View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0004206 | The Dark Mod | Sound | public | 26.08.2015 07:24 | 22.10.2022 20:16 |
Reporter | Bikerdude | Assigned To | nbohr1more | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | SVN | ||||
Target Version | TDM 2.11 | Fixed in Version | TDM 2.11 | ||
Summary | 0004206: Wooden chests sound exactly like wooden doors | ||||
Description | When you open and close wooden chests or footlockers, it sounds exactly like wooden doors opening and closing which is quite disturbing when guards are around and behind a closed wooden door to the room you are in. | ||||
Steps To Reproduce | Just check any mission with wooden chests and wooden doors in it. | ||||
Tags | No tags attached. | ||||
It's up to mappers to select the sound they want for chests, although it might help if we made sure the prefabs didn't use that sound by default. | |
@wesp5, got a list of prefabs that need looking at..? | |
@bikerdude: sadly no. | |
This still needs to be looked at. | |
How much work is involved in fixing this? Is it a simple case of just checking and correcting all the chest/footlocker prefabs? |
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Where has the edit button gone, I am unable to correct my grammar and spelling in the above note. | |
The edit button only appears when your mouse pointer is near your username. I think you are right. If someone reviewed and updated all the prefab sounds with better sounds that would ensure that chests in future missions would be distinguishable from doors. |
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Its seems in the tracker wasn't logged by me directly, I am unable to edit notes I leave on other trackers. | |
How much time have we got before 2.09 is released..? for me to go through all the aforementioned prefabs and correct them? | |
Will work on this so its gets included in the 2.11 release. | |
As Dragofer create a DR script to open lots of models for checking etc, am hoping it can do the same thing we prefabs so I can finally put this tracker to bed. | |
I went through Dragofers exported containers prefabs map and only one footlocker (see attached) had doors sounds. So I think this tracker can be closed at long last :-D footlocker_loot_low.pfbx (6,125 bytes)
<?xml version="1.0" encoding="utf-8"?> <map version="1" format="portable"> <layers> <layer id="0" name="Default" parentId="-1"/> </layers> <selectionGroups/> <selectionSets/> <properties> <property key="EditTimeInSeconds" value="444"/> <property key="LastCameraAngle" value="-36.6 312.3 0"/> <property key="LastCameraPosition" value="386.227 2404.76 98.6007"/> </properties> <entity number="0"> <primitives> <brush number="0"> <faces> <face> <plane x="0" y="0" z="1.000000" d="-10.875000"/> <textureProjection xx="0" yx="0.125000" tx="-42.207153" xy="-0.125000" yy="0" ty="308.162415"/> <material name="textures/common/clip"/> <contentsFlag value="0"/> </face> <face> <plane x="1.000000" y="0" z="0" d="-17.532450"/> <textureProjection xx="0.125000" yx="0" tx="-276.240540" xy="0" yy="0.125000" ty="1.179250"/> <material name="textures/common/clip"/> <contentsFlag value="0"/> </face> <face> <plane x="0" y="-1.000000" z="0" d="-10.450649"/> <textureProjection xx="0.125000" yx="0" tx="-42.191528" xy="0" yy="0.125000" ty="1.226125"/> <material name="textures/common/clip"/> <contentsFlag value="0"/> </face> <face> <plane x="0" y="0" z="-1.000000" d="-7.000000"/> <textureProjection xx="0" yx="-0.125000" tx="-42.207153" xy="0.125000" yy="0" ty="-276.209290"/> <material name="textures/common/clip"/> <contentsFlag value="0"/> </face> <face> <plane x="-1.000000" y="0" z="0" d="-19.342550"/> <textureProjection xx="0.125000" yx="0" tx="308.256165" xy="0" yy="0.125000" ty="1.179250"/> <material name="textures/common/clip"/> <contentsFlag value="0"/> </face> <face> <plane x="0" y="1.000000" z="0" d="-9.549351"/> <textureProjection xx="0.125000" yx="0" tx="74.222778" xy="0" yy="0.125000" ty="1.179250"/> <material name="textures/common/clip"/> <contentsFlag value="0"/> </face> </faces> <layers> <layer id="0"/> </layers> <selectionGroups/> <selectionSets/> </brush> </primitives> <keyValues> <keyValue key="classname" value="atdm:target_set_frobable"/> <keyValue key="name" value="ChestFrobControl_9"/> <keyValue key="model" value="ChestFrobControl_9"/> <keyValue key="origin" value="429 2366 12.434"/> </keyValues> <layers> <layer id="0"/> </layers> <selectionGroups/> <selectionSets/> </entity> <entity number="1"> <primitives/> <keyValues> <keyValue key="classname" value="atdm:mover_door"/> <keyValue key="name" value="FootlockerLid_3"/> <keyValue key="frob_master" value="FootLockerBody_3"/> <keyValue key="immune_to_target_setfrobable" value="1"/> <keyValue key="lock_picktype" value="-"/> <keyValue key="lock_pins" value="0"/> <keyValue key="locked" value="0"/> <keyValue key="model" value="models/darkmod/containers/openable/footlocker_wood_lid.ase"/> <keyValue key="origin" value="428.41 2352.55 26.059"/> <keyValue key="rotate" value="0 0 -80"/> <keyValue key="rotation" value="-1 0 0 0 -1 0 0 0 1"/> <keyValue key="target" value="ChestFrobControl_9"/> <keyValue key="trigger_on_close" value="1"/> <keyValue key="used_by" value="-"/> <keyValue key="snd_close" value="old_creaky_door_shut_01"/> <keyValue key="snd_open" value="door_open_02"/> </keyValues> <layers> <layer id="0"/> </layers> <selectionGroups/> <selectionSets/> </entity> <entity number="2"> <primitives/> <keyValues> <keyValue key="classname" value="atdm:froblock"/> <keyValue key="name" value="FootLockerBody_3"/> <keyValue key="immune_to_target_setfrobable" value="1"/> <keyValue key="lock_picktype" value="-"/> <keyValue key="locked" value="1"/> <keyValue key="model" value="models/darkmod/containers/openable/footlocker_wood.ase"/> <keyValue key="origin" value="428.28 2364.55 0.059"/> <keyValue key="rotate" value="0 0 0"/> <keyValue key="rotation" value="-1 0 0 0 -1 0 0 0 1"/> <keyValue key="target" value="FootlockerLid_3"/> </keyValues> <layers> <layer id="0"/> </layers> <selectionGroups/> <selectionSets/> </entity> <entity number="3"> <primitives/> <keyValues> <keyValue key="classname" value="atdm:loot_spilt_purse_silver"/> <keyValue key="name" value="atdm_loot_purse_topaz_3"/> <keyValue key="origin" value="417.31 2366.2 14.184"/> <keyValue key="rotation" value="0 1 0 -1 0 0 0 0 1"/> </keyValues> <layers> <layer id="0"/> </layers> <selectionGroups/> <selectionSets/> </entity> <entity number="4"> <primitives/> <keyValues> <keyValue key="classname" value="atdm:moveable_food_pear"/> <keyValue key="name" value="atdm_moveable_food_pear_1"/> <keyValue key="origin" value="435 2363.75 15.1015"/> <keyValue key="rotation" value="1 0 0 0 0.913487 -0.406869 0 0.406869 0.913487"/> </keyValues> <layers> <layer id="0"/> </layers> <selectionGroups/> <selectionSets/> </entity> <entity number="5"> <primitives/> <keyValues> <keyValue key="classname" value="atdm:moveable_hairbrush01"/> <keyValue key="name" value="atdm_moveable_hairbrush01_1"/> <keyValue key="origin" value="436.87 2371.33 18.934"/> <keyValue key="rotation" value="0.261262 -0.965268 0 -0.965268 -0.261262 0 0 0 -1"/> </keyValues> <layers> <layer id="0"/> </layers> <selectionGroups/> <selectionSets/> </entity> </map> |
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Not sure how this is the cure? footlocker.pfbx has: "snd_close" "old_creaky_door_shut_01" "snd_open" "door_open_02" footlocker_loot_high.pfbx has: "snd_close" "old_creaky_door_shut_01" "snd_open" "door_open_02" footlocker_loot_low.pfbx does not have sound args footlocker_loot_low02.pfbx has: "snd_close" "old_creaky_door_shut_01" "snd_open" "old_creaky_door_open_01" So your fixed file adds the sound args but those added sounds are "door" sounds? Isn't the issue that we are using the same sounds for doors as with chests? As I can tell, the footlockers need to have all their sound args set to: "snd_close" "chest_wood_close" "snd_open" "chest_wood_open" These sounds are not as interesting as the creaky ones so I am guessing such a change might be greeted with mixed reactions but since the mappers can change the assigned sound for prefabs there is no harm in setting them as default. |
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Rev 16627 | |
Date Modified | Username | Field | Change |
---|---|---|---|
26.08.2015 07:24 | wesp5 | New Issue | |
27.08.2015 14:33 | Springheel | Note Added: 0007745 | |
28.03.2018 09:39 |
|
Assigned To | => user81 |
28.03.2018 09:39 |
|
Status | new => assigned |
28.03.2018 09:40 |
|
Note Added: 0010202 | |
31.03.2018 16:46 | wesp5 | Note Added: 0010332 | |
22.12.2018 09:53 |
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Note Added: 0011024 | |
22.12.2018 09:53 |
|
Assigned To | user81 => |
22.12.2018 09:53 |
|
Status | assigned => new |
25.12.2020 23:31 | Bikerdude | Note Added: 0013198 | |
25.12.2020 23:34 | Bikerdude | Note Added: 0013199 | |
25.12.2020 23:43 | nbohr1more | Note Edited: 0013198 | |
25.12.2020 23:45 | nbohr1more | Note Added: 0013200 | |
25.12.2020 23:48 | Bikerdude | Note Added: 0013203 | |
25.12.2020 23:49 | Bikerdude | Note Added: 0013204 | |
26.12.2020 12:42 | Bikerdude | Reporter | wesp5 => Bikerdude |
06.08.2022 14:08 | Bikerdude | Product Version | TDM 2.03 => TDM 2.10 |
06.08.2022 14:08 | Bikerdude | Note Added: 0015134 | |
06.10.2022 17:25 | Bikerdude | Note Added: 0015302 | |
18.10.2022 21:18 | Bikerdude | Note Added: 0015344 | |
18.10.2022 21:18 | Bikerdude | File Added: footlocker_loot_low.pfbx | |
18.10.2022 21:19 | Bikerdude | Fixed in Version | => TDM 2.11 |
19.10.2022 04:33 | nbohr1more | Note Added: 0015345 | |
19.10.2022 04:33 | nbohr1more | Assigned To | => nbohr1more |
19.10.2022 04:33 | nbohr1more | Status | new => assigned |
19.10.2022 04:34 | nbohr1more | Status | assigned => feedback |
19.10.2022 04:34 | nbohr1more | Fixed in Version | TDM 2.11 => |
19.10.2022 04:34 | nbohr1more | Target Version | => TDM 2.11 |
22.10.2022 20:15 | nbohr1more | Note Added: 0015350 | |
22.10.2022 20:16 | nbohr1more | Status | feedback => resolved |
22.10.2022 20:16 | nbohr1more | Resolution | open => fixed |
22.10.2022 20:16 | nbohr1more | Product Version | TDM 2.10 => SVN |
22.10.2022 20:16 | nbohr1more | Fixed in Version | => TDM 2.11 |