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IDProjectCategoryView StatusDate SubmittedLast Update
0000110Zandronum[All Projects] Bugpublic2010-10-13 01:022024-03-21 14:17
Reporterunknownna 
Assigned To 
PrioritylowSeveritymajorReproducibilitysometimes
StatusresolvedResolutionfixed 
PlatformOSOS Version
Product Version98c 
Target VersionFixed in Version1.1.1 
Summary0000110: 'A_PlaySoundEx'/'A_StopSoundEx' not working properly online | AOW2 JumpJet Infantry
DescriptionIt behaves differently online. Sometimes, it seems as if 'A_StopSoundEx' fails to stop the sound that it's supposed to stop.
Steps To ReproduceHost 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? file icon aow_flamer_test.wad [^] (282,185 bytes) 2011-03-12 15:41

- Relationships

-  Notes
User avatar (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.
User avatar (0000390)
Torr Samaho (administrator)
2010-10-17 09:59

Can you create a minimal example wad for this issue?
User avatar (0000426)
unknownna (updater)
2010-10-17 17:48

I can't seem to reproduce it on my own.
User avatar (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:

1) Start a standard server with the example WAD.
2) Connect a client to the server.
3) Join the game.
4) Hold the +attack / +altattack button.
5) Select another weapon.


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.

User avatar (0006731)
Dusk (developer)
2013-07-21 17:53

Arco says this is fixed:'http://pastebin.com/WmPpTUde [^]'
User avatar (0012570)
unknownna (updater)
2015-06-06 22:15

It's still broken in 2.0.
User avatar (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.

Issue Community Support
This issue is already marked as resolved.
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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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