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KDiP.wad rifle and machine gun sound issue in multiplayer

 
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rhinoduck
Potatoes


Joined: 22 Oct 2012

PostPosted: Wed Feb 06, 2013 7:40 pm    Post subject: KDiP.wad rifle and machine gun sound issue in multiplayer Reply with quote

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

PostPosted: Wed Feb 06, 2013 8:06 pm    Post subject: Reply with quote

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

PostPosted: Wed Feb 06, 2013 10:09 pm    Post subject: Reply with quote

wow thanks for the quick analysis
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rhinoduck
Potatoes


Joined: 22 Oct 2012

PostPosted: Thu Feb 07, 2013 2:22 pm    Post subject: Reply with quote

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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