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Play destruction sounds #60
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Hmm, i think that's too dirty 😉, playing the actual assigned destruction sounds should be implemented right away, not some hardcoded number. |
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oh! we have the actual id for each building? into teh codez! |
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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? |
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put it into the |
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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 |
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/** 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 |
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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. |
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done TheJJ "quick" fix and somehow it doesn't work! |
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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 |
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#108 tries to fix both placement and destruction sounds |
Dirty magic number for demo purposes 😄