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Merge pull request #60 from cortex-command-community/pre6-pensound-overhaul
Flesh and metal penetration sound overhaul
2 parents 988a61c + 2f114d9 commit 88aab52

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CHANGELOG.md

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@@ -58,7 +58,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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Most base explosions and Riot Shield sounds have been redone.
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Human actors have redone foley sounds (terrain impacts, device switching sounds) and also new subtle footstep sounds, including light and heavy variants for the various light and heavy actors.
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Shields now make noise when walked with.
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New sounds effects have been added for when helmets or armour are shot at.
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Flesh and metal penetration sounds have been overhauled to be more varied and interesting.
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- New delivery system, Buy Doors:
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Buy doors are customizable inert background objects that can take orders either via Lua messages or by using the pie menu near them.
@@ -183,6 +183,24 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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`z` is the patch number, which is currently not enforced.
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Mods published for any development builds must match that development version exactly.
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- Flesh and metal penetration sounds have been overhauled.
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Base.rte wounds have been tweaked a bit to aid sound organization. Most actors now re-define their wounds inline to change the sound used, rather than having copies pre-defined in Base.rte.
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As a result, the following wounds have been removed: Dent Metal Chest Plate, Dent Metal Helmet, Wound Clothed Flesh Head, Wound Clothed Flesh Limb, Wound Clothed Flesh Torso.
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The following sounds have been removed: Armored Flesh Limb Impact.
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The following sounds have been renamed:
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Flesh Impact Exit Sweetener -> Flesh Exit Sweetener
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Clothed Flesh Head Impact -> Flesh Head Impact
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Clothed Flesh Torso Impact -> Flesh Torso Impact
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Clothed Flesh Limb Impact -> Flesh Limb Impact
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Armored Flesh Head Impact -> Flesh Head Impact Armored
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Armored Flesh Torso Impact -> Flesh Torso Impact Armored
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Metal Penetration Hit -> Metal Impact Generic
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There has also been mild repathing of these newer flesh sounds but the old Steam-build ones are still in the same place.
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- Pressing F2 to reload scripts now also reloads the scripts for all MOs currently in the scene.
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Data/Base.rte/Actors/Brains/Brainbot/Brainbot.ini

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@@ -329,6 +329,9 @@ AddActor = Arm
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Y = -5
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EntryWound = AEmitter
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CopyOf = Leaking Machinery
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PresetName = Brainbot Wound Entry Arm
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BurstSound = SoundContainer
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CopyOf = Metal Impact Limb
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ExitWound = AEmitter
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CopyOf = Leaking Machinery
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AtomGroup = AtomGroup
@@ -478,6 +481,9 @@ AddActor = Leg
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Y = -5
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EntryWound = AEmitter
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CopyOf = Leaking Machinery
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PresetName = Brainbot Wound Entry Leg
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BurstSound = SoundContainer
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CopyOf = Metal Impact Limb
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ExitWound = AEmitter
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CopyOf = Leaking Machinery
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AtomGroup = AtomGroup

Data/Base.rte/Effects/Wounds.ini

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@@ -223,7 +223,7 @@ AddEffect = AEmitter
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MaxVelocity = 5
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MinVelocity = 1
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BurstSound = SoundContainer
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CopyOf = Flesh Penetration Hit
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CopyOf = Flesh Limb Impact // definitely intended to be replaced rather than used as-is
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EmissionEnabled = 1
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EmissionsIgnoreThis = 1
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BurstTriggered = 1
@@ -256,7 +256,7 @@ AddEffect = AEmitter
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MaxVelocity = 10
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MinVelocity = 0
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BurstSound = SoundContainer
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CopyOf = Flesh Impact Exit Sweetener
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CopyOf = Flesh Exit Sweetener
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EmissionCountLimit = 80
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ParticlesPerMinute = 120
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BurstSize = 9
@@ -326,7 +326,7 @@ AddEffect = AEmitter
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MaxVelocity = 8
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MinVelocity = 2
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BurstSound = SoundContainer
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CopyOf = Flesh Impact Exit Sweetener
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CopyOf = Flesh Exit Sweetener
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EmissionCountLimit = 480
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BurstSize = 9
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BurstScale = 3
@@ -341,7 +341,16 @@ AddEffect = AEmitter
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BurstSize = 6
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BurstDamage = 2
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BurstSound = SoundContainer
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CopyOf = Armored Flesh Limb Impact
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CopyOf = Flesh Torso Impact
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AddEffect = AEmitter
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CopyOf = Wound Flesh Entry
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PresetName = Wound Flesh Head Entry Strong
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EmissionCountLimit = 50
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BurstSize = 6
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BurstDamage = 2
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BurstSound = SoundContainer
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CopyOf = Flesh Head Impact
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AddEffect = AEmitter
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AddEffect = AEmitter
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CopyOf = Wound Flesh Entry
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PresetName = Wound Flesh Entry Super
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BurstSound = SoundContainer
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CopyOf = Armored Flesh Limb Impact
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EmissionCountLimit = 60
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ParticlesPerMinute = 60
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BurstSize = 5
@@ -410,28 +417,6 @@ AddEffect = AEmitter
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BurstDamage = 3
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EmissionDamage = 0.02
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AddEffect = AEmitter
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CopyOf = Wound Flesh Entry
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PresetName = Wound Clothed Flesh Head
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BurstSound = SoundContainer
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CopyOf = Clothed Flesh Head Impact
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AddEffect = AEmitter
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CopyOf = Wound Flesh Entry
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PresetName = Wound Clothed Flesh Limb
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BurstSound = SoundContainer
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CopyOf = Clothed Flesh Limb Impact
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AddEffect = AEmitter
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CopyOf = Wound Flesh Entry
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PresetName = Wound Clothed Flesh Torso
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BurstSound = SoundContainer
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CopyOf = Clothed Flesh Torso Impact
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AddEffect = AEmitter
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PresetName = Wound Bone Entry
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Mass = 0.0001
@@ -734,7 +719,7 @@ AddEffect = AEmitter
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// CopyOf = Leaking Machinery
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// LoopSetting = -1 // Means loop infinitely until stopped
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BurstSound = SoundContainer
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CopyOf = Metal Penetration Hit
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CopyOf = Metal Impact Machinery
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EmissionEnabled = 1
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EmissionCountLimit = 60
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EmissionsIgnoreThis = 1
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CopyOf = Leaking Machinery Partial
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PresetName = Leaking Machinery Light
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EmissionDamage = 0.0003
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AddEffect = AEmitter
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CopyOf = Leaking Machinery
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AddEffect = AEmitter
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CopyOf = Leaking Machinery
@@ -836,7 +823,7 @@ AddEffect = AEmitter
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MaxVelocity = 8
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MinVelocity = 4
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BurstSound = SoundContainer
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CopyOf = Metal Penetration Hit
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CopyOf = Metal Impact Generic
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EmissionEnabled = 1
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EmissionsIgnoreThis = 1
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ParticlesPerMinute = 0
@@ -867,22 +854,9 @@ AddEffect = AEmitter
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ParticlesPerMinute = 120
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EmissionCountLimit = 4
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BurstScale = 2
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AddEffect = AEmitter
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CopyOf = Dent Metal Light
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PresetName = Dent Metal Helmet
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BurstSound = SoundContainer
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CopyOf = Steel Helmet Impact
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AddEffect = AEmitter
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CopyOf = Dent Metal Light
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PresetName = Dent Metal Chest Plate
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BurstSound = SoundContainer
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CopyOf = Chest Plate Impact
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BurstDamage = 0.3
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AddEffect = AEmitter
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CopyOf = Dent Metal Light
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X = 4
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Y = 0
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AddEffect = AEmitter
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CopyOf = Dent Metal Light
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PresetName = Dent Metal Device
@@ -1049,7 +1022,7 @@ AddEffect = AEmitter
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// CopyOf = Gas Leak Loop
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// LoopSetting = -1 // Means loop infinitely until stopped
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BurstSound = SoundContainer
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CopyOf = Metal Penetration Hit
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CopyOf = Metal Impact Generic
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// EndSound = SoundContainer
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// CopyOf = Gas Leak End
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EmissionEnabled = 1

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