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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0002016 | Zandronum | [All Projects] Bug | public | 2014-12-01 16:12 | 2015-02-01 18:09 | ||||||||
Reporter | Edward-san | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||||||
Status | new | Resolution | open | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | |||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0002016: SNDINFO ambient sound status is not reset when the map resets | ||||||||||||
Description | Try the example wad I attached (ambient_sound_reset.wad). Area 'I' has an ambient sound which is dormant on start, area 'II' has an ambient sound which is active on start. If you disable/enable the ambient sounds, the change won't be reset after a map reset. | ||||||||||||
Steps To Reproduce | server: zandronum -iwad DOOM2.WAD -file ambient_sounds_reset.wad -host -warp 01 -skill 4 -nobroadcast +survival 1 client: zandronum -iwad DOOM2.WAD -file ambient_sounds_reset.wad -connect localhost - press left button of 'I' area to activate 'imp/sight1' ambient sound (right button redisactivates it) or - press left button of 'II' area to disable 'imp/sight2' ambient sound (right button reactivates it) - press the ResetMap button in front of the start. | ||||||||||||
Attached Files | MAP01_StartupSoundTestV2.wad [^] (5,428 bytes) 2014-12-06 03:33 ambient_sounds_reset.wad [^] (10,683 bytes) 2014-12-18 15:43 | ||||||||||||
Notes | |
(0011581) Edward-san (developer) 2015-02-01 18:07 edited on: 2015-02-01 18:09 |
Some considerations: 1) GAME_DormantStatusMatchesOriginal doesn't return the right result for the ambient sounds in the example wad, when the ambient sounds are changed. 2) Adding a check for AMusicChanger in the '( pActor->flags3 & MF3_ISMONSTER ) && (( pActor->health > 0 ) || ( pActor->flags & MF_ICECORPSE ))' doesn't fix the issue, because 'pNewActor = Spawn( RUNTIME_TYPE( pActor ), X, Y, Z, NO_REPLACE );', called later, returns NULL. |
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Issue History | |||
Date Modified | Username | Field | Change |
2014-12-01 16:12 | Edward-san | New Issue | |
2014-12-01 18:31 | Edward-san | Description Updated | View Revisions |
2014-12-01 18:31 | Edward-san | Steps to Reproduce Updated | View Revisions |
2014-12-04 22:26 | Edward-san | File Added: MAP01_StartupSoundtest.wad | |
2014-12-04 22:36 | Edward-san | Summary | Some looping sounds are not silenced after a survival map restart => SNDINFO looping sound is not silenced after a survival map restart |
2014-12-04 22:36 | Edward-san | Description Updated | View Revisions |
2014-12-04 22:36 | Edward-san | Steps to Reproduce Updated | View Revisions |
2014-12-04 22:42 | Edward-san | Steps to Reproduce Updated | View Revisions |
2014-12-04 22:43 | Edward-san | Steps to Reproduce Updated | View Revisions |
2014-12-06 03:32 | Edward-san | File Deleted: MAP01_StartupSoundtest.wad | |
2014-12-06 03:33 | Edward-san | File Added: MAP01_StartupSoundTestV2.wad | |
2014-12-06 03:36 | Edward-san | Steps to Reproduce Updated | View Revisions |
2014-12-06 03:41 | Edward-san | Steps to Reproduce Updated | View Revisions |
2014-12-18 15:42 | Edward-san | Description Updated | View Revisions |
2014-12-18 15:42 | Edward-san | Steps to Reproduce Updated | View Revisions |
2014-12-18 15:43 | Edward-san | File Added: ambient_sounds_reset.wad | |
2014-12-18 15:46 | Edward-san | Summary | SNDINFO looping sound is not silenced after a survival map restart => SNDINFO ambient sound status is not reset when the map resets |
2014-12-18 15:46 | Edward-san | Description Updated | View Revisions |
2015-02-01 18:07 | Edward-san | Note Added: 0011581 | |
2015-02-01 18:09 | Edward-san | Note Edited: 0011581 | View Revisions |
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