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PauseAllSounds();
//PostEvent("LoadSceneSound",450000);
SetMusicAlarm("music_emerge");
SetSchemeForSea();
PostEvent("LoadSceneSound",450000);
rCharacter.ship.PlayedSplash = 1;
SetMusic("music_spokplavanie"); // Baste
if (!Whr_IsStorm()) { Sound_OnSeaAlarm(false); }
if (iPrevShipPOSMode == SHIP_WAR)
{
PlayStereoOGG("music_ship_victory");
}
if (iPrevShipPOSMode == SHIP_STORM)
{
FadeOutMusic(3000);
PlayStereoOGG("music_End_storm");
}
There it is.No alpha channel yet, but I'm almost finished.
You mentioned it before; it's on the to-do list under "Long Term" projects.Here is an idea for the future. I have always thought it odd that when national ships are boarded we are facing soldiers, even on merchant ships. Now that we actually have naval uniforms in the game maybe we get some seaman clothes (uniforms, some naval officers and maybe a few marines to meet when we board a military ship. On the merchant ship the regular models should suffice. As far merchant ships in the age of sail were never crewed by soldiers.
I like it! Cleverly done too. Matches nicely with the existing cannons yet also gives the idea of the Dutchman's bow chasers.This one should be appropriate:
VERY valid question!However that thing works.
A gun is NOT a cannon. Should we call the thing "Gatling Carronade"?Well.. it isn't impossible: http://en.wikipedia.org/wiki/Gatling_gun
You mean you need to start a new game? Or you have to save and reload before the proper music comes back?I also managed this morning to complete my dutchman emerge music.. Sounds proper and in the last seconds, the normal situation music slowly comes back
Unfortunally this needs now a new savegame to work..
Those damned Germans, always inventing fancy stuff!Navarone Carronade
Technically, there is nothing in the game that makes these cannons specifically for the Dutchman. You can install them on any other ship just as easily.how about that: We know from the movies that the FD was given Davy Jones from Calypso.. So maybe Calypso Carronade?
I don't know