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rhinoduck Potatoes
Joined: 22 Oct 2012
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Posted: Wed Feb 06, 2013 7:40 pm Post subject: KDiP.wad rifle and machine gun sound issue in multiplayer |
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The Knee Deep in Phobos wad replaces plasma gun and BFG with two custom weapons with custom sound. The sound is off and leaking pistol sounds in c/s mode. Things work fine in SP. Tested with the 2013-01-10 1.09.02 linux server release and the 2012-11-12 1.09.01 client release.
The DEHACKED in this wad also changes duration for some weapon frames (pistol, cg, ssg, maybe sg as well) which may be the culprit behind this issue.
Test wad with a test map: http://rhinoduck.wz.cz/downloads/temp/kdip_weapon_test.zip (See the stripped DEHACKED lump inside for more clues.) |
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Sr69Mm-jC Unstoppable!
Joined: 21 Jul 2011
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Posted: Wed Feb 06, 2013 8:06 pm Post subject: |
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Looked at it. The problem is with A_BfgSound codepointer.
I made an even more stripped wad to demonstrate the problem. It only has dehacked lump that contains the following code:
Code: | Frame 14
Duration = 0
Frame 15
Duration = 10
[CODEPTR]
Frame 15 = BFGSound |
The pistol uses BFG's sound just fine in SP, but in C/S you hear the pistol shot before BFG sound for a split of second. Get it here: http://www.mediafire.com/download.php?a85py1nrcdhxf82
Note that if you change the A_BfgSound codepointer to another sound-executing one like A_OpenShotgun2, the problem is completely gone (both in SP and C/S). |
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phenex2 Unstoppable!
Joined: 10 Jan 2008
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Posted: Wed Feb 06, 2013 10:09 pm Post subject: |
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wow thanks for the quick analysis |
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rhinoduck Potatoes
Joined: 22 Oct 2012
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Posted: Thu Feb 07, 2013 2:22 pm Post subject: |
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Some additional observations:
1) The delay before the BFG sound is played seems to be proportional to the player's ping.
2) When spectating someone who is using the weapons, everything is fine. |
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