View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0006641 | The Dark Mod | Script/Def | public | 30.08.2025 16:01 | 30.08.2025 16:01 |
Reporter | Taffingtaffer | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | always |
Status | new | Resolution | open | ||
OS | Linux | ||||
Product Version | TDM 2.13 | ||||
Summary | 0006641: Blackjack hit sounds are inconsistent and propagation barely makes a difference | ||||
Description | There are many missing material definitions for the blackjack in tdm_weapon_blackjack.def. In addition, anything that isn't defined plays the "blackjack_hit_helmet" sound shader, despite the default definition, snd_hit, having "blackjack_hit_wood" assigned. This leads to grass, straw or carpet making metal hit sounds, which is just plain silly. Figuring out why snd_hit doesn't work should be the first step. Afterwards, all existing materials would be defined and assigned with fitting sound shaders. (attached a cleaned-up .def as a temporary solution for the hit sounds we have right now) Finally, create several propagations with different degrees of loudness depending on the material. Currently metal is as loud as stone, for example... | ||||
Tags | alert, audio, sound | ||||
Attached Files | tdm_weapon_blackjack.def (5,728 bytes)
// vim:ts=4:sw=4:cindent // // ======================== Blackjack ================================== // entityDef atdm:weapon_blackjack { "inherit" "atdm:weapon_base" "editor_usage" "The thief's best friend" "editor_displayFolder" "Weapons/Melee" "model_view" "viewmodel_blackjack" // a unique weapon name, used by ammunition entities "inv_weapon_name" "blackjack" // The display name of this weapon (for the HUD) "inv_name" "#str_02428" // Blackjack "inv_icon" "guis/assets/hud/weapon_icons/blackjack_icon" "model" "models/darkmod/weapons/blackjack.lwo" "spawnclass" "idMoveable" "frobable" "1" "is_weapon_melee" "1" "ammo_required" "0" // doesn't need no ammo "weapon_scriptobject" "weapon_blackjack" "def_melee" "melee_blackjack_ovr" "melee_distance" "56" "knockout_range" "28" "KO_box_size" "4" "anim_rate_hit" "2.0" // Collision test object for new melee system "def_attach1" "atdm:attachment_meleetest_blackjack" "name_attach1" "meleeweap_r" "attach_pos_name_test1" "mtest" "attach_pos_joint_test1" "r_wrist" "attach_pos_origin_test1" "10 0 0" "attach_pos_angles_test1" "0 0 0" "impact_damage_effect" "1" // Try always playing a swing sound when we swing, regardless of hit or not later "snd_swing" "blackjack_swing" "snd_acquire" "tool_pickup" "skin_invisible" "skins/blackjack_invis" } entityDef melee_blackjack_ovr { "inherit" "atdm:damage_base" "damage" "2" "knockout" "1" "kickDir" "-1 0 0" "mtr_blob" "genericDamage" "blob_time" "300" "blob_size" "400" "blob_offset_x" "400" "knockback" "10" "push" "2200" "gib" "0" "kick_time" "400" "kick_amplitude" "1" "dv_time" "100" // NOTE: This is moved from the weapon spawnargs to the damage spawnargs! "impact_damage_effect" "1" "no_pain_anim" "1" // default surface type if we cannot detect surface type hit "default_surface_inanimate" "wood" "default_surface_actor" "flesh" // default sound "snd_hit" "blackjack_hit_wood" "snd_metal" "blackjack_hit_helmet" "snd_liquid" "melee_hit_water" "snd_ice" "glass_bullethole" "snd_glass" "glass_bullethole" "snd_brokeglass" "glass_bullethole" "snd_stone" "blackjack_hit_wood" "snd_wood" "blackjack_hit_wood" "snd_tile" "blackjack_hit_wood" "snd_dirt" "blackjack_hit_wood" "snd_sand" "blackjack_hit_wood" "snd_gravel" "blackjack_hit_wood" "snd_paper" "blackjack_hit_wood" "snd_twigs" "blackjack_hit_wood" "snd_squeakboard" "blackjack_hit_wood" "snd_plastic" "blackjack_hit_wood" "snd_cardboard" "blackjack_hit_wood" "snd_grass" "blackjack_hit_flesh" "snd_foliage" "blackjack_hit_flesh" "snd_straw" "blackjack_hit_flesh" "snd_mud" "blackjack_hit_flesh" "snd_snow" "blackjack_hit_flesh" "snd_carpet" "blackjack_hit_flesh" "snd_moss" "blackjack_hit_flesh" "snd_ricochet" "blackjack_hit_flesh" "snd_flesh" "blackjack_hit_flesh" "snd_undeadflesh" "blackjack_hit_flesh" // probably don't want it to alert other AI // for successful hits on helmet AI "snd_armor_plate" "blackjack_hit_helmet" "snd_armor_chain" "blackjack_hit_flesh" "snd_armor_leath" "blackjack_hit_flesh" "snd_cloth" "blackjack_hit_flesh" // Propagated sounds for hitting objects other than flesh "sprS_metal" "blackjack_hit_hard" "sprS_ricochet" "blackjack_hit_hard" "sprS_stone" "blackjack_hit_hard" "sprS_wood" "blackjack_hit_hard" "sprS_glass" "blackjack_hit_hard" } model viewmodel_blackjack { mesh models/md5/weapons/blackjack_view/blackjack.md5mesh offset (-10 0 -6.5 ) anim raise models/md5/weapons/blackjack_view/get.md5anim { frame 1 sound_weapon blackjack_unsheath } anim idle models/md5/weapons/blackjack_view/idle.md5anim anim hit_start models/md5/weapons/blackjack_view/swing_start.md5anim anim hit models/md5/weapons/blackjack_view/swing_16frames.md5anim { frame 6 sound snd_swing //frame 9 melee_attack_start meleeweap_r overhead //frame 17 melee_attack_stop meleeweap_r frame 9 melee_knockout // release 1.0 and old animation values: // frame 3 sound snd_swing // frame 4 melee_attack_start meleeweap_r overhead // frame 7 melee_attack_stop meleeweap_r } anim putaway models/md5/weapons/blackjack_view/putaway.md5anim { frame 1 sound_weapon blackjack_sheath } anim ready models/md5/weapons/blackjack_view/ready10.md5anim anim unready models/md5/weapons/blackjack_view/unready10.md5anim } // new melee system entityDef atdm:attachment_meleetest_blackjack { "inherit" "atdm:moveable_longsword" "spawnclass" "CMeleeWeapon" "joint" "r_wrist" // release 1.0 values // "angles" "-90 0 -65" // attempted fix for hitting ceiling: "angles" "-75 0 -70" "origin" "16 0 0" "hide" "1" "solid" "0" "frobable" "0" "neverShow" "1" // grayman #2998 - never show this entity "noshadows" "1" // grayman #2998 // set this to swap in the larger AI head CMs for easier KOs "use_larger_ai_head_CMs" "1" "att_type_overhead" "0" "att_world_collide_overhead" "1" "def_damage_overhead" "melee_blackjack_ovr" "att_mod_cm_overhead" "1" // release 1.0 values: // "att_cm_maxs_overhead" "2.5 29 2.5" // fix for hitting the ceiling // (it got shorter to offset the tilt forward) "att_cm_maxs_overhead" "2.5 27 5" "att_cm_mins_overhead" "-2.5 5 -5" // Failsafe trace, going thru center pointing "down" // for fixing buggy trace when CM starts out intersecting "att_failsafe_trace_overhead" "1" "att_failsafe_trace_start_overhead" "-15 18 0" "att_failsafe_trace_end_overhead" "12 18 0" } | ||||
Date Modified | Username | Field | Change |
---|---|---|---|
30.08.2025 16:01 | Taffingtaffer | New Issue | |
30.08.2025 16:01 | Taffingtaffer | Tag Attached: alert | |
30.08.2025 16:01 | Taffingtaffer | Tag Attached: audio | |
30.08.2025 16:01 | Taffingtaffer | Tag Attached: sound | |
30.08.2025 16:01 | Taffingtaffer | File Added: tdm_weapon_blackjack.def |