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Since I have to use every advantage I can get when playing high level, today I tried boxes and headphones to get a better indication what monsters are coming from what direction, and once more I noticed an issue that I think I mentioned way back: Often accustically monsters seem to be right beside you while in truth they are in an entirely separate part of the dungeon. Solution: Please let walls have a much stronger muffling effect on monster sounds.
Parting is all we know from Heaven, and all we need of hell.
I agree, playing SS (in headphones) I noticed that the monster footsteps that were ambient were just slightly too loud comapred to the monster footsteps of a real critter,it was hard to tell the difference between a generally alive level and something soon to get you
OK, I'll take a look at this. The engine already takes into account walls (i.e. it doesn't just calculate the distance from the monster to the party and use that), but I've probably made a mistake somewhere!
George Gilbert wrote:OK, I'll take a look at this. The engine already takes into account walls (i.e. it doesn't just calculate the distance from the monster to the party and use that), but I've probably made a mistake somewhere!
I did (it only took into account walls right next to the party, not any walls inbetween the noise and the party) - now fixed for V0.38
So walls won't block sound completely, but strongly reduce the volume of noises right, like well let' say 3 solid doors each or something like that, right?
Parting is all we know from Heaven, and all we need of hell.