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? | |
| 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. | |
| 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)   
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      <keyValue key="classname" value="atdm:target_set_frobable"/>
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      <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"/>
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      <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"/>
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      <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"/>
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      <keyValue key="classname" value="atdm:loot_spilt_purse_silver"/>
      <keyValue key="name" value="atdm_loot_purse_topaz_3"/>
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      <keyValue key="classname" value="atdm:moveable_food_pear"/>
      <keyValue key="name" value="atdm_moveable_food_pear_1"/>
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    <keyValues>
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      <keyValue key="name" value="atdm_moveable_hairbrush01_1"/>
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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. | |
| 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 |  | 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 | 

