View Issue Details

IDProjectCategoryView StatusLast Update
0004206The Dark ModSoundpublic22.10.2022 20:16
ReporterBikerdude Assigned Tonbohr1more  
PrioritynormalSeveritynormalReproducibilityalways
Status resolvedResolutionfixed 
Product VersionSVN 
Target VersionTDM 2.11Fixed in VersionTDM 2.11 
Summary0004206: Wooden chests sound exactly like wooden doors
DescriptionWhen 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 ReproduceJust check any mission with wooden chests and wooden doors in it.
TagsNo tags attached.

Activities

Springheel

Springheel

27.08.2015 14:33

administrator   ~0007745

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.

user81

28.03.2018 09:40

  ~0010202

@wesp5, got a list of prefabs that need looking at..?
wesp5

wesp5

31.03.2018 16:46

reporter   ~0010332

@bikerdude: sadly no.

user81

22.12.2018 09:53

  ~0011024

This still needs to be looked at.
Bikerdude

Bikerdude

25.12.2020 23:31

reporter   ~0013198

Last edited: 25.12.2020 23:43

How much work is involved in fixing this? Is it a simple case of just checking and correcting all the chest/footlocker prefabs?
Bikerdude

Bikerdude

25.12.2020 23:34

reporter   ~0013199

Where has the edit button gone, I am unable to correct my grammar and spelling in the above note.
nbohr1more

nbohr1more

25.12.2020 23:45

developer   ~0013200

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.
Bikerdude

Bikerdude

25.12.2020 23:48

reporter   ~0013203

Its seems in the tracker wasn't logged by me directly, I am unable to edit notes I leave on other trackers.
Bikerdude

Bikerdude

25.12.2020 23:49

reporter   ~0013204

How much time have we got before 2.09 is released..? for me to go through all the aforementioned prefabs and correct them?
Bikerdude

Bikerdude

06.08.2022 14:08

reporter   ~0015134

Will work on this so its gets included in the 2.11 release.
Bikerdude

Bikerdude

06.10.2022 17:25

reporter   ~0015302

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.
Bikerdude

Bikerdude

18.10.2022 21:18

reporter   ~0015344

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"/>
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          </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"/>
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            <material name="textures/common/clip"/>
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            <plane x="0" y="0" z="-1.000000" d="-7.000000"/>
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            <material name="textures/common/clip"/>
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          <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"/>
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            <plane x="0" y="1.000000" z="0" d="-9.549351"/>
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            <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>
footlocker_loot_low.pfbx (6,125 bytes)   
nbohr1more

nbohr1more

19.10.2022 04:33

developer   ~0015345

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.
nbohr1more

nbohr1more

22.10.2022 20:15

developer   ~0015350

Rev 16627

Issue History

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 user81 Assigned To => user81
28.03.2018 09:39 user81 Status new => assigned
28.03.2018 09:40 user81 Note Added: 0010202
31.03.2018 16:46 wesp5 Note Added: 0010332
22.12.2018 09:53 user81 Note Added: 0011024
22.12.2018 09:53 user81 Assigned To user81 =>
22.12.2018 09:53 user81 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