View Issue Details

IDProjectCategoryView StatusLast Update
0003471The Dark ModSoundpublic17.07.2013 22:54
ReporterSpringheel Assigned Tograyman  
PrioritynormalSeveritynormalReproducibilityhave not tried
Status resolvedResolutionfixed 
Product VersionTDM 2.00 
Target VersionTDM 2.00Fixed in VersionTDM 2.00 
Summary0003471: Default "snd_footstep" not playing for AI
DescriptionThere 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.
TagsNo tags attached.

Activities

Springheel

Springheel

04.07.2013 13:42

administrator   ~0005634

Last edited: 04.07.2013 17:33

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"

Springheel

Springheel

06.07.2013 12:22

administrator   ~0005644

Last edited: 06.07.2013 12:26

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.

Springheel

Springheel

06.07.2013 12:30

administrator   ~0005645

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.
Springheel

Springheel

06.07.2013 21:57

administrator   ~0005649

Last edited: 07.07.2013 12:59

Duh. The player can't walk on monsterclip; he'll sink through and make sounds based on whatever is underneath.

grayman

grayman

17.07.2013 20:48

viewer   ~0005751

Last edited: 17.07.2013 20:52

Never mind. Found the problem.

grayman

grayman

17.07.2013 22:54

viewer   ~0005753

Removed the comment around a piece of code I thought a long time ago was redundant. Apparently it wasn’t.

Rev. 5827:

AI.cpp

Issue History

Date Modified Username Field Change
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