***EDIT***
Sound regions apparently work, since the VO echoed inside the rooms on Bespin Platforms.
Munge errors:
Hidden/Spoiler:
soundflmunge.exe : Error : Unable to open file ..\..\global\effects\saberon.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1cw.sfx
soundflmunge.exe : Error : Unable to open file ..\..\global\effects\saberon.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1cw.sfx
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1cw.sfx - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1cw.sfx
soundflmunge.exe : Error : Unable to open file ..\..\global\effects\saberon.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1gcw.sfx
soundflmunge.exe : Error : Unable to open file ..\..\global\effects\saberon.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1gcw.sfx
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1gcw.sfx - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1gcw.sfx
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\all_unit_vo_quick.stm - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\all_unit_vo_slow.stm - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\cis_unit_vo_quick.stm - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\cis_unit_vo_slow.stm - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\imp_unit_vo_quick.stm - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\imp_unit_vo_slow.stm - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\rep_unit_vo_quick.stm - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\rep_unit_vo_slow.stm - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\wok_unit_vo_slow.stm - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\wok_vo_quick.stm - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\amb_bespin_fnt.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1.st4
soundflmunge.exe : Error : Unable to open file streams\amb_bespin_fnt.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1.st4
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1.st4 - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1.st4
soundflmunge.exe : Error : Unable to open file ..\..\global\effects\saberon.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1cw.sfx
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1cw.sfx - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1cw.sfx
soundflmunge.exe : Error : Unable to open file ..\..\global\effects\saberon.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1gcw.sfx
soundflmunge.exe : Error : Unable to open file ..\..\global\effects\saberon.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1gcw.sfx
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1gcw.sfx - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1gcw.sfx
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\all_unit_vo_quick.stm - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\all_unit_vo_slow.stm - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\cis_unit_vo_quick.stm - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\cis_unit_vo_slow.stm - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\imp_unit_vo_quick.stm - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\imp_unit_vo_slow.stm - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\rep_unit_vo_quick.stm - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\rep_unit_vo_slow.stm - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\wok_unit_vo_slow.stm - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\wok_vo_quick.stm - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\amb_bespin_fnt.wav - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1.st4
soundflmunge.exe : Error : Unable to open file streams\amb_bespin_fnt.wav, format may be invalid - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1.st4
soundflmunge.exe : Error : Unable to read file list C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1.st4 - while munging C:\Games\BF2_Tools\data_XBX\Sound\worlds\BS1\BS1.st4
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- BESPIN PLATFORMS CW CONQUEST
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp12"}
cp2 = CommandPost:New{name = "cp15"}
cp3 = CommandPost:New{name = "cp16"}
cp4 = CommandPost:New{name = "cp17"}
cp5 = CommandPost:New{name = "cp18"}
cp6 = CommandPost:New{name = "cp19"}
cp7 = CommandPost:New{name = "cp9"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
--Steal memory for this map
SetPS2ModelMemory(4030000)
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(225)
SetMaxPlayerFlyHeight (225)
SetGroundFlyerMap(1)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\BS1.lvl;BS1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep2_pilot")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_pilot",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka")
ReadDataFile("SIDE\\swbf1.lvl",
"cis_fly_droidfighter",
"rep_fly_jedifighter")
ReadDataFile("SIDE\\heroes.lvl",
"rep_hero_plokoon",
"cis_hero_durge")
ReadDataFile("SIDE\\vehicles.lvl",
"rep_fly_arc170fighter",
"rep_fly_vwing",
"cis_fly_tridroidfighter",
"cis_fly_greviousfighter")
ReadDataFile("SIDE\\infantry.lvl",
"rep_inf_ep2_officer",
"jed_knight_01",
"rep_inf_commando",
"cis_inf_commando",
"cis_inf_magnagaurd",
"cis_inf_commando")
ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_jedi")
SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",9, 25},
assault = { "rep_inf_ep2_rocketeer",1, 4},
pilot = { "rep_inf_ep2_pilot",1, 4},
sniper = { "rep_inf_ep2_sniper",1, 4},
officer = {"rep_inf_ep2_officer",1, 4},
special = { "rep_inf_ep2_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 30,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
pilot = { "cis_inf_pilot",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
--Special units
AddUnitClass(REP,"rep_inf_commando", 1,4)
AddUnitClass(CIS,"cis_inf_commando", 1,4)
--Melee units
AddUnitClass(REP,"jed_knight_01", 1,2)
AddUnitClass(CIS,"cis_inf_magnagaurd", 1,2)
--Heroes
SetHeroClass(REP, "rep_hero_plokoon")
SetHeroClass(CIS, "cis_hero_durge")
-- Level Stats
AddWalkerType(0,
-- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 512
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1000)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 50)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 20)
SetMemoryPoolSize("MountedTurret", 40)
SetMemoryPoolSize("Obstacle", 760)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("SoundSpaceRegion", 46)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 650)
SetMemoryPoolSize("Aimer", 250)
SetMemoryPoolSize("ConnectivityGraphFollower", 55)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityPortableTurret", 20)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("Navigator", 80)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 80)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TreeGridStack", 340)
SetMemoryPoolSize("UnitAgent", 100)
SetMemoryPoolSize("UnitController", 110)
SetMemoryPoolSize("Music", 60)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("BS1\\BS1.lvl", "BS1_conquest")
SetDenseEnvironment("false")
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\BS1.lvl", "BS1")
OpenAudioStream("sound\\BS1.lvl", "BS1")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_cor_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_cor_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_cor_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_cor_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_cor_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_cor_amb_end", 2,1)
SetVictoryMusic(REP, "rep_cor_amb_victory")
SetDefeatMusic (REP, "rep_cor_amb_defeat")
SetVictoryMusic(CIS, "cis_cor_amb_victory")
SetDefeatMusic (CIS, "cis_cor_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
--OpeningSateliteShot
--Platform Sky
AddCameraShot(0.793105, -0.062986, -0.603918, -0.047962, -170.583618, 118.981544, -150.443253);
--Control Room
AddCameraShot(0.189716, 0.000944, -0.981826, 0.004887, -27.594292, 100.583740, -176.478012);
--Extractor
AddCameraShot(0.492401, 0.010387, -0.870113, 0.018354, 19.590666, 100.493599, -47.846901);
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- BESPIN PLATFORMS CW CONQUEST
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp12"}
cp2 = CommandPost:New{name = "cp15"}
cp3 = CommandPost:New{name = "cp16"}
cp4 = CommandPost:New{name = "cp17"}
cp5 = CommandPost:New{name = "cp18"}
cp6 = CommandPost:New{name = "cp19"}
cp7 = CommandPost:New{name = "cp9"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
--Steal memory for this map
SetPS2ModelMemory(4030000)
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(225)
SetMaxPlayerFlyHeight (225)
SetGroundFlyerMap(1)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\BS1.lvl;BS1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep2_pilot")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_pilot",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka")
ReadDataFile("SIDE\\swbf1.lvl",
"cis_fly_droidfighter",
"rep_fly_jedifighter")
ReadDataFile("SIDE\\heroes.lvl",
"rep_hero_plokoon",
"cis_hero_durge")
ReadDataFile("SIDE\\vehicles.lvl",
"rep_fly_arc170fighter",
"rep_fly_vwing",
"cis_fly_tridroidfighter",
"cis_fly_greviousfighter")
ReadDataFile("SIDE\\infantry.lvl",
"rep_inf_ep2_officer",
"jed_knight_01",
"rep_inf_commando",
"cis_inf_commando",
"cis_inf_magnagaurd",
"cis_inf_commando")
ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_jedi")
SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",9, 25},
assault = { "rep_inf_ep2_rocketeer",1, 4},
pilot = { "rep_inf_ep2_pilot",1, 4},
sniper = { "rep_inf_ep2_sniper",1, 4},
officer = {"rep_inf_ep2_officer",1, 4},
special = { "rep_inf_ep2_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 30,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
pilot = { "cis_inf_pilot",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
--Special units
AddUnitClass(REP,"rep_inf_commando", 1,4)
AddUnitClass(CIS,"cis_inf_commando", 1,4)
--Melee units
AddUnitClass(REP,"jed_knight_01", 1,2)
AddUnitClass(CIS,"cis_inf_magnagaurd", 1,2)
--Heroes
SetHeroClass(REP, "rep_hero_plokoon")
SetHeroClass(CIS, "cis_hero_durge")
-- Level Stats
AddWalkerType(0,
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 512
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1000)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 50)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 20)
SetMemoryPoolSize("MountedTurret", 40)
SetMemoryPoolSize("Obstacle", 760)
SetMemoryPoolSize("PathNode", 512)
SetMemoryPoolSize("SoundSpaceRegion", 46)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 650)
SetMemoryPoolSize("Aimer", 250)
SetMemoryPoolSize("ConnectivityGraphFollower", 55)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityPortableTurret", 20)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("Navigator", 80)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 80)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TreeGridStack", 340)
SetMemoryPoolSize("UnitAgent", 100)
SetMemoryPoolSize("UnitController", 110)
SetMemoryPoolSize("Music", 60)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("BS1\\BS1.lvl", "BS1_conquest")
SetDenseEnvironment("false")
-- Sound
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\BS1.lvl", "BS1")
OpenAudioStream("sound\\BS1.lvl", "BS1")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_cor_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_cor_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_cor_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_cor_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_cor_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_cor_amb_end", 2,1)
SetVictoryMusic(REP, "rep_cor_amb_victory")
SetDefeatMusic (REP, "rep_cor_amb_defeat")
SetVictoryMusic(CIS, "cis_cor_amb_victory")
SetDefeatMusic (CIS, "cis_cor_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
--OpeningSateliteShot
--Platform Sky
AddCameraShot(0.793105, -0.062986, -0.603918, -0.047962, -170.583618, 118.981544, -150.443253);
--Control Room
AddCameraShot(0.189716, 0.000944, -0.981826, 0.004887, -27.594292, 100.583740, -176.478012);
--Extractor
AddCameraShot(0.492401, 0.010387, -0.870113, 0.018354, 19.590666, 100.493599, -47.846901);
end
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
"BS1"
}
REQN
{
"lvl"
"BS1cw"
"BS1gcw"
}
}
{
REQN
{
"bnk"
"align=2048"
"BS1"
}
REQN
{
"lvl"
"BS1cw"
"BS1gcw"
}
}
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
"BS1cw"
}
REQN
{
"config"
"global_world"
"BS1"
"cis_unit_vo"
"rep_unit_vo"
"all_unit_vo"
"global_vo"
"exp_obj"
"cis_unit"
"rep_unit"
"BS1cw_music_config"
"BS1cw_music"
"cw_foley_metal_config"
"cw_foley_metal"
"BS1cw_foley"
"rep_fly_arc170"
"rep_fly_gunship"
"rep_fly_jedifighter"
"cis_fly_droidfighter"
"cis_fly_grievousfighter"
"cis_fly_tridroidfighter"
}
}
{
REQN
{
"bnk"
"align=2048"
"BS1cw"
}
REQN
{
"config"
"global_world"
"BS1"
"cis_unit_vo"
"rep_unit_vo"
"all_unit_vo"
"global_vo"
"exp_obj"
"cis_unit"
"rep_unit"
"BS1cw_music_config"
"BS1cw_music"
"cw_foley_metal_config"
"cw_foley_metal"
"BS1cw_foley"
"rep_fly_arc170"
"rep_fly_gunship"
"rep_fly_jedifighter"
"cis_fly_droidfighter"
"cis_fly_grievousfighter"
"cis_fly_tridroidfighter"
}
}
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
"BS1gcw"
}
REQN
{
"config"
"global_world"
"global_vo"
"all_unit_vo"
"imp_unit_vo"
"exp_obj"
"BS1gcw_music_config"
"BS1gcw_music"
"BS1"
"wok_vo"
"all_unit"
"imp_unit"
"wok_foley_metal_config"
"wok_foley_metal"
"BS1gcw_foley"
"all_fly_xwing"
"all_fly_ywing"
"imp_fly_tie"
"imp_fly_tiebomber"
}
}
{
REQN
{
"bnk"
"align=2048"
"BS1gcw"
}
REQN
{
"config"
"global_world"
"global_vo"
"all_unit_vo"
"imp_unit_vo"
"exp_obj"
"BS1gcw_music_config"
"BS1gcw_music"
"BS1"
"wok_vo"
"all_unit"
"imp_unit"
"wok_foley_metal_config"
"wok_foley_metal"
"BS1gcw_foley"
"all_fly_xwing"
"all_fly_ywing"
"imp_fly_tie"
"imp_fly_tiebomber"
}
}
Hidden/Spoiler:
@if %1x==x goto noplatform
@set MUNGE_PLATFORM=%1
@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%
@rem Munge global, shell and side specific sound data
@call soundmungedir _BUILD\sound\cw\%MUNGE_DIR% sound\cw sound\cw\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound cw
@call soundmungedir _BUILD\sound\gcw\%MUNGE_DIR% sound\gcw sound\gcw\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound gcw
@call soundmungedir _BUILD\sound\global\%MUNGE_DIR% sound\global sound\global\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound global nolevelfile
@call soundmungedir _BUILD\sound\shell\%MUNGE_DIR% sound\shell sound\shell\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound shell
@rem Munge world specific sound data
@call soundmungedir _BUILD\sound\worlds\BS1\%MUNGE_DIR% sound\worlds\BS1 sound\worlds\BS1\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound BS1
@goto exit
:noplatform
@echo Platform must be specified as the first argument
:exit
@set MUNGE_PLATFORM=%1
@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%
@rem Munge global, shell and side specific sound data
@call soundmungedir _BUILD\sound\cw\%MUNGE_DIR% sound\cw sound\cw\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound cw
@call soundmungedir _BUILD\sound\gcw\%MUNGE_DIR% sound\gcw sound\gcw\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound gcw
@call soundmungedir _BUILD\sound\global\%MUNGE_DIR% sound\global sound\global\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound global nolevelfile
@call soundmungedir _BUILD\sound\shell\%MUNGE_DIR% sound\shell sound\shell\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound shell
@rem Munge world specific sound data
@call soundmungedir _BUILD\sound\worlds\BS1\%MUNGE_DIR% sound\worlds\BS1 sound\worlds\BS1\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound BS1
@goto exit
:noplatform
@echo Platform must be specified as the first argument
:exit
Hidden/Spoiler:
@rem Save the starting directory
@for /F %%A in ('cd') do @set STARTDIR=%%A
@if %1x==x goto nomungedir
@if %2x==x goto nosourcedir
@if %3x==x goto nooverridedir
@if %4x==x goto noplatform
@if %5x==x goto nomungelogdir
@if %6x==x goto noleveldir
@if %7x==x goto nolevelsrcdir
@if %8x==x goto nolevelfile
@rem Setup directories
@set MUNGEDIR=%STARTDIR%\%1
@set SOURCEDIR=%STARTDIR%\%2
@set PLATFORMDIR=%STARTDIR%\%3
@set LOGDIR=%STARTDIR%\%5
@set LEVELDIR=%STARTDIR%\%6
@set LEVELFILEREQ=%8%.req
@set LEVELFILELVL=%MUNGEDIR%\%8%.lvl
@set CHECKDATE=-checkdate
@set CHECKID=-checkid
@if %SOUNDNODATECHECK%x==1x @set CHECKDATE=
@rem Build up a list of directories for level pack to search for source files
@Setlocal enabledelayedexpansion
@set LEVELSRCDIR=
@set PATH="%CD%"\..\ToolsFL\Bin;%PATH%
@rem Should we munge this level ?
@if /i not "%SOUNDLVL%"=="" (
@for %%A in (%SOUNDLVL%) do @if /i "%%A"=="%8" @goto mungeit
@goto exit
)
:mungeit
@if "%MUNGE_LOG%"=="" set MUNGE_LOG=%LOGDIR%\%4%_MungeLog.txt
@if not EXIST %SOURCEDIR% (
@echo Unable to munge %SOURCEDIR% as it doesn't exist! 1>> %MUNGE_LOG%
@goto exit
)
@goto nodebug
@echo Current Directory = %CD%
@echo Sound level filter = %SOUNDLVL%
@echo Munge output directory = %MUNGEDIR%
@echo Source directory = %SOURCEDIR%
@echo Platform override directory = %PLATFORMDIR%
@echo Selected platform = %4
@echo Munge logs directory = %LOGDIR%
@echo Level file output directory = %LEVELDIR%
@echo Final req file = %LEVELFILEREQ%
@echo Output level file = %LEVELFILELVL%
@echo Additional stream options = %STREAMOPT%
@pause
:nodebug
@if EXIST %MUNGEDIR% goto skipcreatemungedir
@mkdir %MUNGEDIR%
:skipcreatemungedir
@cd %SOURCEDIR%
@rem Munge configuration files
@rem *.snd - sound library
@rem *.mus - dynamic music configuration
@rem *.ffx - foley effects
@rem *.tsr - sound regions
@configmunge -inputfile *.snd *.mus *.ffx *.tsr -platform %4 -sourcedir %PLATFORMDIR% %SOURCEDIR% -outputdir %MUNGEDIR% -hashstrings %CHECKDATE% -continue 2>>%MUNGE_LOG%
@if %SOUNDLOG%x==1x ( @set SOUNDOPT=-verbose & @set SOUNDLOGOUT=%LOGDIR%\SoundBankLog.txt ) else ( @set SOUNDOPT= & @set SOUNDLOGOUT=NUL )
@rem Munge sound banks
@for /R %%A in (*.sfx) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %BANKOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
@for /R %%A in (*.asfx) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ %CHECKDATE% -resample -checkid noabort %SOUNDOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
@rem Munge streams
@rem Localization
@rem Setup the extension of localized stream files (if it's english we'll just use the default extension)
@set LANGVERSION=
@rem @for /F %%A in (%MUNGE_LANGVERSION%) do @set LANGVERSION=%%~A
@set LANGVERSION=%MUNGE_LANGVERSION%
@if /i %LANGVERSION%x==Englishx ( @set LOCALIZEEXT= ) else ( @set LOCALIZEEXT=stm_%LANGVERSION% )
@rem make the directory for language-specific stuff if it doesn't exist - H8 h8 h8!
@if EXIST %MUNGEDIR%\%LANGVERSION% goto skipcreatelangdir
@echo Creating dir %MUNGEDIR%\%LANGVERSION%\
@mkdir %MUNGEDIR%\%LANGVERSION%
:skipcreatelangdir
@rem Munge localized stream files
@if /i not %MUNGESTREAMS%x==0x @if /i not %LANGVERSION%x==Englishx @for /R %%A in (*.%LOCALIZEEXT%) do @echo Munging %%~nA%%~xA to %MUNGEDIR%\%LANGVERSION%\ & soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\%LANGVERSION%\%%~nA.str -stream %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %STREAMOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
@set MUNGE2SUBSTREAMS=0
@if /i %4==XBOX @set MUNGE2SUBSTREAMS=1
@if /i %4==PC @set MUNGE2SUBSTREAMS=1
@rem Build up a list of 1 substream streams to munge,
@rem Filtering the localize streams and if on xbox 4 channel streams
@set MUNGESUBSTREAM1=
@if /i not %MUNGESTREAMS%x==0x @for /R %%A in (*.stm) do @if /i %%~xA==.stm ( @if not EXIST %%~dA%%~pA%%~nA.%LOCALIZEEXT% ( @if /i %MUNGE2SUBSTREAMS%==1 ( @if not EXIST %%~dA%%~pA%%~nA.st4 @set MUNGESUBSTREAM1=!MUNGESUBSTREAM1! %%A ) else ( @set MUNGESUBSTREAM1=!MUNGESUBSTREAM1! %%A ) ) )
@rem Munge 1 substream streams
@if /i not %MUNGESTREAMS%x==0x @for %%A in (%MUNGESUBSTREAM1%) do @echo Munging %%~nA%%~xA & soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ -stream %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %STREAMOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
@rem Munge 2 substream streams
@if /i not %MUNGESTREAMS%x==0x @if %MUNGE2SUBSTREAMS%==1 @for /R %%A in (*.st4) do @echo Munging %%~nA%%~xA & soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ -stream %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %STREAMOPT% -substream 2 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
@rem Build level files
@if EXIST %LEVELDIR% goto skipcreateleveldir
@mkdir %LEVELDIR%
:skipcreateleveldir
@if %SOUNDNOLVL%x==1x @goto exit
@rem build up a list of include directories for levelpack
@rem language overrides first!
@if %LANGVERSION%x==x goto skiplang
@for /F %%A in ('dir /AD /B %STARTDIR%\%7') do @set LANGSRCDIR=!LANGSRCDIR! %STARTDIR%\%7\%%A\MUNGED\%4\%LANGVERSION%
@for /F %%A in ('dir /AD /B %STARTDIR%\%7\Worlds') do @set LANGSRCDIR=!LANGSRCDIR! %STARTDIR%\%7\Worlds\%%A\MUNGED\%4\%LANGVERSION%
:skiplang
@for /F %%A in ('dir /AD /B %STARTDIR%\%7') do @set LEVELSRCDIR=!LEVELSRCDIR! %STARTDIR%\%7\%%A\MUNGED\%4
@for /F %%A in ('dir /AD /B %STARTDIR%\%7\Worlds') do @set LEVELSRCDIR=!LEVELSRCDIR! %STARTDIR%\%7\Worlds\%%A\MUNGED\%4
@for /R %%A in (*.req) do @if /i not %%A==%SOURCEDIR%\%LEVELFILEREQ% levelpack -inputfile %%~nA%%~xA -platform %4 -sourcedir %SOURCEDIR% %LANGSRCDIR% %PLATFORMDIR% -inputdir %LEVELSRCDIR% -outputdir %MUNGEDIR% -continue %CHECKDATE%
@if EXIST %LEVELFILEREQ% levelpack -inputfile %LEVELFILEREQ% -platform %4 -sourcedir %SOURCEDIR% %LANGSRCDIR% %PLATFORMDIR% -inputdir %LEVELSRCDIR% -outputdir %LEVELDIR% -continue %CHECKDATE%
@goto exit
:nomungedir
@echo Munge directory must be specified as the first argument
@goto exit
:nosourcedir
@echo Source data directory must be specified as the second argument
@goto exit
:nooverridedir
@echo Platform specific source data directory must be specified as the third argument
@goto exit
:noplatform
@echo Platform must be specified as the fourth argument
@goto exit
:nomungelogdir
@echo Munge log directory must be specified as the fifth argument
@goto exit
:noleveldir
@echo Level output directory must be specified as the sixth argument
@goto exit
:nolevelsrcdir
@echo Level source direct must be specified as the seventh argument
@goto exit
:nolevelfile
@echo Final output level file must be specified as the eighth argument
@goto exit
:exit
@endlocal
@cd %STARTDIR%
@for /F %%A in ('cd') do @set STARTDIR=%%A
@if %1x==x goto nomungedir
@if %2x==x goto nosourcedir
@if %3x==x goto nooverridedir
@if %4x==x goto noplatform
@if %5x==x goto nomungelogdir
@if %6x==x goto noleveldir
@if %7x==x goto nolevelsrcdir
@if %8x==x goto nolevelfile
@rem Setup directories
@set MUNGEDIR=%STARTDIR%\%1
@set SOURCEDIR=%STARTDIR%\%2
@set PLATFORMDIR=%STARTDIR%\%3
@set LOGDIR=%STARTDIR%\%5
@set LEVELDIR=%STARTDIR%\%6
@set LEVELFILEREQ=%8%.req
@set LEVELFILELVL=%MUNGEDIR%\%8%.lvl
@set CHECKDATE=-checkdate
@set CHECKID=-checkid
@if %SOUNDNODATECHECK%x==1x @set CHECKDATE=
@rem Build up a list of directories for level pack to search for source files
@Setlocal enabledelayedexpansion
@set LEVELSRCDIR=
@set PATH="%CD%"\..\ToolsFL\Bin;%PATH%
@rem Should we munge this level ?
@if /i not "%SOUNDLVL%"=="" (
@for %%A in (%SOUNDLVL%) do @if /i "%%A"=="%8" @goto mungeit
@goto exit
)
:mungeit
@if "%MUNGE_LOG%"=="" set MUNGE_LOG=%LOGDIR%\%4%_MungeLog.txt
@if not EXIST %SOURCEDIR% (
@echo Unable to munge %SOURCEDIR% as it doesn't exist! 1>> %MUNGE_LOG%
@goto exit
)
@goto nodebug
@echo Current Directory = %CD%
@echo Sound level filter = %SOUNDLVL%
@echo Munge output directory = %MUNGEDIR%
@echo Source directory = %SOURCEDIR%
@echo Platform override directory = %PLATFORMDIR%
@echo Selected platform = %4
@echo Munge logs directory = %LOGDIR%
@echo Level file output directory = %LEVELDIR%
@echo Final req file = %LEVELFILEREQ%
@echo Output level file = %LEVELFILELVL%
@echo Additional stream options = %STREAMOPT%
@pause
:nodebug
@if EXIST %MUNGEDIR% goto skipcreatemungedir
@mkdir %MUNGEDIR%
:skipcreatemungedir
@cd %SOURCEDIR%
@rem Munge configuration files
@rem *.snd - sound library
@rem *.mus - dynamic music configuration
@rem *.ffx - foley effects
@rem *.tsr - sound regions
@configmunge -inputfile *.snd *.mus *.ffx *.tsr -platform %4 -sourcedir %PLATFORMDIR% %SOURCEDIR% -outputdir %MUNGEDIR% -hashstrings %CHECKDATE% -continue 2>>%MUNGE_LOG%
@if %SOUNDLOG%x==1x ( @set SOUNDOPT=-verbose & @set SOUNDLOGOUT=%LOGDIR%\SoundBankLog.txt ) else ( @set SOUNDOPT= & @set SOUNDLOGOUT=NUL )
@rem Munge sound banks
@for /R %%A in (*.sfx) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %BANKOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
@for /R %%A in (*.asfx) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ %CHECKDATE% -resample -checkid noabort %SOUNDOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
@rem Munge streams
@rem Localization
@rem Setup the extension of localized stream files (if it's english we'll just use the default extension)
@set LANGVERSION=
@rem @for /F %%A in (%MUNGE_LANGVERSION%) do @set LANGVERSION=%%~A
@set LANGVERSION=%MUNGE_LANGVERSION%
@if /i %LANGVERSION%x==Englishx ( @set LOCALIZEEXT= ) else ( @set LOCALIZEEXT=stm_%LANGVERSION% )
@rem make the directory for language-specific stuff if it doesn't exist - H8 h8 h8!
@if EXIST %MUNGEDIR%\%LANGVERSION% goto skipcreatelangdir
@echo Creating dir %MUNGEDIR%\%LANGVERSION%\
@mkdir %MUNGEDIR%\%LANGVERSION%
:skipcreatelangdir
@rem Munge localized stream files
@if /i not %MUNGESTREAMS%x==0x @if /i not %LANGVERSION%x==Englishx @for /R %%A in (*.%LOCALIZEEXT%) do @echo Munging %%~nA%%~xA to %MUNGEDIR%\%LANGVERSION%\ & soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\%LANGVERSION%\%%~nA.str -stream %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %STREAMOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
@set MUNGE2SUBSTREAMS=0
@if /i %4==XBOX @set MUNGE2SUBSTREAMS=1
@if /i %4==PC @set MUNGE2SUBSTREAMS=1
@rem Build up a list of 1 substream streams to munge,
@rem Filtering the localize streams and if on xbox 4 channel streams
@set MUNGESUBSTREAM1=
@if /i not %MUNGESTREAMS%x==0x @for /R %%A in (*.stm) do @if /i %%~xA==.stm ( @if not EXIST %%~dA%%~pA%%~nA.%LOCALIZEEXT% ( @if /i %MUNGE2SUBSTREAMS%==1 ( @if not EXIST %%~dA%%~pA%%~nA.st4 @set MUNGESUBSTREAM1=!MUNGESUBSTREAM1! %%A ) else ( @set MUNGESUBSTREAM1=!MUNGESUBSTREAM1! %%A ) ) )
@rem Munge 1 substream streams
@if /i not %MUNGESTREAMS%x==0x @for %%A in (%MUNGESUBSTREAM1%) do @echo Munging %%~nA%%~xA & soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ -stream %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %STREAMOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
@rem Munge 2 substream streams
@if /i not %MUNGESTREAMS%x==0x @if %MUNGE2SUBSTREAMS%==1 @for /R %%A in (*.st4) do @echo Munging %%~nA%%~xA & soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ -stream %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %STREAMOPT% -substream 2 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
@rem Build level files
@if EXIST %LEVELDIR% goto skipcreateleveldir
@mkdir %LEVELDIR%
:skipcreateleveldir
@if %SOUNDNOLVL%x==1x @goto exit
@rem build up a list of include directories for levelpack
@rem language overrides first!
@if %LANGVERSION%x==x goto skiplang
@for /F %%A in ('dir /AD /B %STARTDIR%\%7') do @set LANGSRCDIR=!LANGSRCDIR! %STARTDIR%\%7\%%A\MUNGED\%4\%LANGVERSION%
@for /F %%A in ('dir /AD /B %STARTDIR%\%7\Worlds') do @set LANGSRCDIR=!LANGSRCDIR! %STARTDIR%\%7\Worlds\%%A\MUNGED\%4\%LANGVERSION%
:skiplang
@for /F %%A in ('dir /AD /B %STARTDIR%\%7') do @set LEVELSRCDIR=!LEVELSRCDIR! %STARTDIR%\%7\%%A\MUNGED\%4
@for /F %%A in ('dir /AD /B %STARTDIR%\%7\Worlds') do @set LEVELSRCDIR=!LEVELSRCDIR! %STARTDIR%\%7\Worlds\%%A\MUNGED\%4
@for /R %%A in (*.req) do @if /i not %%A==%SOURCEDIR%\%LEVELFILEREQ% levelpack -inputfile %%~nA%%~xA -platform %4 -sourcedir %SOURCEDIR% %LANGSRCDIR% %PLATFORMDIR% -inputdir %LEVELSRCDIR% -outputdir %MUNGEDIR% -continue %CHECKDATE%
@if EXIST %LEVELFILEREQ% levelpack -inputfile %LEVELFILEREQ% -platform %4 -sourcedir %SOURCEDIR% %LANGSRCDIR% %PLATFORMDIR% -inputdir %LEVELSRCDIR% -outputdir %LEVELDIR% -continue %CHECKDATE%
@goto exit
:nomungedir
@echo Munge directory must be specified as the first argument
@goto exit
:nosourcedir
@echo Source data directory must be specified as the second argument
@goto exit
:nooverridedir
@echo Platform specific source data directory must be specified as the third argument
@goto exit
:noplatform
@echo Platform must be specified as the fourth argument
@goto exit
:nomungelogdir
@echo Munge log directory must be specified as the fifth argument
@goto exit
:noleveldir
@echo Level output directory must be specified as the sixth argument
@goto exit
:nolevelsrcdir
@echo Level source direct must be specified as the seventh argument
@goto exit
:nolevelfile
@echo Final output level file must be specified as the eighth argument
@goto exit
:exit
@endlocal
@cd %STARTDIR%
Hidden/Spoiler:
@REM WARNING: enabledelayedexpansion means ! is a special character,
@REM which means it isn't available for use as the mungeapp recursive
@REM wildcard character. Use the alternate $ instead.
@setlocal enabledelayedexpansion
@set MUNGE_ROOT_DIR=..\..
@if not "%1"=="" set MUNGE_PLATFORM=%1
@if %MUNGE_PLATFORM%x==x set MUNGE_PLATFORM=XBOX
@if "%MUNGE_BIN_DIR%"=="" (
@set MUNGE_BIN_DIR=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin
@set PATH=%CD%\..\..\..\ToolsFL\Bin;%PATH%
@echo MUNGE_BIN_DIR=!MUNGE_BIN_DIR!
)
@rem convert to lower case
@if %MUNGE_PLATFORM%==PC set MUNGE_PLATFORM=pc
@if %MUNGE_PLATFORM%==XBOX set MUNGE_PLATFORM=xbox
@if %MUNGE_PLATFORM%==PS2 set MUNGE_PLATFORM=ps2
@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%
@set LOCAL_MUNGE_LOG="%CD%\%MUNGE_PLATFORM%_MungeLog.txt"
@if "%MUNGE_LOG%"=="" (
@set MUNGE_LOG=%LOCAL_MUNGE_LOG%
@if exist %LOCAL_MUNGE_LOG% ( del %LOCAL_MUNGE_LOG% )
)
@rem echo ********************************************************************* >> %MUNGE_LOG%
@rem echo Sound\munge.bat %MUNGE_PLATFORM% >> %MUNGE_LOG%
@rem echo MUNGE_BIN_DIR=%MUNGE_BIN_DIR% >> %MUNGE_LOG%
@rem echo ********************************************************************* >> %MUNGE_LOG%
@cd ..\..
@if not exist _LVL_%MUNGE_PLATFORM% mkdir _LVL_%MUNGE_PLATFORM%
@if not exist _LVL_%MUNGE_PLATFORM%\Sound mkdir _LVL_%MUNGE_PLATFORM%\Sound
@if /i %MUNGE_PLATFORM%==pc @set BANKOPT=-template
@call soundmunge.bat %MUNGE_PLATFORM%
@if %SOUNDCLEANLVL%x==1x @del /S /Q _BUILD\sound\*.lvl & @call soundmunge.bat %MUNGE_PLATFORM%
@if /i not "%SOUNDLVL%"=="" (
@for %%A in (%SOUNDLVL%) do @if /i "%%A"=="global" @goto buildglobalbank
@goto skipglobalbank
)
:buildglobalbank
@rem Build a global sound bank...
@set BANKLIST=
@for /R %%A in (*.sfx) do @set BANKLIST=!BANKLIST! %%A
@for /R %%A in (*.asfx) do @set BANKLIST=!BANKLIST! %%A
@if %SOUNDLOG%x==1x ( @set SOUNDOPT=-verbose & @set SOUNDLOGOUT=%LOGDIR%\SoundBankLog.txt ) else ( @set SOUNDOPT= & @set SOUNDLOGOUT=NUL )
@if not %MUNGE_PLATFORM%==pc goto skipglobalbank
@echo Munging common.bnk, this could take a while...
@soundflmunge -platform %MUNGE_PLATFORM% -banklistinput %BANKLIST% -bankoutput _LVL_%MUNGE_PLATFORM%\Sound\common.bnk -checkdate -resample -compact nowarning -checkid noabort -relativepath %SOUNDOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
:skipglobalbank
@cd _BUILD\Sound
@REM If the munge log was created locally and has anything in it, view it
@if not %MUNGE_LOG%x==%LOCAL_MUNGE_LOG%x goto skip_mungelog
@set FILE_CONTENTS_TEST=
@if exist %MUNGE_LOG% for /f %%i in (%MUNGE_LOG:"=%) do @set FILE_CONTENTS_TEST=%%i
@if not "%FILE_CONTENTS_TEST%"=="" ( Notepad.exe %MUNGE_LOG% ) else ( if exist %MUNGE_LOG% (del %MUNGE_LOG%) )
:skip_mungelog
@rem convert to upper case
@if %MUNGE_PLATFORM%==pc set MUNGE_PLATFORM=PC
@if %MUNGE_PLATFORM%==xbox set MUNGE_PLATFORM=XBOX
@if %MUNGE_PLATFORM%==ps2 set MUNGE_PLATFORM=PS2
@endlocal
@REM which means it isn't available for use as the mungeapp recursive
@REM wildcard character. Use the alternate $ instead.
@setlocal enabledelayedexpansion
@set MUNGE_ROOT_DIR=..\..
@if not "%1"=="" set MUNGE_PLATFORM=%1
@if %MUNGE_PLATFORM%x==x set MUNGE_PLATFORM=XBOX
@if "%MUNGE_BIN_DIR%"=="" (
@set MUNGE_BIN_DIR=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin
@set PATH=%CD%\..\..\..\ToolsFL\Bin;%PATH%
@echo MUNGE_BIN_DIR=!MUNGE_BIN_DIR!
)
@rem convert to lower case
@if %MUNGE_PLATFORM%==PC set MUNGE_PLATFORM=pc
@if %MUNGE_PLATFORM%==XBOX set MUNGE_PLATFORM=xbox
@if %MUNGE_PLATFORM%==PS2 set MUNGE_PLATFORM=ps2
@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%
@set LOCAL_MUNGE_LOG="%CD%\%MUNGE_PLATFORM%_MungeLog.txt"
@if "%MUNGE_LOG%"=="" (
@set MUNGE_LOG=%LOCAL_MUNGE_LOG%
@if exist %LOCAL_MUNGE_LOG% ( del %LOCAL_MUNGE_LOG% )
)
@rem echo ********************************************************************* >> %MUNGE_LOG%
@rem echo Sound\munge.bat %MUNGE_PLATFORM% >> %MUNGE_LOG%
@rem echo MUNGE_BIN_DIR=%MUNGE_BIN_DIR% >> %MUNGE_LOG%
@rem echo ********************************************************************* >> %MUNGE_LOG%
@cd ..\..
@if not exist _LVL_%MUNGE_PLATFORM% mkdir _LVL_%MUNGE_PLATFORM%
@if not exist _LVL_%MUNGE_PLATFORM%\Sound mkdir _LVL_%MUNGE_PLATFORM%\Sound
@if /i %MUNGE_PLATFORM%==pc @set BANKOPT=-template
@call soundmunge.bat %MUNGE_PLATFORM%
@if %SOUNDCLEANLVL%x==1x @del /S /Q _BUILD\sound\*.lvl & @call soundmunge.bat %MUNGE_PLATFORM%
@if /i not "%SOUNDLVL%"=="" (
@for %%A in (%SOUNDLVL%) do @if /i "%%A"=="global" @goto buildglobalbank
@goto skipglobalbank
)
:buildglobalbank
@rem Build a global sound bank...
@set BANKLIST=
@for /R %%A in (*.sfx) do @set BANKLIST=!BANKLIST! %%A
@for /R %%A in (*.asfx) do @set BANKLIST=!BANKLIST! %%A
@if %SOUNDLOG%x==1x ( @set SOUNDOPT=-verbose & @set SOUNDLOGOUT=%LOGDIR%\SoundBankLog.txt ) else ( @set SOUNDOPT= & @set SOUNDLOGOUT=NUL )
@if not %MUNGE_PLATFORM%==pc goto skipglobalbank
@echo Munging common.bnk, this could take a while...
@soundflmunge -platform %MUNGE_PLATFORM% -banklistinput %BANKLIST% -bankoutput _LVL_%MUNGE_PLATFORM%\Sound\common.bnk -checkdate -resample -compact nowarning -checkid noabort -relativepath %SOUNDOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
:skipglobalbank
@cd _BUILD\Sound
@REM If the munge log was created locally and has anything in it, view it
@if not %MUNGE_LOG%x==%LOCAL_MUNGE_LOG%x goto skip_mungelog
@set FILE_CONTENTS_TEST=
@if exist %MUNGE_LOG% for /f %%i in (%MUNGE_LOG:"=%) do @set FILE_CONTENTS_TEST=%%i
@if not "%FILE_CONTENTS_TEST%"=="" ( Notepad.exe %MUNGE_LOG% ) else ( if exist %MUNGE_LOG% (del %MUNGE_LOG%) )
:skip_mungelog
@rem convert to upper case
@if %MUNGE_PLATFORM%==pc set MUNGE_PLATFORM=PC
@if %MUNGE_PLATFORM%==xbox set MUNGE_PLATFORM=XBOX
@if %MUNGE_PLATFORM%==ps2 set MUNGE_PLATFORM=PS2
@endlocal


