View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002540 | The Dark Mod | Sound | public | 12.01.2011 12:02 | 18.02.2013 00:26 |
Reporter | LEGION | Assigned To | |||
Priority | high | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | no change required | ||
Platform | Win32 | OS | Windows | OS Version | XP |
Product Version | TDM 1.03 | ||||
Summary | 0002540: AI-foodsteps on Func-statics | ||||
Description | If AI´s (guards, builders, not sure for other creatures) do walk on Func-Statics they make a very loud sound that reminds me of the tile-shader-set. Example is the beginning town-section of Bikerdude´s Cathedral-FM (latest release) when the patrolling Guard walks on the stairs (that are a FS). For the player-steps nothing changes however. Also the beginning of NHAT2/3 had some little stone-FS´s in mud. I don´t know but really would like to know where (shader?) these sounds are defined. | ||||
Steps To Reproduce | Watch a guard walking on FS. | ||||
Additional Information | Func-Statics let AI play only one (damn loud) step-sound, no matter what material. | ||||
Tags | No tags attached. | ||||
I suggest that this is not a problem. Many func_static surfaces, especially in the early days, are covered with monster_clip so that AI can walk on them. There's no footstep sound associated with monster_clip, so when an AI walks on it, the code defaults to "snd_footstep" which itself defaults to the sound of a footstep on stone. It's up to the mapper to use monster_clip or one of the tdm_nodrawsolid* textures for AI to walk on. Different versions of tdm_nodrawsolid* provide different footstep sounds when walked upon. |
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