View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0003471 | The Dark Mod | Sound | public | 03.07.2013 13:57 | 17.07.2013 22:54 |
Reporter | Springheel | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.00 | ||||
Target Version | TDM 2.00 | Fixed in Version | TDM 2.00 | ||
Summary | 0003471: Default "snd_footstep" not playing for AI | ||||
Description | There have been reports that certain materials are not making footstep sounds in 2.0. I have noticed this one or twice myself. Apparently it has to do with the "material" designation in the soundshader? This will need looking into. The original report was about nodraw textures, but I saw last night in Fiasco a guard walk up a concrete worldbrush with no footsteps. | ||||
Tags | No tags attached. | ||||
I can confirm that "slate" is not making any sound when walked on by AI. tdm_ai_base.def has no mention of slate, however, so it should be playing the default sound. // default footstep, "snd_footstep" "human_stone" |
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Ok, the area in Fauchard that was causing problems is covered in monsterclip brushes. The AI is not making noise when they walk on monsterclip. Again, that should probably be the default sound. edit: yes, for some reason, the default sound is not working. The sound it points to is correct, but it is not being used. |
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I went back to 1.08, and the problem was there as well (at least AI weren't making footstep sounds on slate). I know that the default footstep was working around the time I was making A Score to Settle, because AI would suddenly start making odd footstep sounds and I discovered it was because they were walking on monsterclip. One possible solution is just to define footstep sounds for all the possible surface types, though a catch-all default sound would be more useful and safer in the long run. |
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Duh. The player can't walk on monsterclip; he'll sink through and make sounds based on whatever is underneath. |
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Never mind. Found the problem. |
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Removed the comment around a piece of code I thought a long time ago was redundant. Apparently it wasn’t. Rev. 5827: AI.cpp |
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Date Modified | Username | Field | Change |
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03.07.2013 13:57 | Springheel | New Issue | |
04.07.2013 13:42 | Springheel | Note Added: 0005634 | |
04.07.2013 13:43 | Springheel | Note Edited: 0005634 | |
04.07.2013 17:33 | Springheel | Note Edited: 0005634 | |
06.07.2013 12:21 | Springheel | Assigned To | => Springheel |
06.07.2013 12:21 | Springheel | Status | new => assigned |
06.07.2013 12:22 | Springheel | Note Added: 0005644 | |
06.07.2013 12:26 | Springheel | Note Edited: 0005644 | |
06.07.2013 12:28 | Springheel | Assigned To | Springheel => |
06.07.2013 12:30 | Springheel | Note Added: 0005645 | |
06.07.2013 12:31 | Springheel | Summary | Some materials not making footstep sounds => Default "snd_footstep" not playing for AI |
06.07.2013 21:08 | Springheel | Assigned To | => Springheel |
06.07.2013 21:08 | Springheel | Status | assigned => new |
06.07.2013 21:57 | Springheel | Note Added: 0005649 | |
07.07.2013 12:57 | Springheel | Assigned To | Springheel => |
07.07.2013 12:59 | Springheel | Note Edited: 0005649 | |
07.07.2013 12:59 | Springheel | Note Edited: 0005649 | |
10.07.2013 20:34 | Springheel | Target Version | => TDM 2.00 |
17.07.2013 20:38 | grayman | Assigned To | => grayman |
17.07.2013 20:38 | grayman | Status | new => assigned |
17.07.2013 20:48 | grayman | Note Added: 0005751 | |
17.07.2013 20:52 | grayman | Note Edited: 0005751 | |
17.07.2013 22:54 | grayman | Note Added: 0005753 | |
17.07.2013 22:54 | grayman | Status | assigned => resolved |
17.07.2013 22:54 | grayman | Resolution | open => fixed |
17.07.2013 22:54 | grayman | Fixed in Version | => TDM 2.00 |