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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0000110 | Zandronum | [All Projects] Bug | public | 2010-10-13 01:02 | 2024-03-21 14:17 | ||||
Reporter | unknownna | ||||||||
Assigned To | |||||||||
Priority | low | Severity | major | Reproducibility | sometimes | ||||
Status | resolved | Resolution | fixed | ||||||
Platform | OS | OS Version | |||||||
Product Version | 98c | ||||||||
Target Version | Fixed in Version | 1.1.1 | |||||||
Summary | 0000110: 'A_PlaySoundEx'/'A_StopSoundEx' not working properly online | AOW2 JumpJet Infantry | ||||||||
Description | It behaves differently online. Sometimes, it seems as if 'A_StopSoundEx' fails to stop the sound that it's supposed to stop. | ||||||||
Steps To Reproduce | Host AOW2 on a local server. Emulate a ping of around 300ms, then enter the game (map AOW01) and select the "jumpjet infantry" class. Press the '+altattack' key to trigger the looping jet pack sound. Then press the '+altattack' key again to make the looping jet pack sound stop. | ||||||||
Additional Information | 'http://phenomer.net/hosted/omega/aow2_omega_r1420.zip [^]' Confirmed in 98c and 98d-r2980. | ||||||||
Attached Files | aow_flamer_test.wad [^] (282,185 bytes) 2011-03-12 15:41 | ||||||||
Notes | |
(0000349) unknownna (updater) 2010-10-13 08:17 |
Just by firing the minigun that comes with the "jumpjet infantry" class will have you notice the same effect. 'A_StopSoundEx' fails to clear the looping fire sound. |
(0000390) Torr Samaho (administrator) 2010-10-17 09:59 |
Can you create a minimal example wad for this issue? |
(0000426) unknownna (updater) 2010-10-17 17:48 |
I can't seem to reproduce it on my own. |
(0001148) unknownna (updater) 2011-03-12 15:41 edited on: 2011-03-12 15:41 |
Alright, I made an example WAD. It includes a stripped-down flamer from AOW2. You can always reproduce this without any ping if you're in the Fire / Hold / AltFire state when selecting another weapon.Steps to reproduce: The idle sound in the Ready state will still loop after deselecting the weapon. Unfortunately for you, other clients are also affected by the desync. If you emulate some ping (approximately 200 ms), the idle sound will always play after deselecting the weapon, even when you aren't in the Fire / Hold / AltFire state. |
(0006731) Dusk (developer) 2013-07-21 17:53 |
Arco says this is fixed:'http://pastebin.com/WmPpTUde [^]' |
(0012570) unknownna (updater) 2015-06-06 22:15 |
It's still broken in 2.0. |
(0023449) Ru5tK1ng (updater) 2024-03-21 14:17 |
Tested online with 3.1 and both sound actions work the same as offline and the steps to reproduce noted in 1148 did not cause any issue. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
|
Supporters: | cruduxy |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2010-10-13 01:02 | unknownna | New Issue | |
2010-10-13 08:17 | unknownna | Note Added: 0000349 | |
2010-10-17 09:59 | Torr Samaho | Note Added: 0000390 | |
2010-10-17 09:59 | Torr Samaho | Status | new => feedback |
2010-10-17 17:48 | unknownna | Note Added: 0000426 | |
2010-10-17 17:48 | unknownna | Status | feedback => new |
2011-03-12 15:41 | unknownna | File Added: aow_flamer_test.wad | |
2011-03-12 15:41 | unknownna | Note Added: 0001148 | |
2011-03-12 15:41 | unknownna | Note Edited: 0001148 | View Revisions |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2013-07-21 17:53 | Dusk | Note Added: 0006731 | |
2013-07-21 17:53 | Dusk | Status | new => closed |
2013-07-21 17:53 | Dusk | Resolution | open => fixed |
2013-07-21 17:53 | Dusk | Fixed in Version | => 1.1.1 |
2015-06-06 22:15 | unknownna | Note Added: 0012570 | |
2015-06-06 22:15 | unknownna | Status | closed => feedback |
2015-06-06 22:15 | unknownna | Resolution | fixed => reopened |
2024-03-21 14:17 | Ru5tK1ng | Note Added: 0023449 | |
2024-03-21 14:17 | Ru5tK1ng | Status | feedback => resolved |
2024-03-21 14:17 | Ru5tK1ng | Resolution | reopened => fixed |
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