Adjusted weather. Hopefully fixed trees for real this time, so far so good.
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@@ -129,6 +129,8 @@ const float STREAM_SOUND_VOLUME_STEP = 4.3; // 30 dB over 7 tiles
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const float TREE_SOUND_VOLUME_STEP = 4.0; // Similar to snares for good audibility
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const int TREE_SOUND_RANGE = 4;
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const int TREE_MIN_DISTANCE = 10;
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const int TREE_MAX_PER_AREA = 2;
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const float RESIDENT_DEFENSE_VOLUME_STEP = 3.0; // Default volume for resident counter-attacks
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const float PLAYER_WEAPON_SOUND_VOLUME_STEP = 3.0;
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@@ -174,3 +176,29 @@ const int GOOSE_MAX_DIST_FROM_WATER = 4; // How far they can wander from water
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const int GOOSE_MAX_COUNT = 3;
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const int GOOSE_HOURLY_SPAWN_CHANCE = 35; // Percent chance per hour to spawn a goose
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const int GOOSE_SIGHT_RANGE = 0;
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// Weather settings
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const int WEATHER_FADE_DURATION = 8000; // 8 seconds for smooth audio transitions
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const float WEATHER_MIN_VOLUME = -30.0;
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const float WEATHER_MAX_VOLUME = 0.0;
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const float RAIN_VOLUME_LIGHT = -18.0;
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const float RAIN_VOLUME_MODERATE = -10.0;
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const float RAIN_VOLUME_HEAVY = -3.0;
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const int WIND_GUST_MIN_DELAY = 30000; // Min 30 seconds between gusts
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const int WIND_GUST_MAX_DELAY = 60000; // Max 60 seconds between gusts
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const int THUNDER_MIN_INTERVAL = 8000; // Min 8 seconds between thunder
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const int THUNDER_MAX_INTERVAL = 35000; // Max 35 seconds between thunder
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const int THUNDER_MOVEMENT_SPEED = 2000; // ms per tile movement (slow roll across sky)
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const float THUNDER_SOUND_VOLUME_STEP = 2.0; // Gentler volume falloff
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const int THUNDER_SPAWN_DISTANCE_MIN = 20; // Min distance from player
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const int THUNDER_SPAWN_DISTANCE_MAX = 40; // Max distance from player
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const int CHANCE_CLEAR_TO_WINDY = 15;
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const int CHANCE_CLEAR_TO_RAINY = 6;
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const int CHANCE_CLEAR_TO_STORMY = 5;
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const int CHANCE_WINDY_STAY = 55;
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const int CHANCE_WINDY_TO_CLEAR = 25;
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const int CHANCE_WINDY_TO_STORMY = 12;
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const int CHANCE_RAINY_STAY = 40;
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const int CHANCE_RAINY_TO_STORMY = 35;
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const int CHANCE_STORMY_STAY = 40;
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const int CHANCE_STORMY_TO_RAINY = 35;
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