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@franciscod
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Dirty magic number for demo purposes 😄

@TheJJ
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TheJJ commented Oct 30, 2014

Hmm, i think that's too dirty 😉, playing the actual assigned destruction sounds should be implemented right away, not some hardcoded number.

@mic-e
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mic-e commented Oct 30, 2014

<vortigaunt voice> agreed. the free man must hurry. </vortigaunt voice>

@franciscod
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oh! we have the actual id for each building? into teh codez!

@franciscod
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On the game, you click a TerrainObject, which knows only the texture and foundation_size from the TestBuilding (which has the sound). At this time, should we put effort into giving to TerrainObject more info about the building, or the hardcoded option is good enough for this demo game_main.cpp?

@TheJJ
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TheJJ commented Oct 31, 2014

put it into the game_main.cpp for now, we have to generalize the sounds for all units and not just buildings anyway soon.

@franciscod
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okay!

in the future we want Jon0's horse can walk through the town center, so we should have a building layer and an unit layer or something like that. and maybe each layer should just be pointers to entities in the game? i don't know if this is the time to discuss this :p

@franciscod
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/**
terrain object class represents one immobile object on the map (building, trees, fish, ...).
*/

a tree is a building? a fish is a building?

should we add a dying_sound to terrainobject, or it'd be enough to add a 'building_id'?

EDIT: whoops, wanted to cancel this comment and closed the whole thing, reopened

@franciscod franciscod closed this Oct 31, 2014
@franciscod franciscod reopened this Oct 31, 2014
@TheJJ
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TheJJ commented Nov 1, 2014

This inheritance equals the original game data, as seen in https://github.com/SFTtech/openage/blob/master/py/openage/convert/gamedata/unit.py#L933

@jamesmintram is currently implementing the new renderer, when that is done, we can look into multilayer buildings (see #58).

The "quick" fix would be a dying sound for TerrainObjects. In the long run, we'll have GameObjects and the TerrainObjects inherits from it.

@TheJJ TheJJ added lang: c++ Done in C++ code bug Behaving differently as it should behave labels Nov 1, 2014
@franciscod
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done TheJJ "quick" fix and somehow it doesn't work!

@franciscod
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aha! all dying sounds are -1! anyone can reproduce or my assets are different (spanish version)?

i have a similar issue with #59, where most creation0 and creation1 are -1

@franciscod
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#108 tries to fix both placement and destruction sounds

@TheJJ TheJJ closed this Nov 4, 2014
@franciscod franciscod deleted the destruction-sounds branch November 4, 2014 21:31
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3 participants