View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0002341||The Dark Mod||Coding||public||22.08.2010 02:13||09.10.2017 20:57|
|Product Version||TDM 1.02|
|Target Version||TDM 1.03||Fixed in Version||TDM 1.03|
|Summary||0002341: "No_dups" not working for vocal barks|
|Description||2. AI repeating the same vocal bark|
This issue seems to come and go. But I've definitely had a single AI hunting for me, repeating the same search bark two or three times in succession. Often it seems like there are only two different barks used during the entire search, even though each character has at least six to choose from (sometimes more). I've felt like this has happened sometimes with idle barks as well, but not always.
Every vocal soundshader has "no_dups" on it, so theoretically AI should never say the same line twice in a row. Yet they frequently do. Nothing slices away at your suspension of disbelief like hearing the AI repeat the exact same phrase over and over like a robot.
|Tags||No tags attached.|
|Orbweaver: I've noticed no_dups failing to work with footsteps sounds as well; on my system I have experienced "machine-gun footsteps" several times, even though this should be prevented.|
1. Made changes to entity.cpp, entity.h, and player.cpp to provide our own 'no_dups' handling since Doom3's appears to have a bug in it.
2. Commented out 'no_dups' wherever it appeared in *.sndshd files defining voices and footsteps. We can't turn off 'no_dups' in the code before
we hand the sound to the engine, so it has to be turned off at the source. (There's a comment in the code that you can override shader flags,
but this doesn't work for SSF_NO_DUPS because overriding flags are OR'ed into the shader flags. Can't turn a bit off using OR.)
1. Extensive testing with guard and player footstep sequences on various materials, showing the fix to work. Also checked ladder and chain climbing.
2. Extensive testing with AI barks.
Lots of inconsistencies exist among the sound shaders wrt the use of 'no_dups'. I.e. one builder's voice set might have 'no_dups' set everywhere it should be
set, and another builder's set might not. Anyone adding 'no_dups' to shaders they think need them might not catch that we don't need to set 'no_dups' any more
for voices and steps. Or someone adding a new AI might include 'no_dups' in new sound shaders. This could lead to duplicate barks or steps.
There's no way to control this, so we'll just have to respond to complaints if anyone notices.
entity.cpp (& rev 4266)
|22.08.2010 02:13||Springheel||New Issue|
|22.08.2010 14:41||Springheel||Note Added: 0003177|
|20.10.2010 20:15||grayman||Assigned To||=> grayman|
|20.10.2010 20:15||grayman||Reproducibility||have not tried => sometimes|
|20.10.2010 20:15||grayman||Status||new => assigned|
|20.10.2010 20:15||grayman||Product Version||=> TDM 1.02|
|20.10.2010 20:15||grayman||Target Version||=> TDM 1.03|
|21.10.2010 01:39||grayman||Note Added: 0003253|
|21.10.2010 01:39||grayman||Status||assigned => resolved|
|21.10.2010 01:39||grayman||Resolution||open => fixed|
|21.10.2010 01:39||grayman||Fixed in Version||=> TDM 1.03|
|14.11.2010 23:50||grayman||Note Edited: 0003253||View Revisions|
|14.11.2010 23:51||grayman||Note Edited: 0003253||View Revisions|
|03.06.2011 03:59||greebo||Status||resolved => closed|
|09.10.2017 20:57||nbohr1more||Relationship added||related to 0002400|