------------
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;2D animations
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;-------------------------------------------------------------------------------
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;-------------------------------------------------------------------------------
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Animation DefaultHeal
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AnimationMode = LOOP
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AnimationDelay = 30 ; in milliseconds
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RandomizeStartFrame = Yes
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NumberImages = 16
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Image = SCPCross000
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Image = SCPCross001
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Image = SCPCross002
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Image = SCPCross003
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Image = SCPCross004
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Image = SCPCross005
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Image = SCPCross006
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Image = SCPCross007
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Image = SCPCross008
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Image = SCPCross009
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Image = SCPCross010
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Image = SCPCross011
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Image = SCPCross012
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Image = SCPCross013
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Image = SCPCross014
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Image = SCPCross015
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End
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;-------------------------------------------------------------------------------
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Animation StructureHeal
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AnimationMode = PING_PONG
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AnimationDelay = 60 ; in milliseconds
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RandomizeStartFrame = Yes
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NumberImages = 10
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Image = SCPWrench000
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Image = SCPWrench001
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Image = SCPWrench002
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Image = SCPWrench003
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Image = SCPWrench004
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Image = SCPWrench005
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Image = SCPWrench006
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Image = SCPWrench007
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Image = SCPWrench008
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Image = SCPWrench009
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End
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;-------------------------------------------------------------------------------
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Animation VehicleHeal
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AnimationMode = PING_PONG
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AnimationDelay = 60 ; in milliseconds
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RandomizeStartFrame = Yes
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NumberImages = 10
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Image = SCPWrench000
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Image = SCPWrench001
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Image = SCPWrench002
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Image = SCPWrench003
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Image = SCPWrench004
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Image = SCPWrench005
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Image = SCPWrench006
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Image = SCPWrench007
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Image = SCPWrench008
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Image = SCPWrench009
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End
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;-------------------------------------------------------------------------------
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Animation MoneyPickUp
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AnimationMode = LOOP
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AnimationDelay = 30 ; in milliseconds
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RandomizeStartFrame = No
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NumberImages = 31
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Image = SCPDollar000
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Image = SCPDollar001
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Image = SCPDollar002
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Image = SCPDollar003
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Image = SCPDollar004
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Image = SCPDollar005
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Image = SCPDollar006
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Image = SCPDollar007
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Image = SCPDollar008
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Image = SCPDollar009
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Image = SCPDollar010
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Image = SCPDollar011
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Image = SCPDollar012
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Image = SCPDollar013
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Image = SCPDollar014
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Image = SCPDollar015
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Image = SCPDollar016
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Image = SCPDollar017
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Image = SCPDollar018
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Image = SCPDollar019
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Image = SCPDollar020
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Image = SCPDollar021
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Image = SCPDollar022
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Image = SCPDollar023
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Image = SCPDollar024
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Image = SCPDollar025
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Image = SCPDollar026
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Image = SCPDollar027
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Image = SCPDollar028
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Image = SCPDollar029
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Image = SCPDollar030
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End
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;-------------------------------------------------------------------------------
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Animation LevelGainedAnimation
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AnimationMode = LOOP
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AnimationDelay = 30 ; in milliseconds
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RandomizeStartFrame = No
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NumberImages = 21
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Image = SCPChev000
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Image = SCPChev001
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Image = SCPChev002
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Image = SCPChev003
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Image = SCPChev004
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Image = SCPChev005
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Image = SCPChev006
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Image = SCPChev007
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Image = SCPChev008
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Image = SCPChev009
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Image = SCPChev010
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Image = SCPChev011
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Image = SCPChev012
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Image = SCPChev013
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Image = SCPChev014
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Image = SCPChev015
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Image = SCPChev016
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Image = SCPChev017
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Image = SCPChev018
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Image = SCPChev019
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Image = SCPChev020
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End
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;-------------------------------------------------------------------------------
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Animation GetHealedAnimation
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AnimationMode = LOOP
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AnimationDelay = 30 ; in milliseconds
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RandomizeStartFrame = No
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NumberImages = 21
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Image = SCPHeal000
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Image = SCPHeal001
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Image = SCPHeal002
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Image = SCPHeal003
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Image = SCPHeal004
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Image = SCPHeal005
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Image = SCPHeal006
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Image = SCPHeal007
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Image = SCPHeal008
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Image = SCPHeal009
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Image = SCPHeal010
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Image = SCPHeal011
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Image = SCPHeal012
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Image = SCPHeal013
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Image = SCPHeal014
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Image = SCPHeal015
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Image = SCPHeal016
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Image = SCPHeal017
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Image = SCPHeal018
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Image = SCPHeal019
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Image = SCPHeal020
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End
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;-------------------------------------------------------------------------------
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Animation BombTimed
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AnimationMode = ONCE
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AnimationDelay = 1000 ; in milliseconds
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RandomizeStartFrame = No
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NumberImages = 21
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Image = SCPClock043 ;20 seconds
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Image = SCPClock044
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Image = SCPClock045
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Image = SCPClock046
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Image = SCPClock047
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Image = SCPClock048
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Image = SCPClock049
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Image = SCPClock050
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Image = SCPClock051
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Image = SCPClock052
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Image = SCPClock053 ;10 seconds
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Image = SCPClock054
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Image = SCPClock055
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Image = SCPClock056
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Image = SCPClock057
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Image = SCPClock058
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Image = SCPClock059
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Image = SCPClock060
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Image = SCPClock061
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Image = SCPClock062
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Image = SCPClock063 ;0 seconds
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End
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;-------------------------------------------------------------------------------
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Animation BombRemote
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AnimationMode = LOOP
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AnimationDelay = 1000 ; in milliseconds
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RandomizeStartFrame = No
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NumberImages = 2
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Image = SCPClock000
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Image = SCPClock001
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End
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;-------------------------------------------------------------------------------
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; @todo srj -- currently same as BombRemote. Make different someday?
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Animation CarBomb
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AnimationMode = LOOP
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AnimationDelay = 1000 ; in milliseconds
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RandomizeStartFrame = No
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NumberImages = 2
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Image = SCPClock000
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Image = SCPClock001
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End
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;-------------------------------------------------------------------------------
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Animation Disabled
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AnimationMode = LOOP
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AnimationDelay = 66 ; in milliseconds
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RandomizeStartFrame = No
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NumberImages = 16
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Image = SCPLightning000
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Image = SCPLightning001
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Image = SCPLightning002
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Image = SCPLightning003
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Image = SCPLightning004
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Image = SCPLightning005
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Image = SCPLightning006
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Image = SCPLightning007
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Image = SCPLightning008
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Image = SCPLightning009
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Image = SCPLightning010
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Image = SCPLightning011
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Image = SCPLightning012
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Image = SCPLightning013
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Image = SCPLightning014
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Image = SCPLightning015
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End
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;-------------------------------------------------------------------------------
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Animation AmmoFull
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AnimationMode = LOOP
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AnimationDelay = 60 ; in milliseconds
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RandomizeStartFrame = No
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NumberImages = 1
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Image = SCPAmmoFull
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End
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;-------------------------------------------------------------------------------
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Animation AmmoEmpty
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AnimationMode = LOOP
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AnimationDelay = 60 ; in milliseconds
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RandomizeStartFrame = No
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NumberImages = 1
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Image = SCPAmmoEmpty
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End
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;-------------------------------------------------------------------------------
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Animation Enthusiastic
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AnimationMode = PING_PONG
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AnimationDelay = 100 ; in milliseconds
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RandomizeStartFrame = Yes
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NumberImages = 9
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; Image = SCPCross000
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; Image = SCPCross001
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; Image = SCPCross002
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Image = SCPCross003
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Image = SCPCross004
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Image = SCPCross005
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Image = SCPCross006
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Image = SCPCross007
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Image = SCPCross008
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Image = SCPCross009
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Image = SCPCross010
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Image = SCPCross011
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; Image = SCPCross012
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; Image = SCPCross013
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; Image = SCPCross014
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; Image = SCPCross015
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End
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;-------------------------------------------------------------------------------
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Animation Subliminal
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AnimationMode = PING_PONG
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AnimationDelay = 100 ; in milliseconds
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RandomizeStartFrame = Yes
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NumberImages = 9
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; Image = SCPCrossB000
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; Image = SCPCrossB001
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; Image = SCPCrossB002
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Image = SCPCrossB003
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Image = SCPCrossB004
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Image = SCPCrossB005
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Image = SCPCrossB006
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Image = SCPCrossB007
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Image = SCPCrossB008
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Image = SCPCrossB009
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Image = SCPCrossB010
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Image = SCPCrossB011
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; Image = SCPCrossB012
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; Image = SCPCrossB013
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; Image = SCPCrossB014
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; Image = SCPCrossB015
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End

GeneralsZH/Data/INI/Armor.ini

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@@ -888,14 +888,14 @@ Armor BattleBusStructureArmorToughPlusTwo
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Armor = SUBDUAL_BUILDING 80%
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End
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Armor FireBaseArmor ;rto look here
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Armor FireBaseArmor
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Armor = DEFAULT 100% ; this sets the level for all nonspecified damage types
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Armor = SMALL_ARMS 50%
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Armor = GATTLING 30% ;resistant to gattling tank
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Armor = COMANCHE_VULCAN 50%
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Armor = RADIATION 1% ; all these 1%s are so the base will receive the damage then transfer it to occupants
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Armor = MICROWAVE 1%
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Armor = SNIPER 100%
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Armor = SNIPER 1%
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Armor = POISON 1%
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Armor = SURRENDER 0%
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Armor = MELEE 1%
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; These are the settings used by the audio.
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AudioSettings
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AudioRoot = Data\Audio ; relative to the current working directory
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SoundsFolder = Sounds ; relative to Audio Root
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MusicFolder = Tracks ; relative to Audio Root
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StreamingFolder = Speech ; relative to Audio Root
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SoundsExtension = wav ; What is the extension for sound effects? (Probably wav)
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UseDigital = Yes ; Should be Yes
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UseMidi = No ; Should be No
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OutputRate = 44100 ; Can be 11025, 22050, 44100, etc.
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OutputBits = 16 ; 8 or 16. Probably 16
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OutputChannels = 2 ; Should be 2 for stereo, 1 for monoaural (We want stereo)
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SampleCount2D = 4 ; How many 2-D (UI) samples should we allow simultaneously (Note: Hardware may support less than the desired number)
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SampleCount3D = 25 ; How many 3-D (World) samples should we allow simultaneously (Note: Hardware may support less than the desired number)
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StreamCount = 3 ; How many streaming audio things should we allow simultaneously (Note: Hardware may support less than the desired number)
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GlobalMinRange = 5000 ; What is the minimum range when the global type is specified?
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GlobalMaxRange = 500000 ; What is the maximum range when the global type is specified
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TimeBetweenDrawableSounds = 1000 ; How many ms should run between attempts to play ambient drawable sounds? (These get culled fairly frequently, so this should probably happen about 1/sec)
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TimeToFadeAudio = 2000 ; How many ms should audio take to fade in/out.
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AudioFootprintInBytes = 4194304 ; 4 Megs for now. We could adjust this later.
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MinSampleVolume = 2 ; Sounds quiter than this will be clipped out
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Relative2DVolume = -10% ; If less than 0, 2D volumes will be 100% - x%, while 3D sounds will be 100%.
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; If greater than 0, 2D volumes will be 100%, while 3D sounds will be 100% - x%.
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; If 0, then 2D and 3D sounds will play at the same volume.
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DefaultSoundVolume = 80% ; Default Sound volume -- NEVER CHANGED! Kris
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Default3DSoundVolume = 80% ; Default 3D Sound volume -- NEVER CHANGED! Kris
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DefaultSpeechVolume = 70% ; Default Speech volume -- NEVER CHANGED! Kris
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DefaultMusicVolume = 55% ; Default Music volume -- NEVER CHANGED! Kris
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Default2DSpeakerType = "2 Speakers"
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Default3DSpeakerType = "5.1 Surround"
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Preferred3DHW1 = "Creative Labs EAX (TM)"
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Preferred3DHW2 = "Aureal A3D Interactive (TM)"
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Preferred3DSW = "Miles Fast 2D Positional Audio"
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;The microphone used to be placed on the terrain where the camera was looking. This value specifies a desired height
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;above the terrain, which improves panning capabilities. It is important to set it between typical cruising altitudes of
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;aircraft and ground vehicles. Therefore, 50 is a pretty good number to stay close to.
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MicrophoneDesiredHeightAboveTerrain = 50.0
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;Sometimes the camera could either be very low to the ground or in a very close zoom-in. In cases like that,
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;we will make sure the microphone is x% from the ground to the camera, no matter how close!
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MicrophoneMaxPercentageBetweenGroundAndCamera = 33.3%
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;Handles changing 3D sound volume whenever the camera is close to the microphone.
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ZoomMinDistance = 130.0 ;If we're closer than the minimum distance, then apply the full bonus no matter how close.
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ZoomMaxDistance = 425.0 ;The maximum distance from microphone we need to be before benefiting from any bonus.
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;NOTE: The higher this value is, the lower normal sounds will be! If you specify a sound volume value of 25%, then sounds will play
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;between 75% and 100%, not 100% to 125%!
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ZoomSoundVolumePercentageAmount = 20% ;The amount of 3D sound volume dedicated to zooming.
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End

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