View Issue Details

IDProjectCategoryView StatusLast Update
0005363The Dark ModCodingpublic09.07.2022 18:49
Reporterkingsal Assigned ToDragofer  
PrioritynormalSeveritynormalReproducibilityalways
Status resolvedResolutionfixed 
OSWindows 10OS Version64 
Product VersionTDM 2.08 
Target VersionTDM 2.11Fixed in VersionTDM 2.11 
Summary0005363: Func_fractures have incorrect sounds after loading save game
DescriptionIt looks like idBrittles are not saving their snd_shatter spawnargs on save game/load? A map will start off with the appropriate fracture sound, but on loading a saved game it will default to a kind of wooden hit noise.

Steps To ReproduceYou have to try it a couple times, but load up the test map. Break a few windows, save and then load your game. You'll see that some windows make no sound or a quiet "wooden" sound.
TagsNo tags attached.
Attached Files
fracture_test.map (10,205 bytes)   
Version 2
// entity 0
{
"classname" "worldspawn"
"editor_drLastCameraPos" "-312.965 157.552 -263.825"
"editor_drLastCameraAngle" "-11.7 350.4 0"
// primitive 0
{
brushDef3
{
( 0 0 1 176 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 1 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 1 0 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 -1 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( -1 0 0 -352 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 0 -1 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
}
}
// primitive 1
{
brushDef3
{
( 0 0 1 192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 1 0 -208 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 1 0 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 0 -1 -384 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( -1 0 0 -352 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 -1 0 192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
}
}
// primitive 2
{
brushDef3
{
( 0 0 1 192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 1 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 1 0 0 -208 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 0 -1 -384 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 -1 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( -1 0 0 192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
}
}
// primitive 3
{
brushDef3
{
( 0 1 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 1 0 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 0 -1 -400 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 -1 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( -1 0 0 -352 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 0 1 384 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
}
}
// primitive 4
{
brushDef3
{
( 0 0 1 192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 1 0 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 0 -1 -384 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 -1 0 -208 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( -1 0 0 -352 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 1 0 192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
}
}
// primitive 5
{
brushDef3
{
( 0 0 1 192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 1 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 0 -1 -384 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 -1 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( -1 0 0 -368 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 1 0 0 352 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
}
}
}
// entity 1
{
"classname" "light"
"name" "light_1"
"origin" "-64 0 -224"
"light_center" "0 0 0"
"light_radius" "384 320 256"
}
// entity 2
{
"classname" "info_player_start"
"name" "info_player_start_1"
"origin" "128 -96 -336"
"angle" "180.000000"
}
// entity 3
{
"classname" "atdm:weapon_shortsword"
"name" "SwordHard1"
"diff_0_nospawn" "1"
"diff_1_nospawn" "0"
"diff_2_nospawn" "1"
"inv_map_start" "1"
"inv_no_pickup_message" "1"
"origin" "125 -32.5 -292.5"
"rotation" "0 1 0 -1 0 0 0 0 1"
}
// entity 4
{
"classname" "atdm:weapon_shortsword"
"name" "SwordEasy1"
"diff_0_nospawn" "0"
"diff_1_nospawn" "1"
"diff_2_nospawn" "1"
"inv_map_start" "1"
"inv_no_pickup_message" "1"
"origin" "125 -16.5 -292.5"
"rotation" "0 1 0 -1 0 0 0 0 1"
}
// entity 5
{
"classname" "atdm:weapon_shortsword"
"name" "SwordExpert1"
"diff_0_nospawn" "1"
"diff_1_nospawn" "1"
"diff_2_nospawn" "0"
"inv_map_start" "1"
"inv_no_pickup_message" "1"
"origin" "125 -48.5 -292.5"
"rotation" "0 1 0 -1 0 0 0 0 1"
}
// entity 6
{
"classname" "func_fracture"
"name" "func_fracture_1"
"model" "func_fracture_1"
"origin" "-60 -64 -308"
// primitive 0
{
brushDef3
{
( 0 0 1 -52.00000000000023 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 1 0 -1.4210854715202e-14 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 1 0 0 -4 ) ( ( 0.03125 0 2 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 0 -1 -51.99999999999977 ) ( ( 0.03125 0 0.25 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 -63.99999999999999 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -4 ) ( ( 0.015625 0 170 ) ( 0 0.009615384973585606 253.5384674072266 ) ) "textures/darkmod/glass/stained_glass_victorian02_1sided" 0 0 0
}
}
}
// entity 7
{
"classname" "atdm:ammo_firearrow"
"name" "atdm_ammo_firearrow_1"
"origin" "40 16 -304"
"rotation" "1 0 0 0 0 -1 0 1 0"
"inv_map_start" "1"
}
// entity 8
{
"classname" "atdm:ammo_firearrow"
"name" "atdm_ammo_firearrow_2"
"origin" "56 16 -304"
"rotation" "1 0 0 0 0 -1 0 1 0"
"inv_map_start" "1"
}
// entity 9
{
"classname" "atdm:ammo_firearrow"
"name" "atdm_ammo_firearrow_3"
"origin" "72 16 -304"
"rotation" "1 0 0 0 0 -1 0 1 0"
"inv_map_start" "1"
}
// entity 10
{
"classname" "func_fracture"
"name" "func_fracture_2"
"model" "func_fracture_2"
"origin" "-60 40 -308"
// primitive 0
{
brushDef3
{
( 0 0 1 -52 ) ( ( 0.03125 0 124.75 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 1 0 0 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 1 0 0 -4 ) ( ( 0.03125 0 126.75 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 0 -1 -52 ) ( ( 0.03125 0 125 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 -64 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -4 ) ( ( 0.015625 0 0.625 ) ( 0 0.009615384973585606 253.5384674072266 ) ) "textures/darkmod/glass/stained_glass_victorian02_1sided" 0 0 0
}
}
}
// entity 11
{
"classname" "func_fracture"
"name" "func_fracture_3"
"model" "func_fracture_3"
"origin" "-60 144 -308"
// primitive 0
{
brushDef3
{
( 0 0 1 -52 ) ( ( 0.03125 0 121.5 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 1 0 0 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 1 0 0 -4 ) ( ( 0.03125 0 123.5 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 0 -1 -52 ) ( ( 0.03125 0 121.75 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 -64 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -4 ) ( ( 0.015625 0 2.25 ) ( 0 0.009615384973585606 253.5384674072266 ) ) "textures/darkmod/glass/stained_glass_victorian02_1sided" 0 0 0
}
}
}
// entity 12
{
"classname" "func_fracture"
"name" "func_fracture_4"
"model" "func_fracture_4"
"origin" "-220 144 -308"
// primitive 0
{
brushDef3
{
( 0 0 1 -52 ) ( ( 0.03125 0 121.5 ) ( 0 0.03125 5 ) ) "textures/common/nodraw" 0 0 0
( 0 1 0 0 ) ( ( 0.03125 0 123 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 1 0 0 -4 ) ( ( 0.03125 0 123.5 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 0 -1 -52 ) ( ( 0.03125 0 121.75 ) ( 0 0.03125 123 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 -64 ) ( ( 0.03125 0 5 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -4 ) ( ( 0.015625 0 2.25 ) ( 0 0.009615384973585606 253.5384674072266 ) ) "textures/darkmod/glass/stained_glass_victorian02_1sided" 0 0 0
}
}
}
// entity 13
{
"classname" "func_fracture"
"name" "func_fracture_5"
"model" "func_fracture_5"
"origin" "-220 -64 -308"
// primitive 0
{
brushDef3
{
( 0 0 1 -52 ) ( ( 0.03125 0 0 ) ( 0 0.03125 5 ) ) "textures/common/nodraw" 0 0 0
( 0 1 0 0 ) ( ( 0.03125 0 123 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 1 0 0 -4 ) ( ( 0.03125 0 2 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 0 -1 -52 ) ( ( 0.03125 0 0.25 ) ( 0 0.03125 123 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 -64 ) ( ( 0.03125 0 5 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -4 ) ( ( 0.015625 0 170 ) ( 0 0.009615384973585606 253.5384674072266 ) ) "textures/darkmod/glass/stained_glass_victorian02_1sided" 0 0 0
}
}
}
// entity 14
{
"classname" "func_fracture"
"name" "func_fracture_6"
"model" "func_fracture_6"
"origin" "-220 40 -308"
// primitive 0
{
brushDef3
{
( 0 0 1 -52 ) ( ( 0.03125 0 124.75 ) ( 0 0.03125 5 ) ) "textures/common/nodraw" 0 0 0
( 0 1 0 0 ) ( ( 0.03125 0 123 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 1 0 0 -4 ) ( ( 0.03125 0 126.75 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 0 -1 -52 ) ( ( 0.03125 0 125 ) ( 0 0.03125 123 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 -64 ) ( ( 0.03125 0 5 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -4 ) ( ( 0.015625 0 0.625 ) ( 0 0.009615384973585606 253.5384674072266 ) ) "textures/darkmod/glass/stained_glass_victorian02_1sided" 0 0 0
}
}
}
fracture_test.map (10,205 bytes)   

Activities

kingsal

kingsal

20.10.2020 21:54

reporter   ~0012819

(Updated test map )Added black jack.
fracture_test2.map (10,989 bytes)   
Version 2
// entity 0
{
"classname" "worldspawn"
"editor_drLastCameraPos" "-312.965 157.552 -263.825"
"editor_drLastCameraAngle" "-11.7 350.4 0"
// primitive 0
{
brushDef3
{
( 0 0 1 176 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 1 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 1 0 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 -1 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( -1 0 0 -352 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 0 -1 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
}
}
// primitive 1
{
brushDef3
{
( 0 0 1 192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 1 0 -208 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 1 0 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 0 -1 -384 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( -1 0 0 -352 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 -1 0 192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
}
}
// primitive 2
{
brushDef3
{
( 0 0 1 192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 1 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 1 0 0 -208 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 0 -1 -384 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 -1 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( -1 0 0 192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
}
}
// primitive 3
{
brushDef3
{
( 0 1 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 1 0 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 0 -1 -400 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 -1 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( -1 0 0 -352 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 0 1 384 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
}
}
// primitive 4
{
brushDef3
{
( 0 0 1 192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 1 0 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 0 -1 -384 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 -1 0 -208 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( -1 0 0 -352 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 1 0 192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
}
}
// primitive 5
{
brushDef3
{
( 0 0 1 192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 1 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 0 -1 -384 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 0 -1 0 -192 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( -1 0 0 -368 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
( 1 0 0 352 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/stone/brick/blocks_brown" 0 0 0
}
}
}
// entity 1
{
"classname" "light"
"name" "light_1"
"origin" "-64 0 -224"
"light_center" "0 0 0"
"light_radius" "384 320 256"
}
// entity 2
{
"classname" "info_player_start"
"name" "info_player_start_1"
"origin" "128 -96 -336"
"angle" "180.000000"
}
// entity 3
{
"classname" "atdm:weapon_shortsword"
"name" "SwordHard1"
"diff_0_nospawn" "1"
"diff_1_nospawn" "0"
"diff_2_nospawn" "1"
"inv_map_start" "1"
"inv_no_pickup_message" "1"
"origin" "125 -32.5 -292.5"
"rotation" "0 1 0 -1 0 0 0 0 1"
}
// entity 4
{
"classname" "atdm:weapon_shortsword"
"name" "SwordEasy1"
"diff_0_nospawn" "0"
"diff_1_nospawn" "1"
"diff_2_nospawn" "1"
"inv_map_start" "1"
"inv_no_pickup_message" "1"
"origin" "125 -16.5 -292.5"
"rotation" "0 1 0 -1 0 0 0 0 1"
}
// entity 5
{
"classname" "atdm:weapon_shortsword"
"name" "SwordExpert1"
"diff_0_nospawn" "1"
"diff_1_nospawn" "1"
"diff_2_nospawn" "0"
"inv_map_start" "1"
"inv_no_pickup_message" "1"
"origin" "125 -48.5 -292.5"
"rotation" "0 1 0 -1 0 0 0 0 1"
}
// entity 6
{
"classname" "func_fracture"
"name" "func_fracture_1"
"model" "func_fracture_1"
"origin" "-60 -64 -308"
// primitive 0
{
brushDef3
{
( 0 0 1 -52.00000000000023 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 1 0 -1.4210854715202e-14 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 1 0 0 -4 ) ( ( 0.03125 0 2 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 0 -1 -51.99999999999977 ) ( ( 0.03125 0 0.25 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 -63.99999999999999 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -4 ) ( ( 0.015625 0 170 ) ( 0 0.009615384973585606 253.5384674072266 ) ) "textures/darkmod/glass/stained_glass_victorian02_1sided" 0 0 0
}
}
}
// entity 7
{
"classname" "atdm:ammo_firearrow"
"name" "atdm_ammo_firearrow_1"
"origin" "40 16 -304"
"rotation" "1 0 0 0 0 -1 0 1 0"
"inv_map_start" "1"
}
// entity 8
{
"classname" "atdm:ammo_firearrow"
"name" "atdm_ammo_firearrow_2"
"origin" "56 16 -304"
"rotation" "1 0 0 0 0 -1 0 1 0"
"inv_map_start" "1"
}
// entity 9
{
"classname" "atdm:ammo_firearrow"
"name" "atdm_ammo_firearrow_3"
"origin" "72 16 -304"
"rotation" "1 0 0 0 0 -1 0 1 0"
"inv_map_start" "1"
}
// entity 10
{
"classname" "func_fracture"
"name" "func_fracture_2"
"model" "func_fracture_2"
"origin" "-60 40 -308"
// primitive 0
{
brushDef3
{
( 0 0 1 -52 ) ( ( 0.03125 0 124.75 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 1 0 0 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 1 0 0 -4 ) ( ( 0.03125 0 126.75 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 0 -1 -52 ) ( ( 0.03125 0 125 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 -64 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -4 ) ( ( 0.015625 0 0.625 ) ( 0 0.009615384973585606 253.5384674072266 ) ) "textures/darkmod/glass/stained_glass_victorian02_1sided" 0 0 0
}
}
}
// entity 11
{
"classname" "func_fracture"
"name" "func_fracture_3"
"model" "func_fracture_3"
"origin" "-60 144 -308"
// primitive 0
{
brushDef3
{
( 0 0 1 -52 ) ( ( 0.03125 0 121.5 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 1 0 0 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 1 0 0 -4 ) ( ( 0.03125 0 123.5 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 0 -1 -52 ) ( ( 0.03125 0 121.75 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 -64 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -4 ) ( ( 0.015625 0 2.25 ) ( 0 0.009615384973585606 253.5384674072266 ) ) "textures/darkmod/glass/stained_glass_victorian02_1sided" 0 0 0
}
}
}
// entity 12
{
"classname" "func_fracture"
"name" "func_fracture_4"
"model" "func_fracture_4"
"origin" "-220 144 -308"
// primitive 0
{
brushDef3
{
( 0 0 1 -52 ) ( ( 0.03125 0 121.5 ) ( 0 0.03125 5 ) ) "textures/common/nodraw" 0 0 0
( 0 1 0 0 ) ( ( 0.03125 0 123 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 1 0 0 -4 ) ( ( 0.03125 0 123.5 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 0 -1 -52 ) ( ( 0.03125 0 121.75 ) ( 0 0.03125 123 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 -64 ) ( ( 0.03125 0 5 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -4 ) ( ( 0.015625 0 2.25 ) ( 0 0.009615384973585606 253.5384674072266 ) ) "textures/darkmod/glass/stained_glass_victorian02_1sided" 0 0 0
}
}
}
// entity 13
{
"classname" "func_fracture"
"name" "func_fracture_5"
"model" "func_fracture_5"
"origin" "-220 -64 -308"
// primitive 0
{
brushDef3
{
( 0 0 1 -52 ) ( ( 0.03125 0 0 ) ( 0 0.03125 5 ) ) "textures/common/nodraw" 0 0 0
( 0 1 0 0 ) ( ( 0.03125 0 123 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 1 0 0 -4 ) ( ( 0.03125 0 2 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 0 -1 -52 ) ( ( 0.03125 0 0.25 ) ( 0 0.03125 123 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 -64 ) ( ( 0.03125 0 5 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -4 ) ( ( 0.015625 0 170 ) ( 0 0.009615384973585606 253.5384674072266 ) ) "textures/darkmod/glass/stained_glass_victorian02_1sided" 0 0 0
}
}
}
// entity 14
{
"classname" "func_fracture"
"name" "func_fracture_6"
"model" "func_fracture_6"
"origin" "-220 40 -308"
// primitive 0
{
brushDef3
{
( 0 0 1 -52 ) ( ( 0.03125 0 124.75 ) ( 0 0.03125 5 ) ) "textures/common/nodraw" 0 0 0
( 0 1 0 0 ) ( ( 0.03125 0 123 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 1 0 0 -4 ) ( ( 0.03125 0 126.75 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( 0 0 -1 -52 ) ( ( 0.03125 0 125 ) ( 0 0.03125 123 ) ) "textures/common/nodraw" 0 0 0
( 0 -1 0 -64 ) ( ( 0.03125 0 5 ) ( 0 0.03125 0 ) ) "textures/common/nodraw" 0 0 0
( -1 0 0 -4 ) ( ( 0.015625 0 0.625 ) ( 0 0.009615384973585606 253.5384674072266 ) ) "textures/darkmod/glass/stained_glass_victorian02_1sided" 0 0 0
}
}
}
// entity 15
{
"classname" "atdm:weapon_blackjack"
"name" "BlackjackEasy1"
"diff_0_nospawn" "0"
"diff_1_nospawn" "1"
"diff_2_nospawn" "1"
"inv_map_start" "1"
"inv_no_pickup_message" "1"
"origin" "140.6 -1.2 -244.5"
"rotation" "1 0 0 0 1 0 0 0 1"
}
// entity 16
{
"classname" "atdm:weapon_blackjack"
"name" "BlackjackHard1"
"diff_0_nospawn" "1"
"diff_1_nospawn" "0"
"diff_2_nospawn" "1"
"inv_map_start" "1"
"inv_no_pickup_message" "1"
"origin" "140.6 -17.2 -244.5"
"rotation" "1 0 0 0 1 0 0 0 1"
}
// entity 17
{
"classname" "atdm:weapon_blackjack"
"name" "BlackjackExpert1"
"diff_0_nospawn" "1"
"diff_1_nospawn" "1"
"diff_2_nospawn" "0"
"inv_map_start" "1"
"inv_no_pickup_message" "1"
"origin" "140.6 -33.2 -244.5"
"rotation" "1 0 0 0 1 0 0 0 1"
}
fracture_test2.map (10,989 bytes)   
Dragofer

Dragofer

02.07.2022 14:13

developer   ~0014941

Last edited: 02.07.2022 14:33

Usually no sound variables are saved, instead the soundshaders are determined by reading the sound spawnarg every time a sound is played. This is the case with idBrittleFracture.

idBrittleFracture plays sounds in 2 cases:
1) Shatter: checks whether it counts as "damped" (covered in moss), then plays either the soundshader in "snd_shatter_damped" (if set) or "snd_shatter". There's no backup plan in case no valid soundshader is defined in "snd_shatter".
2) ProjectDecal: checks whether the "snd_shatter" spawnarg refers to a valid soundshader and plays it if yes, otherwise it plays the "snd_bullethole" soundshader which sounds like a bullet hitting glass.

Nothing here indicates that a wooden sound or no sound would be played, so the problem probably isn't with the "snd_shatter" spawnarg.
Dragofer

Dragofer

02.07.2022 14:40

developer   ~0014944

Last edited: 02.07.2022 15:18

The save/restore functions are quite complex due all the shards involved, which have to be processed individually.
Looking through the member variables, it looks like the following 3 aren't included in the restore() function:

shardAliveTime
shardFadeStart
m_lastCrackFrameNum

shardAliveTime is part of the condition for sound to play during Shatter(). If shardAliveTime is 0 (because it wasn't restored from the save file; default is 5s and set by the spawnarg "shardAliveTime"), the condition won't be fulfilled. So this could explain the lack of sound.

As for the wooden sound - IIRC that's the blackjack's default collision sound, which you would hear if it hits a surface with a type of material for which the blackjack def has no sound shader defined. So maybe the func_fractures enter some kind of limbo state if you load at a certain time after they were destroyed.
Dragofer

Dragofer

02.07.2022 15:02

developer   ~0014947

Resolved with rev 9971: added missing member variables to Restore() function. Looks like it works as intended now in the test map.
Obsttorte

Obsttorte

02.07.2022 15:03

developer   ~0014948

Lol, ninja'd.

Issue History

Date Modified Username Field Change
20.10.2020 21:51 kingsal New Issue
20.10.2020 21:51 kingsal File Added: fracture_test.map
20.10.2020 21:54 kingsal Note Added: 0012819
20.10.2020 21:54 kingsal File Added: fracture_test2.map
02.07.2022 14:13 Dragofer Note Added: 0014941
02.07.2022 14:15 Dragofer Note Edited: 0014941
02.07.2022 14:33 Dragofer Note Edited: 0014941
02.07.2022 14:40 Dragofer Note Added: 0014944
02.07.2022 15:02 Dragofer Assigned To => Dragofer
02.07.2022 15:02 Dragofer Status new => resolved
02.07.2022 15:02 Dragofer Resolution open => fixed
02.07.2022 15:02 Dragofer Note Added: 0014947
02.07.2022 15:03 Obsttorte Note Added: 0014948
02.07.2022 15:18 Dragofer Note Edited: 0014944
02.07.2022 16:24 Dragofer Fixed in Version => TDM 2.10
02.07.2022 16:24 Dragofer Description Updated
02.07.2022 16:24 Dragofer Fixed in Version TDM 2.10 => TDM 2.11
09.07.2022 18:49 Dragofer Target Version => TDM 2.11