View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0005913 | The Dark Mod | Sound System | public | 07.03.2022 13:03 | 15.11.2022 04:38 |
Reporter | stgatilov | Assigned To | nbohr1more | ||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.10 | ||||
Target Version | TDM 2.11 | Fixed in Version | TDM 2.11 | ||
Summary | 0005913: Negative sound loss on location separator makes everybody alert | ||||
Description | It seems that having a location separator with negative sound loss can have disastrous effects. For example, every guard on the map can react to every little noise anywhere on the map. For some reason, this behavior happens on Windows bu not on Linux (at least on one machine). | ||||
Steps To Reproduce | 1) Use mission "Down and Out on Newford Road". 2) Play the mission on Linux, jump onto the little shack with the fire bucket, frob the window above you. It should at worst make the guard patrolling the courtyard stop and murmur. 3) Now play it on Windows and do the exact same thing- all the guards will freak out and run around with their swords drawn. | ||||
Additional Information | Originally reported by @thebigh: https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/page/13/#comment-470840 | ||||
Tags | No tags attached. | ||||
I released a patched version that no longer has the bug, but you can reproduce it by changing the sound_loss spawnarg to negative on the big visportal above the archway | |
I cannot reproduce it. I changed sound_loss on info_locationseparator_39 from 16 to -16. And I imagine I found the window: it falls down after I frob it, and there are some spiders behind it. ON my current Windows machine, the only difference is that a guard with torch hears with negative sound_loss and comes to investigate, while with zero sound_loss he does not come. I don't see all the guards getting alerted. Since I don't have all the FMs with me (I'm on laptop yet), I can't check if any missions use negative sound_loss =( |
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Revision 10158 Misc.cpp // store the sound loss for the associated portal m_SoundLoss = idMath::Fabs( spawnArgs.GetFloat("sound_loss", "0.0") ); |
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Date Modified | Username | Field | Change |
---|---|---|---|
07.03.2022 13:03 | stgatilov | New Issue | |
08.03.2022 04:12 | thebigh | Note Added: 0014757 | |
22.05.2022 07:27 | stgatilov | Steps to Reproduce Updated | |
22.05.2022 07:52 | stgatilov | Note Added: 0014836 | |
15.11.2022 04:37 | nbohr1more | Note Added: 0015426 | |
15.11.2022 04:38 | nbohr1more | Assigned To | => nbohr1more |
15.11.2022 04:38 | nbohr1more | Status | new => resolved |
15.11.2022 04:38 | nbohr1more | Resolution | open => fixed |
15.11.2022 04:38 | nbohr1more | Fixed in Version | => TDM 2.11 |