TFTD requires separate "underwater" strings for sprites and sounds, so my question is: how does one go about implementing this,
exactly? Last night I was experimenting with extra/alternate explosion colors to visually differentiate between smoke/dye, HE and stun/freeze. They work on land just fine; however, the game keeps crashing underwater. I'm obviously missing something.
(I tried a much darker smoke/dye, but it just didn't look good. These aren't final, will continue experimenting.)
I believe I got sounds figured out, like so:
extraSounds:
- type: BATTLE.CAT
files:
90: Resources/Sounds/GaussPistol.ogg
- type: BATTLE2.CAT
files:
90: Resources/Sounds/GaussPistolUW.ogg
So I'm assuming something similar applies for sprites? Example:
extraSprites:
- type: X1.PCK
width: 1024
height: 128
subX: 128
subY: 64
files:
80: Resources/Extra_Explosions/X1_Stun.png
100: Resources/Extra_Explosions/X1_Smoke.png
120: Resources/Extra_Explosions/X1_HE.png
items:
- type: STR_DYE_GRENADE
hitAnimation: 100
- type: STR_GC_HE_AMMO
hitAnimation: 120
- type: STR_HALLUCINOID_STUN_WEAPON
hitAnimation: 80
As always, help much appreciated
PS: Somewhat related also: shotgun-style weapon do not work underwater either (it won't crash the game, but shotgunPellets only work on land. It's nothing urgent as of now, but Warboy may wanna patch that up that later?