1.0.30 Freezing Explosions do not sound

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lzvk25
Posts: 20
Joined: Tue May 15, 2007 1:20

1.0.30 Freezing Explosions do not sound

Post by lzvk25 »

I made a mod for a weapon that freezes the enemy and after a while the enemy explodes in ice shards. In version 1.0.29 you could hear the explosions very well while playing Doom, Heretic or Hexen, but now in this new version, I can't hear the explosions anymore in Doom and Heretic, however in Hexen, I can still hear them.

So is it a bug or do I need to modify something ?
Here is the code :
[spoiler]

Code: Select all

// *****************************************************************************
// *                       KONGOUSOUHA KATANA                                  *
// *                       (Adamant Barrage)                                   *
// *****************************************************************************

ACTOR Kongousouha : Weapon
{
        Inventory.PickupSound "misc/lowang"
        Inventory.PickupMessage "Picked up a Kongousouha!"
        Weapon.SelectionOrder 10
        Obituary "%o was slain by %k's Kongousouha."
        AttackSound "weapons/knife"
        +NOALERT

        States
        {
        Spawn:
                SWD1 A -1
                Loop
        Ready:
                SWRD A 1 A_WeaponReady
                Loop
        Deselect:
                SWRD A 1 A_Lower
                Loop
        Select:
                SWRD A 1 A_Raise
                Loop
        Fire:
                // ICE Based Attack
                SWRD B 1
                SWRD A 0
                SWRD C 0 A_FireCustomMissile ("KongousouhaMissile",0,0,0,0)
                SWRD C 0 A_FireCustomMissile ("KongousouhaMissile",20,0,0,0)
                SWRD C 0 A_FireCustomMissile ("KongousouhaMissile",60,0,0,0)
                SWRD C 0 A_FireCustomMissile ("KongousouhaMissile",90,0,0,8)
                SWRD C 0 A_FireCustomMissile ("KongousouhaMissile",100,0,0,0)
                SWRD C 0 A_FireCustomMissile ("KongousouhaMissile",140,0,0,0)
                SWRD D 0 A_FireCustomMissile ("KongousouhaMissile",180,0,0,0)
                SWRD D 0 A_FireCustomMissile ("KongousouhaMissile",220,0,0,0)
                SWRD D 0 A_FireCustomMissile ("KongousouhaMissile",260,0,0,0)
                SWRD D 0 A_FireCustomMissile ("KongousouhaMissile",270,0,0,8)
                SWRD D 0 A_FireCustomMissile ("KongousouhaMissile",300,0,0,0)
                SWRD D 0 A_FireCustomMissile ("KongousouhaMissile",340,0,0,0)
                SWRD E 0 A_PlayWeaponSound("weapons/sword")
                SWRD D 0
                SWRD A 1 A_Refire
                goto Ready
        AltFire:
                // Fire Based Attack
                SWRD B 1
                SWRD A 0
                SWRD C 0 A_FireCustomMissile ("KatanaMissile",0,0,0,0)
                SWRD C 0 A_FireCustomMissile ("KatanaMissile",20,0,0,0)
                SWRD C 0 A_FireCustomMissile ("KatanaMissile",60,0,0,0)
                SWRD C 0 A_FireCustomMissile ("KatanaMissile",90,0,0,8)
                SWRD C 0 A_FireCustomMissile ("KatanaMissile",100,0,0,0)
                SWRD C 0 A_FireCustomMissile ("KatanaMissile",140,0,0,0)
                SWRD D 0 A_FireCustomMissile ("KatanaMissile",180,0,0,0)
                SWRD D 0 A_FireCustomMissile ("KatanaMissile",220,0,0,0)
                SWRD D 0 A_FireCustomMissile ("KatanaMissile",260,0,0,0)
                SWRD D 0 A_FireCustomMissile ("KatanaMissile",270,0,0,8)
                SWRD D 0 A_FireCustomMissile ("KatanaMissile",300,0,0,0)
                SWRD D 0 A_FireCustomMissile ("KatanaMissile",340,0,0,0)
                SWRD E 0 A_PlayWeaponSound("weapons/sword")
                SWRD D 0
                SWRD A 1 A_Refire
                goto Ready
        }  // End States
} // End ACTOR Kongousouha

// *****************************************************************************
// *                       BASIC KATANA MISSILE                                *
// *                 (Fire Based Attack without Graphics)                      *
// *****************************************************************************

actor KatanaMissile
{
        Radius 2
        Height 2
        Speed 280
        Damage 10
        ExplosionDamage 10
        ExplosionRadius 100
        Scale 0.58
        PROJECTILE
        DONTHURTSHOOTER
        +NOBLOCKMAP
        +DROPOFF
        +BLOODLESSIMPACT
        +FOILINVUL
        +EXTREMEDEATH
        +PIERCEARMOR
        +RIPPER
        +RANDOMIZE
        +SPECTRAL
        +FLOORHUGGER
        +CEILINGHUGGER
        +ACTIVATEIMPACT
        +ACTIVATEPCROSS
        +NOTARGET
        +FIREDAMAGE

         States
         {
         Spawn:
                 SWRD C 1 bright
                 Loop
         Death:
                 RXPL A 0 A_Explode
                 Stop
         }
}

// *****************************************************************************
// *                         KONGOUSOUHA MISSILE                               *
// *                          (Ice Based Attack)                               *
// *****************************************************************************

actor KongousouhaMissile
{
   Radius 2
   Height 2
   Speed 280
   Damage 10
   ExplosionDamage 10
   ExplosionRadius 100
   DamageType Ice
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.5
   DONTHURTSHOOTER
   +NOBLOCKMAP
   +DROPOFF
   +ICEDAMAGE
   +FOILINVUL
   +PIERCEARMOR
   +RIPPER
   +SPECTRAL
   +ACTIVATEIMPACT
   +ACTIVATEPCROSS
   +NOTARGET
   +FLOORHUGGER
   +CEILINGHUGGER
   +BLOODLESSIMPACT

   States
   {
   Spawn:
      FREZ I 2
      FREZ J 2
      FREZ H 2
      FREZ I 2
      FREZ J 2
      FREZ H 2
      FREZ I 2
      FREZ J 2
      FREZ H 2
      FREZ I 2
      FREZ J 2
      FREZ H 2
      FREZ I 2
      FREZ J 2
      FREZ H 2
      FREZ I 2
      FREZ J 2
      FREZ H 2
      FREZ H 0 A_Die
      Goto Death
   Death:
      FREZ J 2
      FREZ K 2
      FREZ L 2
      FREZ M 2
      FREZ N 2
      FREZ O 2
      FREZ O 0 A_Explode
      Stop
   }
}

[/spoiler]
lzvk25
Posts: 20
Joined: Tue May 15, 2007 1:20

Post by lzvk25 »

In case somebody wants to take a look, here is the mod itself.

As usual the command is : gzdoom.exe -file Katana.zip

Just do the "give weapons" cheat and use slots 8 and 9 to use it.
Attachments
Katana.zip
(99.17 KiB) Downloaded 91 times
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Enjay
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Post by Enjay »

For some reason, neither GZDOOM.PK3 and ZDOOM.PK3 have the sound icebrk1a.flac in them any more. They used to both contain icebrk1a.flac and icedth1.flac but now there is only icedth1.flac. An accidental omission I suspect.

You should be able to fix it by grabbing that lump from an older copy of the pk3 and sticking it in your own project.


Edited to remove stupidity. :roll:
Last edited by Enjay on Sun Jan 06, 2008 21:31, edited 1 time in total.
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Graf Zahl
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Post by Graf Zahl »

My latest gzdoom.pk3 contains icebrk1a.flac. Yes, the one in 1.0.30.

Same for zdoom.pk3
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Enjay
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Post by Enjay »

Strange... It's there now. A case of not seeing the wood for the trees I guess. (Sorry about that.)

Regardless of that, the sound isn't working.

Loading this:

Code: Select all

actor njplasma : PlasmaBall replaces PlasmaBall

{
	DamageType Ice
}
And shooting enemies with the plasma gun freezes them (which does make a sound), but there is no sound when they break.
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Enjay
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Post by Enjay »

OK, the flac may be there but (G)Zdoom is having problems reading it for some reason. I extracted the file from gzdoom.pk3 and loaded it with the above decorate:

gzdoom -file decorate.txt icebrk1a.flac

and no sound when the bad guys shattered. I loaded the sound into Goldwave - it played just fine. I saved it as a WAV and tried loading it again:

gzdoom -file decorate.txt icebrk1a.wav

and that worked.

So, for what ever reason, (G)Zdoom, fmod, whatever, is having trouble playing that flac.

The fix for you, lzvk25, for the moment would be to stick a copy of the sound in your project WAD. Just make sure its a copy that Gzdoom can play.
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lizardcommando
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Post by lizardcommando »

Oh, so that's the problem. I was wondering about this too. This will be fixed soon, right?
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Enjay
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Post by Enjay »

Should be. I've just posted about it over at Zdoom too seeing as how it affects Zdoom too.

http://forum.zdoom.org/viewtopic.php?f=2&t=15777
lzvk25
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Joined: Tue May 15, 2007 1:20

Post by lzvk25 »

So far in ZDoom it was fixed, however, in GZDoom it is still the same.
:?
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Graf Zahl
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Post by Graf Zahl »

Which isn't surprising because I haven't done a re-release!
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