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Problem with dehacked/terrain sounds

 
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Body-Guard
Unstoppable!


Joined: 08 Jan 2006
Location: Hungary

PostPosted: Sun Nov 04, 2012 10:09 am    Post subject: Problem with dehacked/terrain sounds Reply with quote

These bugs can be observed in server(0-24): Eastern Front Release 1 Testing.

If you start a single player game with the wad loaded and you shoot the vehicles or tank traps you can hear a bullet deflect sound, which was done with pain sounds. You can't hear these sounds online for some reason. The same applies to footstep sounds. Footstep sounds were achieved by spawning a splasher thing on player moving frames, and when that thing falls on the floor it generates terrain sound. This won't work online aswell.
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phenex2
Unstoppable!


Joined: 10 Jan 2008

PostPosted: Thu Feb 07, 2013 3:34 am    Post subject: Reply with quote

need a small demo wad that shows both problems.
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Aeyesx
Dominating!


Joined: 13 Oct 2012

PostPosted: Sun Sep 14, 2014 2:00 pm    Post subject: Reply with quote

https://drive.google.com/file/d/0B0bKUIRfN8yuc0VoVzBHSmxxQzQ/edit?usp=sharing

Posting demo wad for "Terrain splashes aka footsteps sound".
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Aeyesx
Dominating!


Joined: 13 Oct 2012

PostPosted: Wed Apr 01, 2015 5:22 am    Post subject: Reply with quote

A tiny correction,
The dummy splash actor does not spawn during walking, otherwise splashes works, so far i heard this is messy to be done.

The funny thing is that spectator was able to spawn those either, but it got patched...
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UberGewei
SuperAntler


Joined: 01 Sep 2010
Location: The Netherlands

PostPosted: Mon Feb 12, 2018 12:39 am    Post subject: Re: Problem with dehacked/terrain sounds Reply with quote

Body-Guard wrote:
The same applies to footstep sounds. Footstep sounds were achieved by spawning a splasher thing on player moving frames, and when that thing falls on the floor it generates terrain sound. This won't work online aswell.


Terrain sounds do play, there's no problem with that (try A_Spawn on an enemy for example, or spawn something through ACS). The problem you mention happens because A_Spawn doesn't work on player states in a netgame.

As for pain sounds, could you provide a new wad that demonstrates the problem?
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Aeyesx
Dominating!


Joined: 13 Oct 2012

PostPosted: Tue Feb 13, 2018 9:02 pm    Post subject: Re: Problem with dehacked/terrain sounds Reply with quote

Quote:
Terrain sounds do play, there's no problem with that (try A_Spawn on an enemy for example, or spawn something through ACS). The problem you mention happens because A_Spawn doesn't work on player states in a netgame.

As for pain sounds, could you provide a new wad that demonstrates the problem?


You are right, I haven't realized it at first... Why is that tho? is that a bug or a feature?
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Aeyesx
Dominating!


Joined: 13 Oct 2012

PostPosted: Sat Feb 17, 2018 4:22 pm    Post subject: Reply with quote

Oh I realized what is going on there... Those states are like client side only i pressume. Back in the day I made similiar test wad with Kilgore and bassicaly we found out that the Spectator was also dropping those dummy objects. So this trick may not really be a bug but rather design... We may use ACS based footsteps, i think someone already did that and its a better solution anyway....
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Krawa
There is a limit


Joined: 23 Nov 2008
Location: #SDA

PostPosted: Mon Jun 04, 2018 5:57 pm    Post subject: Reply with quote

Elevator sound works meanwhile in online mode.
Footsteps don't work online.
Mirror link terrainsplash.wad


Last edited by Krawa on Mon Nov 18, 2019 7:27 pm; edited 1 time in total
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Aeyesx
Dominating!


Joined: 13 Oct 2012

PostPosted: Mon Jun 04, 2018 7:40 pm    Post subject: Reply with quote

I gues the way game handles player perhibits him to use A_Spawn using Chase states.

Its a trick, who knows if we wan't to fix it as we can trick around it using ACS.
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UberGewei
SuperAntler


Joined: 01 Sep 2010
Location: The Netherlands

PostPosted: Sun Jun 24, 2018 2:17 pm    Post subject: Reply with quote

Aeyesx wrote:
I gues the way game handles player perhibits him to use A_Spawn using Chase states.


Yes, that's correct.
I'm not sure if it's a feature or something that just hasn't been added, since A_Spawn on the player works in a Singleplayer game..
I can only think of a small number of situations where A_Spawn on the player, in a netgame, is not really desirable. A_Spawn on monsters works fine however in both Netgame and Singeplayer.
Kilgore probably knows more about it, so let's wait and see what he has to say.

All other problems described in this post should be fixed.
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