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IDProjectCategoryView StatusDate SubmittedLast Update
0002276Zandronum[All Projects] Bugpublic2015-05-30 17:472018-09-30 21:37
Reporterwildweasel 
Assigned ToEdward-san 
PrioritynormalSeverityminorReproducibilityalways
StatusclosedResolutionfixed 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version2.0 
Target Version2.1Fixed in Version2.1 
Summary0002276: Shotgun noise won't play in my mod
DescriptionIn Zandronum 3.0-150517-2229-82d094f-windows, one of the weapon sounds in ww-oldie.wad fails to play.
Steps To ReproduceDownload the test version of the mod:'https://dl.dropboxusercontent.com/u/76650/crap/Careful%21/ww-oldie-test.7z [^]'
Load both ww-oldie.wad AND ww-oldie.bex.
Start a new game (singleplayer is fine), give all weapons, and fire either the Boompipe on slot 1 (chainsaw replacement) or the autocannon on slot 6 (replaces plasma rifle). Sound is missing.
Additional InformationSound plays fine (last I checked) in ZDoom and PRBoomPlus; SLADE plays the sound (DSSHOTGN) just fine, sound is in Doom Wave Format.
Attached Files

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-  Notes
User avatar (0012467)
StrikerMan780 (reporter)
2015-05-30 18:51

I can confirm this.
User avatar (0012490)
Torr Samaho (administrator)
2015-06-01 20:30

Does it work in GZDoom 1.8?
User avatar (0012495)
wildweasel (reporter)
2015-06-01 23:56

The sound seems to work fine in GZDoom 1.8.07 (the only "1.8" release I was able to find a working link for).
User avatar (0012497)
Torr Samaho (administrator)
2015-06-02 06:34

Please check GZDoom 1.8.0. That's the version Zandronum 3.0 is currently based on.
User avatar (0012498)
wildweasel (reporter)
2015-06-02 16:59

GZDoom 1.8.0 from your link also does not exhibit any problems with the sound.
User avatar (0012500)
Torr Samaho (administrator)
2015-06-02 19:06

Thanks for checking! If it works in GZDoom 1.8.0, this is a Zandronum bug.

Can you condense your mod to a minimal example wad?
User avatar (0012501)
wildweasel (reporter)
2015-06-02 19:12

Unfortunately, I cannot - the fault does not seem to be with the sound so much as the mod as a whole. If I part out the DSSHOTGN from ww-oldie into its own mod, the sound plays fine. If I load ww-oldie.wad WITHOUT ww-oldie.bex, the sound plays fine.

If I had to guess, there is something strange in the DeHackEd logic.
User avatar (0012503)
Edward-san (developer)
2015-06-02 23:06

Just a curiosity: does this happen with'https://www.dropbox.com/s/cmxtz978kvlxg4m/zandronum-2.1-150531-2012-32e3bb8-windows.zip?dl=0 [^]' ? If you can't reproduce, then nevermind me.
User avatar (0012504)
wildweasel (reporter)
2015-06-03 03:47

@Edward-san, actually yes! Same circumstances as with 3.0; without the .BEX loaded, it's fine, but the .BEX causes the shotgun sound to disappear. Wonder if there's something strange with the FireShotgun pointer in BEX?
User avatar (0012505)
Edward-san (developer)
2015-06-03 07:45
edited on: 2015-06-03 07:54

Nice! This means that some recent 2.1 changesets broke the deh loading. Updated the ticket to reflect this.

[edit]Do you mind if you could provide the full command line to load both the wad and the bex?

User avatar (0012506)
Edward-san (developer)
2015-06-03 08:27

If the command line is:
zandronum -iwad doom2.wad -file ww-oldie.wad -deh ww-oldie.bex

then I and WaTaKiD can reproduce this also in zandronum 1.0 and works fine with zdoom 2.3.1 and 2.5.0. Back to square again, it seems :(
User avatar (0012507)
Edward-san (developer)
2015-06-03 08:48

I know what's going on: when A_FireShotgun is called, in zdoom the sound call is:


S_Sound (self, CHAN_WEAPON, "weapons/shotgf", 1, ATTN_NORM);


but in zandronum, the code was refactored in A_CustomFireBullets, which has this sound call:


S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);


but this is mute because weapon->AttackSound has sound ID 0. I have an idea on the fix.
User avatar (0012508)
Edward-san (developer)
2015-06-03 09:19
edited on: 2015-06-03 09:41

'https://bitbucket.org/crimsondusk/zandronum-sandbox-stable/commits/5403904d872baa991bc79310eab317651c62b799 [^]'

User avatar (0012693)
Torr Samaho (administrator)
2015-06-14 07:37

I added your patch.
User avatar (0012694)
cobalt (updater)
2015-06-14 07:54

Issue addressed by commit 96d9b564a1d7: - Fixed: Some dehacked weapon attack sounds could not work (fixes 2276).
Committed by edward_san [edward-san] on Wednesday 03 June 2015 11:40:12

Changes in files:

 docs/zandronum-history.txt | 1 +
 src/g_doom/a_doomweaps.cpp | 9 +++++----
 src/thingdef/thingdef_codeptr.cpp | 18 ++++++++++++------
 3 files changed, 18 insertions(+), 10 deletions(-)


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- Issue History
Date Modified Username Field Change
2015-05-30 17:47 wildweasel New Issue
2015-05-30 18:51 StrikerMan780 Note Added: 0012467
2015-06-01 20:30 Torr Samaho Note Added: 0012490
2015-06-01 22:35 Dusk Status new => feedback
2015-06-01 23:56 wildweasel Note Added: 0012495
2015-06-01 23:56 wildweasel Status feedback => new
2015-06-02 06:34 Torr Samaho Note Added: 0012497
2015-06-02 16:59 wildweasel Note Added: 0012498
2015-06-02 19:06 Torr Samaho Note Added: 0012500
2015-06-02 19:12 wildweasel Note Added: 0012501
2015-06-02 23:06 Edward-san Note Added: 0012503
2015-06-03 03:47 wildweasel Note Added: 0012504
2015-06-03 07:45 Edward-san Note Added: 0012505
2015-06-03 07:45 Edward-san Product Version 3.0-beta => 2.1-beta
2015-06-03 07:54 Edward-san Note Edited: 0012505 View Revisions
2015-06-03 08:27 Edward-san Note Added: 0012506
2015-06-03 08:27 Edward-san Product Version 2.1-beta => 2.0
2015-06-03 08:48 Edward-san Note Added: 0012507
2015-06-03 08:48 Edward-san Assigned To => Edward-san
2015-06-03 08:48 Edward-san Status new => assigned
2015-06-03 09:19 Edward-san Note Added: 0012508
2015-06-03 09:19 Edward-san Status assigned => needs review
2015-06-03 09:41 Edward-san Note Edited: 0012508 View Revisions
2015-06-14 07:37 Torr Samaho Note Added: 0012693
2015-06-14 07:37 Torr Samaho Status needs review => needs testing
2015-06-14 07:53 cobalt Target Version => 2.1
2015-06-14 07:53 cobalt Steps to Reproduce Updated View Revisions
2015-06-14 07:54 cobalt Note Added: 0012694
2015-06-24 22:45 Dusk Status needs testing => resolved
2015-06-24 22:45 Dusk Fixed in Version => 2.2
2015-06-24 22:45 Dusk Resolution open => fixed
2015-06-24 22:47 Dusk Fixed in Version 2.2 => 2.1
2018-09-30 21:37 Blzut3 Status resolved => closed






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