> The sound_chance feature prevents it from reaching the client.
>
> > The idea was to just send free-form strings, to enable clients to
> > "override" sounds.
>
> Really, on trunk, sounds are entirely disabled at present due to these
> changes.
True.
I guess I expected to work on that after
> Using a string for action name is probably fine, OTOH, there is
> presumably a finite (and actually quite small) set of actions. Since
> right now, all the play_sound calls are basically hardcoded on where they
> get called, putting in an integer type would be fairly easy.
What about plugins
On 09/29/10 09:26 AM, Nicolas Weeger wrote:
>>Looking at the code, it also seems suspect for all the hard coded sound
>> values (most all sounds), in that they are looking at an object that does
>> not have any sound information defined - it is looking at skill values,
>> monsters, etc, as for
> > The problem is that the sounds already defined were disabled by the change,
> > so it is not a matter of simply not implementing things incrementally.
> > All that used to work no longer does..
>
> I don't remember disabling previous sound support, but maybe I indeed did,
> considering not m
> The problem is that the sounds already defined were disabled by the change,
> so it is not a matter of simply not implementing things incrementally.
> All that used to work no longer does..
I don't remember disabling previous sound support, but maybe I indeed did,
considering not many people u
> Looking at the code, it also seems suspect for all the hard coded sound
> values (most all sounds), in that they are looking at an object that does
> not have any sound information defined - it is looking at skill values,
> monsters, etc, as for the chance of the sound being generated.
>
> I
On 09/26/10 02:38 PM, Kevin Bulgrien wrote:
>>> I retract the "I think sound_chance should be dispensed with". I finally
>>> found the mail list note that mentioned some changes to sound so it could
>>> support random ambient sounds to improve overall immersion in the game
>>> environment... Stil
> > I retract the "I think sound_chance should be dispensed with". I finally
> > found the mail list note that mentioned some changes to sound so it could
> > support random ambient sounds to improve overall immersion in the game
> > environment... Still, the idea that 0 behaves the same as 100 s
Hello.
> I retract the "I think sound_chance should be dispensed with". I finally
> found the mail list note that mentioned some changes to sound so it could
> support random ambient sounds to improve overall immersion in the game
> environment... Still, the idea that 0 behaves the same as 100
> What purpose can sound_chance even be put to in such quantity that it makes
> such sweeping arch changes reasonable? If an item/action produces sound,
> it is very difficult to conceive of a logical reason for. I.e. Explode
> this bomb and 9 out of 10 times the massive, concussive blast produc
At the time sound2 was implemented, a sound_chance property was set up.
No arches were modified. This effectively disables all sound support. By
SVN records, sound has been disabled for about 2.75 years because of
sound2 implementation of sound_chance.
What purpose can sound_chance even be put
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