I have attached an updated terrain.ufo to fix the issues that ShipIt has mentioned. I believe that the footstepper script was intended to work with the footstep surface tag in Radiant, but none of the maps that I looked at had that tag set. I could be wrong. The game has to have some way of determining what grids are passable. I thought about trying to decypher the map format and determine which brushes had large, horizontal surfaces, but it was easier to just grab it all.
As for the sounds, these are the only ones that I did because they were the ones that I felt sounded the least like they should. The grass was very crunchy, and the bloodspiders making the same walking noises as humans was just odd.
I am not at all offended by my inability to read the standards first.
I'll see what I can do in the future about higher quality sounds, but we are talking about noise here. I think the frequency breadth is more important than the throughput, and stereo doesn't really make much sense because the footsteps are going to be positionally located anyway.
One thing I found challenging, particularly with the looping bloodspider sound is that the sound plays for each grid you enter, so walking horiz/vert plays the sounds closer together than if you walk diagonally because walking diagonally takes longer. So either the horiz/vert walking sounds overlap, or the diagonal sounds skip. I almost think it would be better to have one, long audio loop for footstep
s on each surface type (maybe even synched with the animation !) and have the sounds played by some kind of object that can be told to start, stop, or change the sound based on queues from the actor. So I start walking on grass, it tells this object to start playing the grass footsteps loop. I move over onto gravel, it switches the loop to the gravel footsteps loop. I stop moving, it stops the loop. I crouch and move, it plays a different loop of crouched footsteps. It would eliminate the whole problem of having to piece together unnaturally tiny little fractions of sound from different sources, and all the timing issues involved, particularly with constant footstep sounds like spiders, hovernets, and eventually UGVs (and flying armor
). The end result would be much more natural sounding.