Topic: Sheep anyone?
toptopple Topic Opener |
Posted at: 2016-06-07, 20:12
Interesting!
Critters don't have this though, and they still rely on their animations for playing sounds Does this mean at a certain movement they are doing a howl? ;) At least I couldn't confirm synchronisation yet. E.g. the Wolves don't give a howl exactly when the animation does. As a quick solution you could perhaps manage they howl with a 50% probability or depending on a counter every second time. If I put more animals in, we might get a sound polution. Top Quote |
GunChleoc |
Posted at: 2016-06-07, 23:17
That solution will probably less quick than shifting the code, which is what we will want to have in the end anyway. I have created a bug report. Busy indexing nil values Top Quote |
toptopple Topic Opener |
Posted at: 2016-06-09, 09:59
Uploaded my branch to launchpad for review! Have a nice animal zoo by now. I took some measures to reduce the cluttering of sounds. If it appears too much though, you can take out some species again. I did not specify a reviewer because it wasn't sure who. Can you name me someone who would deal with me in project branch matters? As for now I must retire to focus on other work. But I might enjoy to work more on sounds later on. Thanks everyone! Top Quote |
toptopple Topic Opener |
Posted at: 2016-06-09, 15:06
Please remove file "data/sound/animals/elk_02.ogg", it causes "snow" noise here with Ubuntu! Must have passed end-control somehow. The file runs with system tools but in-game obviously is not understood. There is another "snowhite" - not in my responsibility - which I suspect to be in the Helmet Smith or some other Smith. Top Quote |
GunChleoc |
Posted at: 2016-06-09, 19:41
Thanks, I will try to have a look soonish. We usually don't specify the reviewers for merge requests, whoever has the time and skills will look at the code and/or test. The noise is a known bug: https://bugs.launchpad.net/widelands/+bug/1500531 If you want to get rid of a file, you can do so by calling Busy indexing nil values Top Quote |
toptopple Topic Opener |
Posted at: 2016-06-12, 14:51
About my BZR branch: I received a weird message from a bunnybot which run: " Continuous integration builds have changed state: Travis build 1155. State: failed. Details: https://travis-ci.org/widelands/widelands/builds/136636855. Appveyor build 993. State: success. Details: https://ci.appveyor.com/project/widelands-dev/widelands/build/_7010622_q_widelands_topple_sounds_1-993. " I'm afraid I don't understand this. Could anyone help me to explain? Why is one of the builds successful and the other not? Top Quote |
kaputtnik |
Posted at: 2016-06-12, 15:41
Don't worry about such messages from bunnybot. bunnybot is just a bot help us to get some informations due compiling. We use third party services for testing compiling: Travis: Is used for compiling linux builds Appveyor: Is used for compiling Windows builds Travis use different compiler and fails at least for compiler clang. I don't know the reason but you don't have to worry about that. Maybe a C++ developer could say more about this Top Quote |
GunChleoc |
Posted at: 2016-06-14, 18:22
When I looked at some of the Travis logs, it was a problem with Travis itself, not with your contribution. The sounds have been added to trunk now, thank you very much! Busy indexing nil values Top Quote |