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IDProjectCategoryView StatusLast Update
0003521The Dark ModDef / Setuppublic22.08.2013 19:54
ReporterSpringheel Assigned Tograyman  
PrioritynormalSeveritynormalReproducibilityalways
Status resolvedResolutionfixed 
Product VersionTDM 2.00 
Target VersionTDM 2.00 
Summary0003521: Ragdolls make no noise when set to "small"
DescriptionCurrently, builder guards are set to:

"spr_object_hardness" "hard"
"spr_object_size" "medium"

I tried setting regular AI (in tdm_ai_base.def) to:

"spr_object_hardness" "hard"
"spr_object_size" "small"

However, when I do this, those ragdolls make NO sound at all. I can drop the body directly behind an AI and nothing happens. Meanwhile, dropping a fork (with the same hard/small settings) sends them to alert.

Change the object size on ai_base from small to medium again, and the guards hear it no problem.

Given the volume of small/hard objects, AI should be hearing these bodies just as well as they hear a fork. Why are they hearing NOTHING at all??
TagsNo tags attached.

Activities

Springheel

Springheel

15.08.2013 23:41

administrator   ~0006027

Video here: http://www.youtube.com/watch?v=YOVeoXZqiVs&feature=youtu.be
grayman

grayman

18.08.2013 00:32

viewer   ~0006042

Last edited: 18.08.2013 00:32

Is the issue that they don't make a sound at 'small', or that they should make a quieter sound at 'medium'?

Because 'medium' is the setting, and getting 'small' to work isn't going to fix the problem if we're looking for a quieter sound. While changing the default object size to 'small' would give us a quieter sound, that spawnarg is used for other things, i.e. splash sounds and wave size when hitting water. And the ragdoll isn't a small object.

grayman

grayman

18.08.2013 16:31

viewer   ~0006048

This is a repeat of issue 0003394.

To fix that one, I needed to add this line to the "medium" and "large" ragdoll sounds:

"prop_to_friend" "1"

I didn't put them on "small" because ragdolls aren't marked "small".

So the question is: Do we want to add this line to the "small" sounds, even though ragdolls won't be marked "small"?

With that line included in the propagated sound defs, the patrolling guard in your video will hear the dropped body.
Springheel

Springheel

18.08.2013 16:40

administrator   ~0006050

Last edited: 18.08.2013 16:41

"While changing the default object size to 'small' would give us a quieter sound, that spawnarg is used for other things, i.e. splash sounds and wave size when hitting water. And the ragdoll isn't a small object."

I wasn't trying to make them quieter, I was trying to make them louder. There aren't many options to choose from. "Medium/soft" is too quiet. "Medium/hard" would make them just as loud as builder guards, which is too loud. So I was going to try "small/hard" which is somewhere in between.

Hadn't considered the wave/splash issue...I'll have to check and see if that is a problem.

"So the question is: Do we want to add this line to the "small" sounds, even though ragdolls won't be marked "small"?"

Is there any reason not to? Simple consistency between movable objects would seem to be a good reason to do so unless there are negative consequences. This wouldn't affect whether AI are alerted by things other AI knock over, would it?

grayman

grayman

18.08.2013 17:24

viewer   ~0006052

Can't you just change the volume on Medium/Soft?
Springheel

Springheel

18.08.2013 17:30

administrator   ~0006053

But that would change the volume for ALL movable objects that are medium/soft.
grayman

grayman

18.08.2013 19:19

viewer   ~0006057

"This wouldn't affect whether AI are alerted by things other AI knock over, would it?"

They would behave the same way large and medium inanimate things knocked over by AI behave. I suspect the listeners won't care.
Springheel

Springheel

18.08.2013 21:49

administrator   ~0006059

I think the best thing to do is add that spawnarg to all the movable object sounds. Even if we don't use the small/hard combo for AI, there could be ragdoll objects in the future that use it.

Issue History

Date Modified Username Field Change
15.08.2013 20:47 Springheel New Issue
15.08.2013 23:41 Springheel Note Added: 0006027
18.08.2013 00:32 grayman Note Added: 0006042
18.08.2013 00:32 grayman Note Edited: 0006042
18.08.2013 16:31 grayman Note Added: 0006048
18.08.2013 16:40 Springheel Note Added: 0006050
18.08.2013 16:41 Springheel Note Edited: 0006050
18.08.2013 17:24 grayman Note Added: 0006052
18.08.2013 17:30 Springheel Note Added: 0006053
18.08.2013 19:19 grayman Note Added: 0006057
18.08.2013 21:49 Springheel Note Added: 0006059
18.08.2013 23:53 grayman Assigned To => grayman
18.08.2013 23:53 grayman Status new => assigned
19.08.2013 10:30 grayman Status assigned => feedback
22.08.2013 19:54 Springheel Status feedback => resolved
22.08.2013 19:54 Springheel Resolution open => fixed