feat: TU19 (Dec 2014) Features & Content (#155)

* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

---------

Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
daoge
2026-03-03 03:04:10 +08:00
committed by GitHub
parent 84c31a2331
commit b3feddfef3
2069 changed files with 264842 additions and 139522 deletions

View File

@@ -8,8 +8,8 @@ EnemyWeaponID What weapon the enemy is holding or what counter/AI the enemy is t
EnrollmentType How did players enroll? (Using Kinect)
LandscapeOrPortrait Are you currently showing in landscape or portrait mode? (Win8 only)
LevelDurationInSeconds How long, total, has the user been playing in this level - whatever best represents this duration for attempting the level you'd like to track.
LevelExitProgressStat1 Refers to the highest level performance metric for your game.<2E> For example, a performance metric could points earned, race time, total kills, etc. This is entirely up to you and will help us understand how well the player performed, or how far the player progressed <20>in the level before exiting.
LevelExitProgressStat2 Refers to the highest level performance metric for your game.<2E> For example, a performance metric could points earned, race time, total kills, etc. This is entirely up to you and will help us understand how well the player performed, or how far the player progressed <20>in the level before exiting.
LevelExitProgressStat1 Refers to the highest level performance metric for your game.<2E> For example, a performance metric could points earned, race time, total kills, etc. This is entirely up to you and will help us understand how well the player performed, or how far the player progressed <20>in the level before exiting.
LevelExitProgressStat2 Refers to the highest level performance metric for your game.<2E> For example, a performance metric could points earned, race time, total kills, etc. This is entirely up to you and will help us understand how well the player performed, or how far the player progressed <20>in the level before exiting.
LevelID This is a more granular view of mode, allowing teams to get a sense of the levels or maps players are playing and providing some insight into how players progress through a game. Teams will have to provide the game mappings that correspond to the integers. The intent is that a level is highest level at which modes can be dissected and provides an indication of player progression in a game. The intent is that level start and ends do not occur more than every 2 minutes or so, otherwise the data reported will be difficult to understand. Levels are unique only within a given modeID - so you can have a ModeID =1, LevelID =1 and a different ModeID=2, LevelID = 1 indicate two completely different levels. LevelID = 0 means undefined or unknown.
LevelInstanceID Generated by the game every time LevelStart or LevelResume is called. This should be a unique ID (can be sequential) within a session.
LowResMapX Player position normalized to 0-255
@@ -18,7 +18,7 @@ LowResMapZ Player position normalized to 0-255
MapID Unique ID for the current map the player is on
MarketplaceOfferID Unique ID for the Xbox LIVE marketplace offer that the upsell links to
MicroGoodTypeID Describes the type of consumable or microgood
MultiplayerInstanceID multiplayerinstanceID is a title-generated value that is the same for all players in the same multiplayer session.<2E>
MultiplayerInstanceID multiplayerinstanceID is a title-generated value that is the same for all players in the same multiplayer session.<2E>
NumberOfLocalPlayers the number of players that are playing together in the game locally in the current session (on the same piece of hardware)
NumberOfOnlinePlayers the number of players that are playing together in the game online in the current session (not on the same piece of hardware)
NumberOfSkeletonsInView the max and min of skeletons that were in view, regardless of enrollment
@@ -28,7 +28,7 @@ PlayerLevelUpProgressStat1 Refers to a performance metric for your player when t
PlayerLevelUpProgressStat2 Refers to a performance metric for your player when they level or rank up. This is entirely up to you and will help us understand how well the player performed, or how far the player has progressed.
PlayerWeaponID What weapon the player is holding or what approach/tact the player is taking to overcome a challenge
PlayspaceFeedbackWarningDirection identifies which side of the playspace players are getting too close to that results in the playspace feedback
SaveOrCheckpointID It is important that you also generate and save a unique SaveOrCheckpointID that can be read and reported when the player resumes from this save file or checkpoint. These IDs should be completely unique across the player<65>s experience, even if they play the same level multiple times. These IDs are critical to allowing us to re-stitch a player<65>s experience in your title and provide an accurate measure of time in level.
SaveOrCheckpointID It is important that you also generate and save a unique SaveOrCheckpointID that can be read and reported when the player resumes from this save file or checkpoint. These IDs should be completely unique across the player<65>s experience, even if they play the same level multiple times. These IDs are critical to allowing us to re-stitch a player<65>s experience in your title and provide an accurate measure of time in level.
SecondsSinceInitialize Number of seconds elapsed since Sentient initialize.
SecondsSinceInitializeMax Number of seconds elapsed since Sentient initialize.
SecondsSinceInitializeMin Number of seconds elapsed since Sentient initialize.
@@ -224,6 +224,12 @@ enum ETelemetryChallenges
eTelemetryTutorial_Trading,
eTelemetryTutorial_TradingMenu,
eTelemetryTutorial_Enderchest,
eTelemetryTutorial_Hopper,
eTelemetryTutorial_Beacon,
eTelemetryTutorial_Horse,
eTelemetryTutorial_HorseMenu,
eTelemetryTutorial_FireworksMenu,
eTelemetryTutorial_BeaconMenu
// Sent over network as a byte
};