Update devpak to r31

* Revert some sound effects

* Moved ironsight models to the main repo
This commit is contained in:
yvt 2016-12-17 04:25:21 +09:00
parent 2c1893e2d0
commit fd7f5cb764
18 changed files with 7 additions and 7 deletions

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@ -126,7 +126,7 @@ GCC 4.9 / Clang 3.2 or later is recommended because OpenSpades relies on C++11 f
9. To get audio working, download a [Windows release of OpenSpades](https://github.com/yvt/openspades/releases), extract it, and copy the following dlls to the build output directory:
* For OpenAL audio: `openal32.dll`
* For YSR audio: `YSRSpades.dll`, `libgcc_s_dw2-1.dll`, `libstdc++-6.dll`, `pthreadGC2.dll`
10. Download the [Non-free pak](https://github.com/yvt/openspades-paks/releases/download/r30/OpenSpadesDevPackage-r30.zip) and copy it to the `Resources` folder inside your build output directory, which is probably `E:/Projects/openspades/openspades.msvc/bin/BUILD_TYPE/Resources`. You can also copy the paks contained in `Official Mods/` folder of OpenSpades 0.0.12b to add more fonts and improve localization support of your build.
10. Download the [Non-free pak](https://github.com/yvt/openspades-paks/releases/download/r30/OpenSpadesDevPackage-r31.zip) and copy it to the `Resources` folder inside your build output directory, which is probably `E:/Projects/openspades/openspades.msvc/bin/BUILD_TYPE/Resources`. You can also copy the paks contained in `Official Mods/` folder of OpenSpades 0.0.12b to add more fonts and improve localization support of your build.
### On Mac OS X (with Xcode)
1. Get the latest version of Xcode and OpenSpades source.

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@ -3,7 +3,7 @@
External Game Assets
--------------------
https://github.com/yvt/openspades-paks/releases/download/r30/OpenSpadesDevPackage-r30.zip
https://github.com/yvt/openspades-paks/releases/download/r30/OpenSpadesDevPackage-r31.zip
This package provides following paks:

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@ -18,7 +18,7 @@ function Make-Pak
Echo "Creating $($PakName)..."
$OutputPak = Join-Path $OutputDirectory $PakName
# Prepare a temporary directory
$TempDir = "mkpak.tmp"
if (Test-Path $TempDir) { Remove-Item $TempDir -Recurse -Force }
@ -43,10 +43,10 @@ function Make-Pak
if (Test-Path $OutputPak) { Remove-Item $OutputPak -Force }
# Create zip archive
# PowerShell 5 supports Compress-Archive, but the method used here is
# PowerShell 5 supports Compress-Archive, but the method used here is
# faster by a order of magnitude for some reason.
# However, it's still much slower than "zip" command on Linux/macOS.
[IO.Compression.ZipFile]::CreateFromDirectory($TempDir, $OutputPak,
[IO.Compression.ZipFile]::CreateFromDirectory($TempDir, $OutputPak,
[IO.Compression.CompressionLevel]::Fastest, $false)
# Clean up
@ -64,7 +64,7 @@ Make-Pak -PakName pak005-Models.pak -RelativePaths `
Make-Pak -PakName pak010-BaseSkin.pak -RelativePaths `
License/Credits-pak010-BaseSkin.md,
Scripts/Skin, Sounds/Weapons
Scripts/Skin, Sounds/Weapons, Models/Weapons
Make-Pak -PakName pak050-Locales.pak -RelativePaths `
License/Credits-pak050-Locales.md, Locales

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@ -28,7 +28,7 @@ zip -r "$OUTPUT_DIR/pak005-Models.pak" Maps $ZIPARGS > "$LOG_FILE"
zip -r "$OUTPUT_DIR/pak010-BaseSkin."pak \
License/Credits-pak010-BaseSkin.md \
Scripts/Skin Sounds/Weapons $ZIPARGS > "$LOG_FILE"
Scripts/Skin Sounds/Weapons Models/Weapons $ZIPARGS > "$LOG_FILE"
zip -r "$OUTPUT_DIR/pak050-Locales.pak" License/Credits-pak050-Locales.md Locales $ZIPARGS > "$LOG_FILE"