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New race Sounds? Help Req

Posted: Thu Mar 03, 2016 11:33 pm
by Lord_Foul
So, several weeks ago i did my first sorta public beta
on my mod The Crack of Doom and there are some tech issues
I hope to resolve. I have done a massive trim down on the mod
to address the windows mem issue and i am very close
to posting version 1.01 for testing.

The last thing to fix (i hope):

missing sounds for new race

New race sounds were defined and placed with my new race lua,
however the new race sounds are not playing. Clearly i am missing
script elements that define these as new race sounds.

What else is required here, other than just defining the new sounds
with the proper naming convention?

ie...


defineSound{
name = "power_attack_yell_darkelf_male",
filename = "assets/samples/characters/power_attack_yell_01.wav",
loop = false,
volume = 0.4,
}

Re: New race Sounds? Help Req

Posted: Fri Mar 04, 2016 1:28 am
by minmay
Nothing else is required. Just define the following sounds:
damage_[race]_male
damage_[race]_female
power_attack_yell_[race]_male
power_attack_yell_[race]_female

Re: New race Sounds? Help Req

Posted: Fri Mar 04, 2016 10:24 am
by Lord_Foul
ty,
I have already done that but they do not play.

I have just renamed the human female and male sounds
for damage and power attacks as in my example.

defineSound{
name = "power_attack_yell_darkelf_male",
filename = "assets/samples/characters/power_attack_yell_01.wav",
loop = false,
volume = 0.4,
}

Re: New race Sounds? Help Req

Posted: Fri Mar 04, 2016 12:14 pm
by minmay
It works fine for me; are you certain that you are actually executing that defineSound call? Perhaps you should enable the debug console so that you can see the error messages for trying to play undefined sounds? That would tell you the exact names of the sounds you still need to define, and help you catch all sorts of other bugs. Change the 'debugInfo' and 'console' options in grimrock.cfg to true.