Archival snapshot of the Virtual World Entertainment Tesla cockpit software, 1994-1996: MUNGA engine and L4 pod layer source (Borland C++ 5.0), BT/RP game code, and game content (models, audio, maps, gauges, Division renderer data). Includes third-party libraries: Division dVS/DPL graphics, HMI SOS audio, WATTCP networking. Files are preserved byte-for-byte (.gitattributes disables all line-ending conversion). README.md documents the layout, target hardware, and toolchain. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
167 lines
3.5 KiB
Plaintext
167 lines
3.5 KiB
Plaintext
#
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#------------------------------------------------------------------
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# VTV Scoring Script
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#------------------------------------------------------------------
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#
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#
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#------------------------------------------------------------------
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# AudioRenderTypes
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#
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# TransientAudioRenderType = 0
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# SustainedAudioRenderType = 1
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#
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#------------------------------------------------------------------
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# AudioSourcePriority
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#
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# MinAudioSourcePriority = 0
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# LowAudioSourcePriority = 1
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# MedAudioSourcePriority = 2
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# HighAudioSourcePriority = 3
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# MaxAudioSourcePriority = 4
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#
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#------------------------------------------------------------------
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# AudioSourceMixPresence
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#
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# ManualAudioSourceMixPresence = 0
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# MaxAudioSourceMixPresence = 1
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# HighAudioSourceMixPresence = 2
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# MedAudioSourceMixPresence = 3
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# LowAudioSourceMixPresence = 4
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# MinAudioSourceMixPresence = 5
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#
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#------------------------------------------------------------------
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# AudioControlID
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#
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# NullAudioControlID = 0
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# StartAudioControlID = 1
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# StopAudioControlID = 2
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# VolumeAudioControlID = 3
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# PitchAudioControlID = 4
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# BrightnessAudioControlID = 5
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# AttackVolumeAudioControlID = 6
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# AttackTimeAudioControlID = 7
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# AudioControlIDCount = 8
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#
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#
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# Score Zone component1
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=ScoreZone01
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position=0
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priority=4
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mix_presence=0
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volume_mix_level=0.93
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=0
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use_attack_time_scale=0
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has_compression_curve=1
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compression_duration=3.0
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name=ScoreZoneComponent1
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#
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# Score Zone component2
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=ScoreZone01
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position=1
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priority=4
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mix_presence=0
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volume_mix_level=0.93
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=0
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use_attack_time_scale=0
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has_compression_curve=0
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compression_duration=0.0
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name=ScoreZoneComponent2
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#
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# Score Kill component1
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=ScoreKill01
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position=1
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priority=4
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mix_presence=0
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volume_mix_level=0.88
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=0
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use_attack_time_scale=0
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has_compression_curve=0
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compression_duration=0.0
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name=ScoreKillComponent1
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#
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# Score Kill component2
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=ScoreKill01
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position=0
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priority=4
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mix_presence=0
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volume_mix_level=0.88
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=0
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use_attack_time_scale=0
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has_compression_curve=0
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compression_duration=0.0
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name=ScoreKillComponent2
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#
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#------------------------------------------------------------------
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# Score trigger
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#------------------------------------------------------------------
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#
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# Score Zone
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[AudioStateTrigger]
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subsystem=Entity
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attribute=ScoreState
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audio_component=ScoreZoneComponent1
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trigger_state=1
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inverse_trigger=0
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control_ID=1
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control_value=3.0
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dump_value=0
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[AudioStateTrigger]
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subsystem=Entity
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attribute=ScoreState
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audio_component=ScoreZoneComponent2
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trigger_state=1
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inverse_trigger=0
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control_ID=1
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control_value=3.0
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dump_value=0
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# Score Kill
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[AudioStateTrigger]
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subsystem=Entity
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attribute=ScoreState
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audio_component=ScoreKillComponent1
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trigger_state=2
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inverse_trigger=0
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control_ID=1
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control_value=3.0
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dump_value=0
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[AudioStateTrigger]
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subsystem=Entity
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attribute=ScoreState
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audio_component=ScoreKillComponent2
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trigger_state=2
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inverse_trigger=0
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control_ID=1
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control_value=3.0
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dump_value=0
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