Difference between revisions of "Talk:MCD"
Bomb Bloke (talk | contribs) m |
(52: Footstep sound effect.) |
||
Line 29: | Line 29: | ||
- Bomb Bloke | - Bomb Bloke | ||
+ | |||
+ | == 52: Footstep sound effect. == | ||
+ | |||
+ | Tiles with 0 value use the metal sound. Value 3 uses exactly same sounds as 6 (martian). There is one more possible vaule = 7, it uses footsteps that sound like on snow, although polar tiles use sand effect. Besides 4 and 7 there are no more unused footstep samples in the sound files. | ||
+ | I'll leave this info for someone familiar with wiki formatting, hope you don't mind. |
Revision as of 13:34, 17 November 2005
I don't understand what 'loft' means. Can anyone here explain it to me?
-Danial 05:00, 28 Oct 2005 (PDT)
Sure. a loft is an attic, or roofspace, or somewhere located high, as in a 'church loft' (which would be the bell tower)
- ETeR
And what exactly does that have to do with:
"Loft of the tile. 12 values, each referances into loftemps.dat file.
Each record is a 16x16(?) grid. Used to create a 3D map of the tile, for LOS."
-Danial 14:23, 28 Oct 2005 (PDT)
"Loft" stands for "Line Of Fire Table", or so I'd assume.
In loftemps.dat, there are a number of records, each being a 16x16 (I think) grid. Each element of the grid is either flagged on, or off. If you stack these grids one on top of the other, you have a 3D map, and the game uses this map to work out the shape of a tile.
This means that a shot aimed at the lower section of a tree is likely to miss, because the trunk is thin; but a shot aimed at the higher portion of the tree is more likely to hit, because the tree is larger there.
More specifically, if you fire a shot at a window, the bullet can go right through the gap, or it might clip the sides of the window.
That is, although X-Com looks 2D, when it comes to working out where a bullet goes, it's all processed in 3D. I assume the same goes for working out what a unit can or can't see.
- Bomb Bloke
52: Footstep sound effect.
Tiles with 0 value use the metal sound. Value 3 uses exactly same sounds as 6 (martian). There is one more possible vaule = 7, it uses footsteps that sound like on snow, although polar tiles use sand effect. Besides 4 and 7 there are no more unused footstep samples in the sound files. I'll leave this info for someone familiar with wiki formatting, hope you don't mind.