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I've known about this for a few years now, and had previously reported it on the old bug tracker. I can't find my issue on the Github tracker, so I'm resubmitting this:
Relative to my recollection of the DOS sound effects, ufoHit and InterceptorHit are swapped in standard/xcom2/vars.rul
The correct values are, as per my recollection at least:
constants:
ufoHit: 2
interceptorHit: 4
Tested just now on OpenXCom Extended 7.0, which I believe uses the same base data files as the standard dev tree.
The text was updated successfully, but these errors were encountered:
Following up on this, here's a capture from the Steam release: Note the alien weapon does that sonic screeching sound when it hits the Barracuda, while the torpedoes make explosion sounds when they hit the USO.
Dosbox.mp4
This is what OpenXCom sounds like: Note the torpedoes make the screeching sound, while the explosion sound is played when the Barracuda takes damage.
OpenXCom.mp4
(Sorry, Github doesn't like hevc in .mp4, you'll have to download the video and play locally in your media player of choice.)
I've known about this for a few years now, and had previously reported it on the old bug tracker. I can't find my issue on the Github tracker, so I'm resubmitting this:
Relative to my recollection of the DOS sound effects, ufoHit and InterceptorHit are swapped in standard/xcom2/vars.rul
The correct values are, as per my recollection at least:
constants:
ufoHit: 2
interceptorHit: 4
Tested just now on OpenXCom Extended 7.0, which I believe uses the same base data files as the standard dev tree.
The text was updated successfully, but these errors were encountered: