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@@ -5,6 +5,7 @@ No new sound files have been added.
The streaming musicset has been removed. If you want music, see my clone of CO.AG musicpack redux 2019-12-11.
Inaudible radio 4 sound disabled.
Dog sound 1 disabled.
+Indoors_1 sound disabled.
Add sound references for my hk_loadout mod, misc mod, vamp_stuff redone mod.
The game caches sound files in some way. After changing any sound files:
Run the game, load a save, exit, then run the game again.
@@ -20,12 +21,13 @@ Safes do not call a sound when opened.
Gates do not call a sound when opened or closed.
Non-Zombie monsters do not call a sound when attacking.
Spells do not call a sound when cast.
+-However, these can be hackily added to the spells themselves when using Bright Nights.
-Canvas walls/doors/floors do not call a sound when smashed. (I may have missed a comma somewhere.)
-Animal Skin walls/doors/floors do not call a sound when smashed. (I may have missed a comma somewhere.)
Cardboard Forts do not call a sound when smashed. (I may have missed a comma somewhere.)
Pillow Forts do not call a sound when smashed. (I may have missed a comma somewhere.)
+smash_fail sounds do not work at all. (Source code bug. soundfxvariant is not defined.)
+
NPCs firing suppressed weapons use the normal weapon fire sounds.
Some sounds don't play at all when using an mp3 player. (close_door works, but open_door doesn't?! :/ )
@@ -40,11 +42,12 @@ Preloading slows down launching the game.
### Todo:
Merge with Otopack+ModsUpdates
Add sounds for grid tools
+Add sound files for helicopter engines. It just doesn't feel right having the diesel engine sound for helicopters.
### Implemenation Quicks:
Be extra careful not to miss a comma. Even a single missed comma can break all sounds and the game makes this extremely hard to debug.
-Sounds with only a single sound file must be placed on a single line array. I know, weird.
+Sounds with only a single sound file must be placed on a single line array. I know, weird. (This doesn't seem to be a problem anymore.)