Lion.Kanzen Posted September 22, 2017 Report Share Posted September 22, 2017 A new member? they committed many sound effects 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 22, 2017 Author Report Share Posted September 22, 2017 https://trac.wildfiregames.com/changeset/20212 Quote Link to comment Share on other sites More sharing options...
LordGood Posted September 22, 2017 Report Share Posted September 22, 2017 4 Quote Link to comment Share on other sites More sharing options...
fabio Posted September 22, 2017 Report Share Posted September 22, 2017 https://code.wildfiregames.com/p/Pureon/ Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 22, 2017 Report Share Posted September 22, 2017 (edited) Now all we need is for the sounds to fire when the projectile hits the ground too. Also, the sound engine has it backward. The impact sound should play when something is struck, not when something strikes something. What I mean is, the impacted entity should call the sound effect, not the attacking unit. Edited September 22, 2017 by wowgetoffyourcellphone 1 1 Quote Link to comment Share on other sites More sharing options...
fabio Posted September 22, 2017 Report Share Posted September 22, 2017 https://code.wildfiregames.com/D921 2 Quote Link to comment Share on other sites More sharing options...
Pureon Posted September 22, 2017 Report Share Posted September 22, 2017 Should say Pureon. Weird Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 22, 2017 Author Report Share Posted September 22, 2017 2 minutes ago, Pureon said: Should say Pureon. Weird First time I saw you been committed as Paul. Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 22, 2017 Report Share Posted September 22, 2017 Since the last trac update, trac displays names instead of usernames. 1 1 Quote Link to comment Share on other sites More sharing options...
Pureon Posted September 22, 2017 Report Share Posted September 22, 2017 That must be it. I changed it back to Pureon anyway 1 Quote Link to comment Share on other sites More sharing options...
elexis Posted September 22, 2017 Report Share Posted September 22, 2017 In case one isn't familiar with a name, one can lookup them up in the credits to see the associated nick / realname, or searching for the name on trac also most often reveals the date of first contribution. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 23, 2017 Author Report Share Posted September 23, 2017 24 minutes ago, elexis said: In case one isn't familiar with a name, one can lookup them up in the credits to see the associated nick / realname, or searching for the name on trac also most often reveals the date of first contribution. Ironic Pureon haven't his real name in the credits. Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted September 23, 2017 Report Share Posted September 23, 2017 On 22/09/2017 at 8:02 AM, wowgetoffyourcellphone said: Now all we need is for the sounds to fire when the projectile hits the ground too. Also, the sound engine has it backward. The impact sound should play when something is struck, not when something strikes something. What I mean is, the impacted entity should call the sound effect, not the attacking unit. @Pureon@wowgetoffyourcellphone Your input is needed for the @Mate-86's work on D921. Actually it's simple to have both. Currently, we have a A) sound emited for hit units grabbed from the attacker (attack_impact). We could have B1) a projectile impact sound (always emited, even when ground is hitten) (attack_impact) grabbed from attacker B2) and a sound emited for hit (damaged) units grabbed from the target. (We could reuse for them the previous attack_impact sounds?) (name suggestion? armor_impact?) We first think to only have B1) but adding B2) is trivial (just will need some templates editing then). Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 23, 2017 Report Share Posted September 23, 2017 (edited) 12 minutes ago, fatherbushido said: B2) and a sound emited for hit (damaged) units grabbed from the target. (We could reuse for them the previous attack_impact sounds?) (name suggestion? armor_impact?) We first think to only have B1) but adding B2) is trivial (just will need some templates editing then). Yes, this is very much needed. Because right now, if the catapult is outside the camera view, but the rock hits the building, there is no sound, because the emitter is the catapult, not the damaged building. The target should be the emitter in this case. I think these would be good: "Damaged_Catapult" "Damaged_Ram" "Damaged_Arrow" "Damaged_Sword" "Damaged_Bolt" "Damaged_X" = whatever we can think of, or mods, say "Damaged_Magic" could be possible, see: Hyrule:Conquest. And yeah, a lot of sounds could be reused or grabbed from existing sounds. I haven't look in a while but the sound SVN repository might have a bunch of stuff to grab. Some dreamer stuff: Spoiler Could have something like "Damaged_Catapult_Distant" or something so big impacts, like rocks, could bleed further away, like impacts outside camera range could have a low rumble or something as long as the camera view is within X meters of the impact. Edited September 23, 2017 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted September 23, 2017 Report Share Posted September 23, 2017 @wowgetoffyourcellphone if that's the emiter source issue, it will be solved in D921 (what I ref as B1): sound will be emit at a position. But the attack sound will still be in the attacker template, so I guess it's enough and what I ref as B2 is not needed. Quote Link to comment Share on other sites More sharing options...
Pureon Posted September 23, 2017 Report Share Posted September 23, 2017 Happy with B1 for now. As mentioned on D921, and apparently in #1909, we could also add a short burst of debris particles (cloud of dust) at the projectile hit location, especially for the larger projectiles. art/particles/destruction_dust_small_gray.xml would be my particle suggestion as it spreads out well, obscuring the hit location and providing a visual area of effect for the damage caused. 1 1 Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted September 23, 2017 Report Share Posted September 23, 2017 Thanks Pureon! I hope all that will be done soon ;-) https://wildfiregames.com/forum/index.php?/topic/17224-damage-and-projectiles-fao-programmers/ (4 years later) 1 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 23, 2017 Report Share Posted September 23, 2017 B1 is bad as I indicated. There is an impact on screen but if the catapult is off screen there is no impact sound. 1 Quote Link to comment Share on other sites More sharing options...
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