hi, i wonder if you could add a sound or let us add a sound for unexplored tiles and or unsceen tiles? that way the sound would let us now more than the text. maybe a beep for unseen and a buzz for unexpllored just an idea. as this game is so much better with sounds d. austen On 12/30/12, Allan Thompson <allan1.thompson@xxxxxxx> wrote: > 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 > >