Weapons defs sounds questions - Page 2

Weapons defs sounds questions

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Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: Weapons defs sounds questions

Post by Anarchid »

[6:22:01 PM] [LCC]jK synced code can RW synced data AND WRITE unsynced data
[6:22:19 PM] unsynced code can RW unsynced data and READ synced data
[6:23:15 PM] [LCC]jK and no LUS, is pure synced
[6:24:01 PM] and yes, ctrl := write
[6:24:41 PM] [LCC]jK but then the sound is played for all
[6:24:56 PM] and LOS doesn't matter only distance
[6:25:08 PM] to cam
Oh well.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Weapons defs sounds questions

Post by smoth »

gameparams is faster than send to unsynced. I mean really at this point the thread is just discussing how we could do it via lua but I still feel the water and ground sounds area of the wiki needs clarification either from testing/statement from a dev.
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: Weapons defs sounds questions

Post by Jools »

But there are other gadgets that also send everything to unsynced; they don't cause as much slowdown. I still think it's the handling of the event and not sending that causes fps loss.
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smoth
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Re: Weapons defs sounds questions

Post by smoth »

Dunno, I always found it to be a bit of a delay. Somewhere in the chain. It is highly dependent on lag IIRC
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: Weapons defs sounds questions

Post by Jools »

smoth wrote:gameparams is faster than send to unsynced. I mean really at this point the thread is just discussing how we could do it via lua but I still feel the water and ground sounds area of the wiki needs clarification either from testing/statement from a dev.
Maybe they are because you can't send tables via gameparams? If anything I think using spairs should be avoided as far as possible.
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Forboding Angel
Evolution RTS Developer
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Re: Weapons defs sounds questions

Post by Forboding Angel »

So clarify for me... Are there different sounds that can be played if something is a hit in water vs land? If so, my life just got significantly better (I've been thinking about tackling how to do this but never saw that in the wiki).
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: Weapons defs sounds questions

Post by Jools »

Since Spring 89.0, excepting version 98.0
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: Weapons defs sounds questions

Post by Jools »

About lava: I know it's not understood by the engine, but it is a known concept if you ask a lot of humans. Would it be desirable to include it also in the simulation?
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