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Erdie

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About Erdie

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  1. Sound extension snapshot

    you have a PM ..
  2. In Eternal lands there are certain distances where a player is able to see annother character, monster or enemy. Of course the distance depends on the stats and the type of the object, daytime and certain other parameters. As far as I know the conditon if a sound of a object is observable is exactly related to visiblity of an object (If you can see it, you can hear it). My idea is, like in real life, that the audio perception of the sound of an object would be possible over longer distances than the visual perception, so if there is a monster around you can hear it before it is visible. This means you might be warned by the sound of something in advance, which gives you a strategic advantage in dangerous situations if you are using sound. It would even make the games more exciting in certain situations. And at the end it would be a real motivation for players to use sound! What do you think about this idea?
  3. Sound extension snapshot

    If somone is interested in getting a preview soundpack for testing, just tell me, I will provide a downlodad.
  4. Sound extension snapshot

    Thank you, I will continue on this!
  5. Sound extension snapshot

    I was working on new sounds and bug fixes recently and I would like to provide it here embedded into a small demo video: It would be nice if someone could give some feedback on this. Thanks Erdie
  6. I found a servere client sound bug

    Thanks I just checked that. I found out that if you have bondaries defined e. g. for a cave which just a part of a bigger map, it is sufficiant when you just don´t put in a day - flag and it will played everytime. But for a complete map it works only if you define something. You suggestion works! Thanks.
  7. I found a servere client sound bug

    <deleted, my fault>
  8. I found a servere client sound bug

    Beside bug fixes I am currently working on a overall extension of the sound pack. There are many missing sounds which have been never shipped up to now and there are sounds which really could be done better. Even die amplitude balance is not well made in many cases. A few sounds are clipping when beeing recorded, which sounds urgly. I did it for personal use and fun but if the community would like to adapt it, I would appreciate this. For adding new stuff I needed to modify xml sources in the "actor_defs" directory. Should I even create a pull request for this? IMHO if these changes would be shipped to players with the old sound package, nothing would change, the new sound would not listenable as far as the sound package has been updated to my version. But this has to be approved first of course. BTW: @Nogrod I now figured out why I did not understand you previously - I was just struggling with an outdated file of mapinfo.lst instead of the valid one. And in that file the order was complete different. I costs me hours to find my fault lol But I have annother question: When I add a new map into mapinfo_c[x].xml and I want to add a background sound which is independed of time_of_day_flags (e. g. in the cave, it does now matter which time you have ..) how should this be done? Just not putting in the flag section .. or is there a flag for "play it at any time" ? thanks Erdie
  9. I found a servere client sound bug

    It is part of the sound pack so it will be easier to distribute because it is a separate package. I need to ask how this can become official. Maybe together with my current sound additions I am currently working on.
  10. I found a servere client sound bug

    Thank you very much, I will test it now! EDIT: It works
  11. I found a servere client sound bug

    I tried with firefox, Chrome and Falkon without success, "save as2 delivers a "attachment.php" file. Just put it here: <link deleted, not needed anymore>
  12. I found a servere client sound bug

    I cannot download them, when trying that, I get a php file.
  13. I found a servere client sound bug

    I will check if I understand the logic you described and will come back soon - thanks you! EDIT: Lets try to fix VOTD - the mapinfo.lst contains the line: Seridia 230 405 281 451 ./maps/map5nf.elm # VotD This is line 23 (or Position 23) but we have 12 comment lines at the beginning so does it mean the map ID of VOTD must be 11?
  14. I found a servere client sound bug

    Exactly that´s the point! I consider the background sounds as very imortant. More important that certain objective sounds. They make athmosphere and feeling. The question ist how to find the root cause. Do you think this is a C-code issue or a configuraton issue?
  15. I found a servere client sound bug

    But e. g. Desert Pines has serveral background sound configured for night & day and they are existing on my disk. BTW: If just the path would be wrong, the EXTRA_SOUND_DEBUG function would log that a sound files is failed to open. There seems to be something wrong. Lood at VOTD as well, do you hear a background there? And .. be aware, there are some sound listenable which do not belong to the categorie <background> e. g. rain, thunderstorm, crowds and single artefacts on the maps. This works.
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