You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Most notably, this cuts off the sound of any killing blow on a mob. (The death scream originates at the corpse object and can be heard.)
This may sound like a low priority fix but feels super annoying in game. It takes away from the experience when the smackiness of a killing blow is gone and you are left wondering where the mob went because the lack of sound indicates a miss, not a hit.
Note: The sounds play when this part from RemoteNode.cpp (line 112) is removed. Not a solution of course. (Del already informed me that this would cause a memory leak.)
// cleanup attached sounds
if (sounds)
{
for(std::list<ISound*>::iterator it = sounds->begin(); it != sounds->end(); ++it)
{
ISound* sound = *it;
sound->stop();
sound->drop();
}
sounds->clear();
delete sounds;
}
The text was updated successfully, but these errors were encountered:
Most notably, this cuts off the sound of any killing blow on a mob. (The death scream originates at the corpse object and can be heard.)
This may sound like a low priority fix but feels super annoying in game. It takes away from the experience when the smackiness of a killing blow is gone and you are left wondering where the mob went because the lack of sound indicates a miss, not a hit.
Note: The sounds play when this part from RemoteNode.cpp (line 112) is removed. Not a solution of course. (Del already informed me that this would cause a memory leak.)
The text was updated successfully, but these errors were encountered: