Broken sound script for sheep
Mostly a minor thing but doesn't hurt to mention. Probably a part of #246.
There is a bit of issue that any sheep you meet has a trouble being quiet. In original version, an average sheep walks around, eats grass and bleats from time to time. Here we have that sheep would be bleating nonstop during walking animation.
The way sheep and many other npc do work, regards to sounds: in each animation there are event-tags, which state at what frame - what sound effect should be executed.
Sound "Beeee!" is called "SHP_AMBIENT", and executed at:
Animation "S_FISTWALKL"(numFrames=21), frame 11 - walking animation Animation "S_FISTWALK" (numFrames=51), frame 10 - idle animation
Probably this is not really intended behavior, as emitting "Beee" every 21 frames is over the top a bit. Yes I can't say why exactly sheep doesn't span sound in original (or is it?)
If it helps, some video samples of a sheep in original and OpenGothic:
Sheep do "beee" in both versions, the difference is the frequency of that. Sheep in OpenGothic are doing it like 3x times of what they do in vanilla version.
After analyzing videos and looking into vanilla: appears, that sheep itself is fine, but in opengothic sound has no distance attenuation.