Update of /cvsroot/netrek/client/netrekxp/resources/docs In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv29008/resources/docs Modified Files: changes.txt Log Message: Giving up on getting torp/plasma fuse, going by closest torp/plasma for sound. Index: changes.txt =================================================================== RCS file: /cvsroot/netrek/client/netrekxp/resources/docs/changes.txt,v retrieving revision 1.23 retrieving revision 1.24 diff -u -d -r1.23 -r1.24 --- changes.txt 26 Apr 2006 23:18:14 -0000 1.23 +++ changes.txt 27 Apr 2006 00:57:54 -0000 1.24 @@ -11,8 +11,8 @@ - change to warning sounds: changed current "warning" sound to the yellow alert sound, and made the red_alert sound file the red alert sound. Added additional measures to stop playing the alert sound if you go down in alert status -- change to plasma_other sounds: currently buggy due to no good way to determine which torp on - screen is most recent for sound purposes, however the basic stereo effect mostly works. +- change to plasma_other sounds: uses closest other_plasma for sound location, as there is no + good way to determine which torp on screen is most recent for sound purposes. - change to plasma_hit sounds: nothing special other than stereo effect - change to phaser sounds: observers now hear phasers! Also fixed it so observers locked onto a player hear self-phaser sounds rather than phaser_other sounds when that player @@ -22,8 +22,8 @@ - change to cloak/uncloak sounds: under old sound (not using newSound), observers now hear cloak/uncloak sounds for ship they are locked onto. For newSound, you now hear cloak/uncloak events for all ships on the tactical. -- change to torp_other sounds: currently buggy due to no good way to determine which torp on - screen is most recent for sound purposes, however the basic stereo effect mostly works. +- change to torp_other sounds: uses closest other_torp for sound location, as there is no + good way to determine which torp on screen is most recent for sound purposes. - change to torp_explosion sounds: nothing special other than stereo effect. - change to explosion sounds: changed it so observers who are locked onto a player who blows up hear the self-explosion sound rather than the explosion_other sound.