[ian-reeds-games] Re: speech output...

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sun, 30 Dec 2012 15:48:37 -0500

Excellent, thank you.

I noticed my zombies didn't move after they destroyed the walls and fence. They 
do on the  map before dev 5. I wonder if that is some kind of effect of the 
sight range thing? 
It changes   the danger level a bit, as now the zombies wait a turn before 
marching in to eat people's juicy deliscious brains, grin.

Vector math? My head hurts just imagining the concept! 

al 

 
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: Ian Reed 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Sunday, December 30, 2012 3:04 PM
  Subject: [ian-reeds-games] Re: speech output...


  Hi Allan,

  I think when map creators specify a sound the game always looks for a 
  .wav file.
  It doesn't need to though, so I should fix this.
  At certain points in the game's history I played with DirectX 
  SoundEffects which allowed me to change the frequency of the sound as 
  well as apply wave modifiers in game.
  Those only worked on .wav.  But the current game uses a DirectX Audio 
  class which can use mp3 or wav but doesn't let me do those other sound 
  modifying things.

  For your other questions:
  1 Yes, but line of sight is not implemented in dev 5.  I am actually 
  working on it right now.
  It requires some vector math which I am obviously doing wrong, but I'm 
  getting some help with it tonight.
  You should see it in the very near future and it will include a 
  blocks_sight flag for terrain such as walls.

  2 Thanks for pointing that out.  I can add commas in the text which will 
  cause the speech to pause just a little and make it more understandable.
  I'll have a look at that.

  Ian Reed

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