08092019
Spent a few hours trying to figure out why the rain audio wasn’t fading properly only to stumble across the rather obscure realisation that asset_get_index does not in fact take string() when working with sound ids, and instead you have to use audio_get_name() instead. That alone took me far more time than I’d care to admit; then I had to deal with audio_sound_gain not working in an intuitive manner(turns out you have to first play the sound via an id of its and THEN feed the id as the index, instead of just being able to plug in the sound directly)… it was all rather frustrating and tiring process but I guess that’s just how it is.
I also implemented a new rain system which uses particles instead of individual rain drop objects. It looks and works a lot better and the overall performance has predictably improved; there are still some minor issues – for example, the rain falls beneath the roof for some as of yet inexplicable reason, and I haven’t implemented rain splashes yet – but otherwise it’s a good start in a good direction.
+ New particle-based rain system
+ New audio for all rain sounds, wind audio in rmGorge
+ Implemented basic 8-directional hand torch, along with toggle in menu
? Trees no longer are drawn twice and now look much better when moving in the wind
? Wind is much more frequent
? Lightning effect has been improved and now illuminates the entire area briefly