Where are footstep sounds?
![chimeric](https://forums.beamdog.com/applications/dashboard/design/images/banned.png)
I noticed that characters - humans and demihumans - make different sounds on different terrain. Some kinds use the same sounds, like hard floors and stone - gravel and pebbles. Where are those resources? How are they used? Perhaps I should patch avatars with better footsteps for terrain, if it's only a matter of not enough sound files.
And ogres stomp in the fog of war, but not when they appear on the scene. Their INI file has the field for footsteps sounds empty. Would be much better to hear those thundering footfalls during fights too.
And ogres stomp in the fog of war, but not when they appear on the scene. Their INI file has the field for footsteps sounds empty. Would be much better to hear those thundering footfalls during fights too.
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For more information: https://forums.beamdog.com/discussion/46632/externalize-search-map-walk-sounds-to-anitnsnd-2da
Can't say anything to the fog of war thing...
Reminds me an old "I Use Microsoft Paint" cartoon.
Well, I only looked briefly into footsteps when purging INI files of sounds, but I know that footsteps get thrown off when close fighting begins. A skeleton click-clacks its way around its spawning point, but after he starts swinging and pursues, there are no more steps. Then, if the party teleports away, the fight will end. The skeleton will go after them, and in the silence they will hear approaching footsteps in the fog of war until the skeleton emerges into view, attacks and they fade again. It is the same with the heavy crushes of ogres. Ogres and others will start thundering about again once combat quiets down.
This definitely has to do with combat counters or the game taking account of fighting in some way, because even if an ogre is not involved in the fight and just walks about, he still makes no sound while combat music plays.