Per the #122 issue, this is a different take on the engine sounds. Some changes match up types and a few others are personal taste that might make sense lore wise i.e. the Anubis having Liberty cruise effects. Open for critique.
Mission 3
* Changed Juni's engine to a Defender engine, since that's what she is flying.
* Changed Juni's shield to a Heavy Fighter shield.
Mission 4
* Changed Juni's engine to a Defender engine, since that's what she is flying.
* Changed Juni's shield to a Heavy Fighter shield.
Mission 5
* Changed Juni's engine to a Defender engine, since that's what she is flying.
* Changed Juni's shield to a Heavy Fighter shield.
Mission 7
* Changed Juni's engine to a Defender engine, since that's what she is flying.
* Changed Juni's shield to a Heavy Fighter shield.
Mission 8
* Changed Juni's engine to a Defender engine, since that's what she is flying.
* Changed Juni's shield to a Heavy Fighter shield.
Mission 9
* Changed Juni's engine to a Defender engine, since that's what she is flying.
* Changed Juni's shield to a Heavy Fighter shield.
Mission 11
* Changed Juni's engine to a Defender engine, since that's what she is flying.
* Changed Juni's shield to a Heavy Fighter shield.
Mission 12
* Changed Juni's ship to the Anubis, since that's what the rest of the loadout matches.
* Changed Juni's shield to shield01_mark07_hf, since what all the other Anubis kids are wearing.
Mission 13
Changed Juni's ship to the Anubis, since that's what the rest of the loadout matches.
There is a dummy freeflight sound in nnvoice.utf, which has been added by JFLP. A proper audio file for this entry was already in nnvoice.utf, just not used. This one is now used in place of the dummy sound.
JFLP's patch notes mentioned adding a dummy entry for anomaly_detected to fix a warning. In the FL Beta audio files however, there is a proper audio entry that says 'anomaly detected', which sounds just fine. This has been added to nnvoice.utf. Also the entry for it in voices_recognizable.ini has been given an attenuation value to reduce the loudness and a duration.
Fix the missing air traffic controller from Leipzig Station in Dresden. The base should now hail NPC patrols, grant/deny dock requests, and wish your character "Good luck out there".
A rumor mentions that there are remains of a GMG fleet wreckage in Sigma-13. However, in-game this is actually a Rheinland fleet. So GMG has been changed to Rheinland in the rumor text.
Both mission 1 and 13 use a few voice dialogs that weren't registered as 'voice' files in story_sounds.ini. As a result, if you were to play those missions with the sound effects disabled, you wouldn't be able to hear them. The changes in this commit should rectify that.
B-dtl1-2.tga was upside down in br-capships.mat, which caused the Bretonia Battleship to look a bit strange sometimes. Additionally, both textures in br_turrets.mat were generated without additional mips. Both issues have been fixed in this commit.
The HDE in-game credits used to be in misctextinfo2_tsr.dll. Though this dll is not loaded when a user doesn't play with the English Text fixes. Moving it to controls.dll ensures the credits are always visible.
There's a Rheinland news story that mentions 'the city of Muleheim'. This city doesn't actually exist, but it sounds similar to Mülheim, so it's been changed to that.
During Mission 9 you often hear the Dragon wings and Ozu saying that the reinforcements are being shot to pieces. Though in the mission script these ships are instructed to self-destruct after being shot only five times, which is a bit strange. This means the reinforcements die long before they actually should be dying. In this commit this number has been increased to 20. In my opinion these lines can be removed altogether but that can always be done later.
In the officially released Freelancer ku_battleship_dmg_rear.3db is incorrect as it's a copy of another model. In the Beta however, the ku_battleship_dmg_rear.3db file is the correct one. So it has been copied over.