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[MIRROR] Gives shadow walk a new, spookier, and shorter sound effect that no longer ignores walls #2929

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Apr 17, 2024

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Mirrored on Nova: NovaSector/NovaSector#2027
Original PR: tgstation/tgstation#82689

About The Pull Request

This gives shadow walk a snazzy new sound effect for entering/exiting jaunt.

2024-04-15.18-03-51.mp4

This also has the sounds it plays no longer passes through walls.

Why It's Good For The Game

The ethereal_entrance/exit sound effects are drawn out, and pretty grating. They work for the other jaunts they're used for because a jaunt typically lasts longer than the sound itself. Nightmares are frequently dancing in and out of jaunt, and the sound effects for entering/exiting tend to overlap. It gets loud and annoying really fast.

This sound effect is quicker, spookier, and more distinct.

As for making the sound not ignore walls, I think it's pretty dumb how easy it is to detect the spooky scary shadow antag just by sitting in your department. It takes a lot of the initial fear and paranoia they have the potential for is wasted when Joe Geneticist can hear them messing around in their territory without having to leave their chair.

Changelog

🆑 Rhials
sound: Nightmare has a new sound effect for entering/exiting shadow jaunt. It also no longer can be heard through walls.
/:cl:

…that no longer ignores walls (#2027)

* Gives shadow walk a new, spookier, and shorter sound effect that no longer ignores walls (#82689)

## About The Pull Request

This gives shadow walk a snazzy new sound effect for entering/exiting
jaunt.


https://github.com/tgstation/tgstation/assets/28870487/c25f720f-5bad-4063-8d6e-140fd41bd740

This also has the sounds it plays no longer passes through walls.
## Why It's Good For The Game

The ethereal_entrance/exit sound effects are drawn out, and pretty
grating. They work for the other jaunts they're used for because a jaunt
typically lasts longer than the sound itself. Nightmares are frequently
dancing in and out of jaunt, and the sound effects for entering/exiting
tend to overlap. It gets loud and annoying really fast.

This sound effect is quicker, spookier, and more distinct.

As for making the sound not ignore walls, I think it's pretty dumb how
easy it is to detect the spooky scary shadow antag just by sitting in
your department. It takes a lot of the initial fear and paranoia they
have the potential for is wasted when Joe Geneticist can hear them
messing around in their territory without having to leave their chair.
## Changelog
:cl: Rhials
sound: Nightmare has a new sound effect for entering/exiting shadow
jaunt. It also no longer can be heard through walls.
/:cl:

* Gives shadow walk a new, spookier, and shorter sound effect that no longer ignores walls

---------

Co-authored-by: Rhials <[email protected]>
@Iajret Iajret merged commit 8782827 into master Apr 17, 2024
27 checks passed
@Iajret Iajret deleted the upstream-mirror-2027 branch April 17, 2024 12:11
AnywayFarus added a commit that referenced this pull request Apr 17, 2024
Iajret pushed a commit that referenced this pull request Jun 10, 2024
…u the "THEY'RE CUTTING ME OPEN!!" surgical mood event. [MDB IGNORE] (#2929)

* Getting surgically cut open while conscious will now give you the "THEY'RE CUTTING ME OPEN!!" surgical mood event.

* Update surgery_step.dm

---------

Co-authored-by: Afevis <[email protected]>
Co-authored-by: Bloop <[email protected]>
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3 participants