Essentially, for each of them, there is a new key-value pair sounds. Previously, this was left at 0 for the default (tech / metal) sounds, or 1 to inhibit them. The new logic is: 0 will play the default sounds, 1 will play the new stone / concrete sliding sounds, and -1 will inhibit all sounds. This scheme gives us headroom to add other themes as well.
Maps affected:
[x] Edge
[x] Lava Tomb - This one could use the new stone sounds?
[X] Dark Zone - This one should definitely use the new stone sounds.
@anthonywebb1 provided new sound themes for plats and doors, and the game code has been modified to take advantage of them.
See the entities definitions for funct_plat, func_door, func_door_secret, and func_door_rotating:
https://github.com/jdolan/quetoo-data/blob/master/target/default/scripts/entities.def#L220 https://github.com/jdolan/quetoo-data/blob/master/target/default/scripts/entities.def#L154 https://github.com/jdolan/quetoo-data/blob/master/target/default/scripts/entities.def#L194 https://github.com/jdolan/quetoo-data/blob/master/target/default/scripts/entities.def#L173
Essentially, for each of them, there is a new key-value pair
sounds
. Previously, this was left at0
for the default (tech / metal) sounds, or1
to inhibit them. The new logic is:0
will play the default sounds,1
will play the new stone / concrete sliding sounds, and-1
will inhibit all sounds. This scheme gives us headroom to add other themes as well.Maps affected: