[crossfire] sound2 protocol and issues: sound_chance

Kevin Bulgrien kbulgrien at att.net
Sun Sep 26 16:38:39 CDT 2010


> > I retract the "I think sound_chance should be dispensed with".  I finally
> > found the mail list note that mentioned some changes to sound so it could
> > support random ambient sounds to improve overall immersion in the game
> > environment...  Still, the idea that 0 behaves the same as 100 seems
> > compatible with this.  Any objections?
> 
> I'm not against it (though it breaks the "0 or empty by default" rule that is 
> always used elsewhere), but sounds should be defined anyway for archetypes and 
> other things, so it shouldn't be too hard to add the "sound_chance" line at 
> the same time.
> 
> As for why there is no sound_chance defined for now, the reason is that I 
> expected sounds to be added incrementally, one sound here, another there. So 
> no massive changes, but progressive ones.
> Alas, never managed to do those changes.

The problem is that the sounds already defined were disabled by the change, so
it is not a matter of simply not implementing things incrementally.  All that
used to work no longer does..

It also seems somewhat counter-intuitive to require adding something to an
arch for a feature that should be the default behavior.

Perhaps an alternative is to add a property that must be present for the
new feature to be used.  I think that it is not that great to have to go in
and find all possible items that should emit sounds and modify them.  It is
almost inevitable that items will be missed.  Basically, I want to get rid of
the patch I have to have to play sounds because it means all public servers
don't work for sound, and a small simple change seems better than a lot of
arch and/or map changes.

Kevin



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