View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0001868 | The Dark Mod | Sound | public | 26.07.2009 18:50 | 09.07.2022 15:27 |
| Reporter | Ishtvan | Assigned To | Springheel | ||
| Priority | normal | Severity | normal | Reproducibility | N/A |
| Status | resolved | Resolution | fixed | ||
| Product Version | SVN | ||||
| Target Version | TDM 2.04 | Fixed in Version | TDM 2.05 | ||
| Summary | 0001868: Soundprop sound needed for windows shattering | ||||
| Description | We need to make a default soundprop suspicious sound def for when windows shatter, then reference it in misc.def, func_fracture entity under the local def sprS_shatter. That way breakable windows will by default alert AI when they break. | ||||
| Tags | No tags attached. | ||||
| related to | 0004177 | new | Func_fractures overhaul |
|
http://forums.thedarkmod.com/topic/17258-breakable-glass/page-3 Grayman: When an AI spots a broken item, he barks "snd_foundBrokenItem" |
|
| This was fixed in 2017 by Springheel. Shattering glass uses "yell" sound propagation. | |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 26.07.2009 18:50 | Ishtvan | New Issue | |
| 16.10.2017 14:45 | nbohr1more | Relationship added | related to 0004177 |
| 16.10.2017 14:48 | nbohr1more | Note Added: 0009490 | |
| 16.10.2017 14:49 | nbohr1more | Note Edited: 0009490 | |
| 16.10.2017 14:50 | nbohr1more | Status | new => feedback |
| 16.10.2017 14:50 | nbohr1more | Product Version | => SVN |
| 16.10.2017 14:50 | nbohr1more | Target Version | => TDM 2.04 |
| 09.07.2022 15:27 | Dragofer | Assigned To | => Springheel |
| 09.07.2022 15:27 | Dragofer | Status | feedback => resolved |
| 09.07.2022 15:27 | Dragofer | Resolution | open => fixed |
| 09.07.2022 15:27 | Dragofer | Fixed in Version | => TDM 2.05 |
| 09.07.2022 15:27 | Dragofer | Note Added: 0014984 |