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CodeWarrior

Checking for up to date game files?

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I'm just curious to know, I was browsing through the code tonight and found that there were a few additions to the particle engine. I'm curious to know if I'm using the right files?

 

Currently I have the files that come with Gentoo's eternal-lands-1.2.0_p1-r3. Have the particles such as teleport_in.part been updated since then to handle the new sound support?

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I'm just curious to know, I was browsing through the code tonight and found that there were a few additions to the particle engine. I'm curious to know if I'm using the right files?

 

Currently I have the files that come with Gentoo's eternal-lands-1.2.0_p1-r3. Have the particles such as teleport_in.part been updated since then to handle the new sound support?

That should be the correct data pack.

There is a progressing "update" thread that includes a lot of new files for the looming update, but I am not sure if there are particle changes.

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Naw, only the waterfall has been updated...

 

I'm not overly concerned about it, but I did notice that the particles for teleport_in.part cause the sound system to try and find a random sound to play (I'm rather sure it's because the sound for the particle isn't initialised to -1 by default and while there is code to prevent it from causing a problem, it could cause a teleport in to start playing rain :) )

Edited by CodeWarrior

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I'm pretty sure that'll be as simple as updating the .part file to include the sound.

 

I intend to try it myself, but VS2005 is being a pain... I'll need to wait until I can boot into linux to mess with it...

Edited by CodeWarrior

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Okay, I've just been looking into the particle system with regard to the sounds, turns out that it's not the teleport_in sound that's causing it, but rather the circle_gold.part file.

 

Does anybody know why it was defined with 23641464 -> sound_nr, 23641468 -> positional, 23641472 -> loop? I'm guessing those values are from a legacy version of the particle system but I'm not 100%.

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