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Alternate footstep sounds. #382

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ZaneDubya opened this issue Oct 23, 2015 · 4 comments
Open

Alternate footstep sounds. #382

ZaneDubya opened this issue Oct 23, 2015 · 4 comments
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@ZaneDubya
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From Po0ka at ServUO:

I came across this thread:
https://www.servuo.com/threads/unused-stock-sound-effects-found-with-uo-fiddler.3402/

And as it sounds pretty much like what the regular client should do, do you think it would be a good idea to implement it right into the client or as a side plugin for it?

@ZaneDubya ZaneDubya added this to the RC1 milestone Oct 23, 2015
@orsi
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orsi commented Oct 23, 2015

I think we gain a lot and lose nothing by implementing it.

I've also thought about implementing the many unused book gumps into what I'm working on as well.

@SaschaKP
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It's really simple to do, at least for the grass part, every item present in ItemData has the "foliage", we can check that, but I don't think it was really used by original client for various reasons.
On the other side, in landdata we have to create a dictionary || hashset where there are all the numbers we need to check, if present and you are walking exactly in that position, your footstep sound will be different.
It's really a lot of things to check.

Since it could also be a CPU hungry thing if done in a wrong way, maybe it would be good to add an option in the client to enable or disable it.

@ZaneDubya
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Hmm... do you think we could check by tile name? I think the tile names are generally shared.

@SaschaKP
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I'll give it a try, It won't hurt.

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