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Player footsteps

Posted: Thu Dec 01, 2005 13:52
by Ixnatifual
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.

Posted: Thu Dec 01, 2005 14:35
by Graf Zahl
The game doesn't know anything about footsteps so it'd have to be implemented from scratch and that is not going to happen any time soon. There's a reason why ZDoom doesn't have it yet.

Posted: Thu Dec 01, 2005 18:20
by The HavoX
The Legacy staff didn't (and would not) implement footsteps for one reason...

It would *destroy* the deathmatch. They did say maybe for single player but not vice-versa.

Posted: Thu Dec 01, 2005 18:28
by Graf Zahl
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.

Posted: Thu Dec 01, 2005 19:41
by Enjay
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.
I remember when they made that change. It was indeed shit.
The HavoX wrote:It would *destroy* the deathmatch.
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.

Posted: Thu Dec 01, 2005 23:31
by Ixnatifual
Was guessing that there was a reason for why it wasn't in ZDoom already. Too bad, would have been cool :/

Posted: Fri Dec 02, 2005 0:23
by Apothem
Just define the sfx to be played at specific frames. It can be done via dehacked if done properly. At each foot down animation, have it play the terrain sfx. Not that hard. At least, conceptually. :)

Posted: Fri Dec 02, 2005 0:25
by Graf Zahl
That doesn't consider speed. Sorry but that effect won't work.

Posted: Fri Dec 02, 2005 0:33
by justin023
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.

Posted: Sun Dec 11, 2005 8:38
by NeoHippo
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].

Posted: Tue Dec 13, 2005 3:22
by BlazingPhoenix
omg someone made a completly pointless bump :P

Posted: Tue Dec 13, 2005 4:13
by wildweasel
It's not pointless. It might be of use to somebody.

Posted: Tue Dec 13, 2005 4:35
by Apothem
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.
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.

Posted: Mon Jan 09, 2006 2:52
by Jehar
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. :evil:

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.

Posted: Mon Jan 09, 2006 4:28
by wildweasel
Jehar wrote:If each individual step was given a sound, each player's steps would sound like a Metallica double bass drum roll.
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.

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).