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Old July 5, 2001, 18:22   #1
Martin Gühmann
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A little soundfix
Here is a little sound fix for tile improvements when they are created. I liked the sounds in CTP1 when you placed a tile improvement in CTP1. The CTP1 tile improvements sounds are still in the game. I am glad that I found a way to make them played in CTP2 via slic. Yes it is my first pice of slic and I hope there are no bugs in this file. Let me know or better help me if you find one.

Unfortunatly I couldn't find sounds for the tile improvements that are new in CTP2. Therefore I used the sound of the Elephant good(the only good sound left in the game) for the nature preserve, road sound for outled mall and
trading post, the net sound for the port, the water mine sound for the drilling platform and the sound for the since fiction screen for the endgame obelisk. Maybe you have better ideas. Let me know. I hope you enjoy this little.

By the way did hear someone the Elephant good sound in the game?

-Martin
Attached Files:
File Type: slc mg_soundfix.slc (4.5 KB, 21 views)
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Old July 8, 2001, 17:44   #2
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I think I missed this the first time. It definatly deserves a bump. Congrats on your first SLIC! Its always pleasing to have some complicated stuff that actually does something
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Old July 10, 2001, 23:28   #3
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Nice little fix!

But I also hear the sounds when the AI builds a tile improvement. Can you do anything about that?
It’s not that important though. I will use it anyway.
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Old July 11, 2001, 05:51   #4
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Don't know if Martin is around to tell you, so try this:

find the lines:
Code:
improvement[0] = MG_tilimpcreate;
	if (MG_tilimpcreate == TerrainImprovementDB(TILEIMP_FARMS)){
and insert a line so it looks like this:
Code:
improvement[0] = MG_tilimpcreate;
if(IsHumanPlayer(player[0])){
	if (MG_tilimpcreate == TerrainImprovementDB(TILEIMP_FARMS)){
And add and extra } at the end of the file (on the last line, or second to last line, after all the elseif statements).

That should fix it to only play when the human lays a tileimprovement.
(Disclaimer: untried, and untested)
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Old July 11, 2001, 11:35   #5
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It worked!

Thanks!
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Old July 11, 2001, 13:11   #6
Martin Gühmann
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Quote:
But I also hear the sounds when the AI builds a tile improvement.
I wondered when someone ask.

I tried Ben's idea and it worked also for me. Now it works as in CTP1. If the human creates an tile improvement you hear a sound if the AI you don't hear a sound. Also if you can see the event. I wasn't able to find a piece of slic that could do it, but Activision didn't do it in CTP1 either. I also added the road sound if you use terraforming.

And I noticed a possible bug: I gave the AI every tech and after some turns waiting for the sound my comp hang up. I tested it only one time without the soundfix with the same result. I think this bug has to do with the endgame and if the AI try to build it and not with the soundfix. You could try this give the AI every tech except the gaia controller at the start of a new game and enough PW to build every tile improvement that it wants to build and than watch the AI and wait what will happen. You will notice that the AI will built tile improvements and than give it the gaia controller and then my comp hung. Try it with and without mods and clompare I am affraid that you will see the same results.

And here is Version 1.1 of the soundfix, Martin:
Attached Files:
File Type: slc mg_soundfix.slc (6.3 KB, 15 views)
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