Hi,
I disagree with making monsters silent. You should still be able to 
hear monsters in a dark room, but they should not be detectable with 
the O key. Afterall, you would still be able to hear things moving, 
even if you can't see.
Karl
Original message:
> Hi Raul,


> Quote
> OK, I see what you are saying, but if the torches are not on a timer and
> it's just a sound, then how are they working now?
> End quote

> When you step into a room that is dark it basically flips a trigger. It
> lights a torch and based on if there is a torch burning or not it will
> start playing the sounds for gems, coins, and other previously hidden items.
> When that file is no longer playing the game turns off the sounds for
> items in the room. Part of this is timer based, but the torch burning is
> not. I do agree it is rather unconsistent, and a bit unrealistic.

> Quote
>  You go into a dark
> room and the torch lights up automatically. Does this mean that the room
> is now lit for that session regardless of how long you are in there for?
> End quote

> No, it doesn't work that way. The master loop does check to see if a
> torch file is playing, and turns sounds on off acordingly. When your
> torch file stops playing sooner or later the loop will see that and turn
> sounds off.
> I'm obviously going to have to completely rework this for beta 3 since
> it is not really very consistent,and the design was more a stop-gap
> measure to get it working rather than a final and good implamentation.
> Anyway, to clear up some confussion let me go back to the beginning,
> where I should have started, and explain the structure of how it
> currently works.
> As you probably already aware the r key keeps track of your room number.
> Where update torch function that is attached to the main game loop/timer
> which checks to see what room the player is in. If he stumbles into room
> x and it is suppose to be dark it starts the torch burning sound. The
> torch burning sound is not timed, but just one long file. When the file
> stops playing the timer will either light another one, or stop the
> sounds in the room.

> Quote
> 1. Make the torch a timer. This way, the timer is paused if you view the
> map.
> End quote

> I think I can handle that. That wouldn't take too long to acomplish. I
> would have to retool theway things react to them, but it is only mildly
> painful at this point.

> Quote
> 2. make nothing visible in the room if you have no torch. This includes
> nothing being spoken by the O command for objects, this includes not
> playing sounds of monsters, and this includes not seeing monsters with
> the map.
> End quote

> As for the o key I have plans to fix that. Not being able to see
> monsters on the map requires a rewrite of the way the map works. <grone>

> Quote
> 3. make it possible to jump over a monster and grab coins, gems,
> potions, etc even if you don't know where they are because even though
> it's dark, the objects are still there. Likewise, even if you don't hear
> the monster, you should die if you come across them.
> End quote

> Now, that is possible. Those does require some serious retooling of the
> way the game works, and it looks like beta 3's bug fixes and features
> have just been given to me. <Grin>


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