Player footsteps
Moderator: Graf Zahl
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Player footsteps
I know it's possible to make a sound play when a player lands on a floor with a specific texture, but some actual repeated footstep sounds would be neat.
If it could be definable in the terrain lump so you could make different sounds depending on the material the player stepped on, it would be sweet. Perhaps certain textures might even make enough noise when stepped on to alert monsters, if the wad author so decides.
If it could be definable in the terrain lump so you could make different sounds depending on the material the player stepped on, it would be sweet. Perhaps certain textures might even make enough noise when stepped on to alert monsters, if the wad author so decides.
- Graf Zahl
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- Graf Zahl
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Legacy would destroy anything for deathmatch it seems. They even changed the damage handling for damaging sectors so that deathmatchers can cheat less. That this change severely affects singleplayer didn's appear to matter though.
If I knew a decent way to add footsteps I'd do. Being an obstacle in multiplayer is not important IMO. It can still be switched off.
If I knew a decent way to add footsteps I'd do. Being an obstacle in multiplayer is not important IMO. It can still be switched off.
- Enjay
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I remember when they made that change. It was indeed shit.Graf Zahl wrote:They even changed the damage handling for damaging sectors so that deathmatchers can cheat less. That this change severely affects singleplayer didn's appear to matter though.
Destroy? No, add another dimension. Many (every?) modern, highly thought of DM game seems to cope with footsteps. In fact, in the few I have played, it really added to the experience - knowing the other guys were near, close enough to hear, but not in view - yet. And as Graf said, it would be optional.The HavoX wrote:It would *destroy* the deathmatch.
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- Graf Zahl
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- justin023
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It can be done with ACS based on x/y movement
@apothem: What happened to the scripted footsteps demo I posted on that thread that you started? This is one reason why I am reluctant to help people with these things
. I gave you a base to start with and hoped you would figure out how keep the footsteps from playing when the player was off the ground and not have to show you how to do everything.
@apothem: What happened to the scripted footsteps demo I posted on that thread that you started? This is one reason why I am reluctant to help people with these things

- NeoHippo
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Two years ago, GameArena modified zdoom.exe to add, amongst other things, player footsteps.
Although these footsteps were more like clicks, I could well imagine, that, with a better sound, this feature
will be quite handy ( footy ??). Unfortunately, GameArena has not been around for some time, and the
link to GAdoom is no longer viable.
Check out the ZDoom Forum thread http://forum.zdoom.org/potato.php?t=112 ... ght=GAdoom
and if you are interested in GAdoom, then you can download it [edited: removed link] here [/edited].
Although these footsteps were more like clicks, I could well imagine, that, with a better sound, this feature
will be quite handy ( footy ??). Unfortunately, GameArena has not been around for some time, and the
link to GAdoom is no longer viable.
Check out the ZDoom Forum thread http://forum.zdoom.org/potato.php?t=112 ... ght=GAdoom
and if you are interested in GAdoom, then you can download it [edited: removed link] here [/edited].
Last edited by NeoHippo on Sat Jan 14, 2006 7:45, edited 1 time in total.
TAtL, tU, aE
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Was that on the ACS Prefab database? as I don't quite remember you sending it, but chances are I have it hidden away somewhere. Resend it and I'll take a look. I think I might still be able to do it.justin023 wrote:It can be done with ACS based on x/y movement
@apothem: What happened to the scripted footsteps demo I posted on that thread that you started? This is one reason why I am reluctant to help people with these things. I gave you a base to start with and hoped you would figure out how keep the footsteps from playing when the player was off the ground and not have to show you how to do everything.
- Jehar
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Enjay's terrain wad (I also have a modified version that supports Skulltag textures... pm for info as I have not really released it as of yet) takes care of step-sounds, as well as liquids. I use this in normal and deathmatch play, and it really adds to the experience. Solid improvement.
Now, this is not to say footstep sounds would be a good idea. The speed of the player(s) would cause an oversaturation of sound.
In another forum, somebody put it quite well: If each individual step was given a sound, each player's steps would sound like a Metallica double bass drum roll.
This, in my opinion, is a BAD idea. But, as I stated before, Enjay's\my terrain effects wad works quite well, and fulfills any added atmospherics anyone may want.
Now, this is not to say footstep sounds would be a good idea. The speed of the player(s) would cause an oversaturation of sound.
In another forum, somebody put it quite well: If each individual step was given a sound, each player's steps would sound like a Metallica double bass drum roll.

This, in my opinion, is a BAD idea. But, as I stated before, Enjay's\my terrain effects wad works quite well, and fulfills any added atmospherics anyone may want.
- wildweasel
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Pay attention to the Doom Guy's walking animation (through chase cam or something) - if a footstep sound were played for every other frame of that animation, the speed of the footsteps would be roughly equivalent to that of Unreal or Deus Ex. And given the speed Doom Guy actually runs at, and comparing it to that of some of the best Olympic runners, it makes sense.Jehar wrote:If each individual step was given a sound, each player's steps would sound like a Metallica double bass drum roll.
I'm not actually supporting footstep sounds though - I'd much rather have an alternative view/weapon bobbing system that's more consistent with the Doom Guy's animation speed, with overhanded weapon movement instead of underhanded, and less pronounced view motion (which I'm aware can already be done).