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Locations[n].models.always.door_chapel = "door_chapel";
@Myth: The new lighting files do work in PoTC:NH and certainly make a difference at night. Thanks again!
About the third door: your location code includes this line:In PoTC:NH, that is only used for a special variant of "Tavern_2" used in one particular storyline. The standard "Tavern_2" which can be visited in Havana and Cartagena has no such line, therefore no third door, and nowhere for it to lead. So for PoTC:NH, I'll stick with the locator file I created by adding your candle locators to the original file and then swapping "reload1" and "reload2".Code:Locations[n].models.always.door_chapel = "door_chapel";
A locator for sound?Recently, I corrected the locator file: I added a locator for the sound of fire from the furnace.
Yes!A locator for sound?
I never even realised those exist!
That's for 3D sound then? Cool!Yes!
Now when you approach the hearth with fire, you hear the crackle of firewood.That's for 3D sound then? Cool!
The sound system in PotC:NH has been rewritten several times by modders. I wonder if some of that work might have broken existing functionality.It may be that this sound effect is yet another feature which Akella didn't get working in time for the release of PoTC but did get working in CoAS, and possibly even in AoP.
The sound system in PotC:NH has been rewritten several times by modders. I wonder if some of that work might have broken existing functionality.
Perhaps this did work in the unmodded game?
Could you point out where it was altered in NH? Perhaps it can be corrected back, preferably without breaking any other sound effects in NH.
I have the unmodded game on my hard drive, normally used only as a base from which to create a new NH install, but it means I was able to check this. There should be two fireplaces in Oxbay, one in the town and one in the tavern, and I can't here fireplace sounds at either of them. Possibly there's something odd about my system, which would then perhaps be why I can't hear fireplace sounds in NH either.The sound system in PotC:NH has been rewritten several times by modders. I wonder if some of that work might have broken existing functionality.
Perhaps this did work in the unmodded game?
There's a 'TraceAndLog' command right after the 'while' line, currently commented out, which shows both the original "locatorName" and the derived "locatorType". When I uncommented it, it showed that the type was being correctly set to "fireplace". Moreover, in NH, this tavern is in Havana town centre, which should have a couple of locator based sounds of its own, including a fountain, and I don't hear any sound from that either. Sound locator "fountain01" was correctly truncated to locatortype "fountain" - in fact, the report from that 'TraceAndLog' was what made me check the fountain.I've not verified it is working/not working in NH, but based on the claim made here that it does not seem to be, it might be the isDigit function is not working as intended? Or perhaps within the while loop, the strLen is not actually adjusting the length simultaneously within script, like would be expected?
Where do you define the sounds themselves; if you add a new sound that wasn't in the game before?For special fireplaces I have done it by making sound loops in questrection.c.