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Posted

I just looked today at our surface types and corrected the wiki article on it a bit.

 

While doing so, I wondered two things:

 

* we have "paper", and there is the original "cardboard" from D3. What is the difference between these two? Why did we add paper?

 

* What does it take to add more surface types? (I know you can basically just "use" it without having to define it anywhere in the code, but where would I setup the sound properties etc.?)

 

The second question is because we have the ability to tell the SEED to spawn things based on the underlying surface. However, some of the surface categories are a bit broad - f.i. you want to differentiate for mushrooms based on where they grow. Some of them only grow on dry needles, some of them only in wet areas.

 

We have:

 

  • dirt
  • gravel
  • grass
  • rock
  • sand
  • mud
  • straw

 

but that is not enough to differentiate between these things. I also wonder how one would f.i. tag these texture:

 

* dry needles (wood area, akin to dry leaves)

* wet, rich soil (garden areas where plants grow, it is not dirt, not mud)

* turf

* heath (that could be "sand")

 

under the existing scheme.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

* What does it take to add more surface types? (I know you can basically just "use" it without having to define it anywhere in the code, but where would I setup the sound properties etc.?)

I believe there is a string list of "new" surface types that is initialized in gameLocal.cpp. Spawnargs for sound properties have to be added on an individual basis for propagated sounds. Otherwise if it sees a surface type, but doesn't find a spawnarg for a propagated sound for that surface, it will just use the default soundprop volume.

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